Currently, the process for switching frequencies is as follows: 1. Issue the command “Contact XX”; 2. The aircraft responds with “Goodbye” to confirm; 3. The aircraft contacts XX.
The problem is:
First, there is a brief pause between steps 2 and 3. If you aren’t mentally prepared for this, you might start preparing the next command after step 2 is complete, only for step 3 to interrupt your train of thought—resulting in a very poor user experience.
Second, Step 3 is an active call with a response time requirement—but didn’t we just *ask* the aircraft to contact us?—Although the tower and ground control are logically distinct roles—and are handled by different people at real-world airports—in the game, the same player manages both, using the same interface. Calls from one side block work on the other, creating a jarring sense of disconnection.If the game still intends to have the player take on multiple roles simultaneously, my suggestion is to set up two separate sub-interfaces to handle the tower and approach separately. That way, calls from the tower won’t block the approach, and calls from the approach won’t block the tower.
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Recieved
Bad Experience
3 months ago

ardenwade
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Recieved
Bad Experience
3 months ago

ardenwade
Get notified by email when there are changes.