Recieved
436Under consideration
Daxing International Airport
Add Shanghai Pudong Airport (ZSPD)
Add ZSPD (Shanghai Pudong) as a playable airport in the game.
We hope to add Hong Kong International Airport
I hope to add Hong Kong International Airport, with flights from both domestic and international airlines.
Recommend adding cargo aircraft and cargo aprons, and improving ground crew and vehicle support.
Recommendations include adding a new cargo terminal and introducing additional freighter aircraft such as the Boeing 747F, 767F, 777F, Airbus A330F, and A350F. New cargo liveries for UPS, FedEx, SF Express, and postal services should also be added. Additionally, enhance details such as ground support vehicles and ground crew personnel. New remote gates should be added, along with shuttle buses and boarding stair vehicles.
Realistic aircraft types and call signs
All large aircraft must report "Heavy" or "Super" when contacting the airport control tower. Specific aircraft categories are: Heavy: B747, B767, B777, B787, A300, A310, A330, A340, A350, A380 Super: A380-800 Report format: Tower, (Call sign), (Heavy/Super), (Aircraft type), Request to land
We hope to add ZGGG Guangzhou Baiyun International Airport.
We hope the official version will include Guangzhou Baiyun International Airport (ZGGG).
Shanghai Hongqiao Airport | ZSSS
By limiting the simulation to domestic airlines, small airports with high traffic volumes and two runways might be more suitable for solo play (single takeoff and landing).
【Control Procedures】 Each runway shall have a dedicated command position.
During peak periods at large airports, having a single tower control position manage multiple runways simultaneously can result in delayed command issuance. It is recommended to provide dedicated command positions for each runway to reduce command issuance wait times.
ZSAM Xiamen Gaoqi Airport
Xiamen Gaoqi Airport is about to close; we recommend adding Xiamen Gaoqi Airport to your list as a keepsake.
Radio: Say goodbye when you arrive at the apron.
When the plane arrives at the apron, you should say goodbye to the ground crew.
Planned
23Committed and queued
A plane actually took off from the grass at Kennedy Airport.
Below are all the steps I took to trigger this bug, along with the issues encountered ・_・ During the period from 20:00 to 22:10, Flight ① was performing a "Runway Holding" procedure before Runway 22L. Due to another flight ② landing on Runway 22L, "Change Path" and "Hold Taxi" commands were issued to prevent Flight ① from taxiing onto the runway.During radio communication, Flight ① exhibited slight delay in taxiing. After its nose wheel crossed the current waypoint, it executed a path plan to re-approach via the "H" exit point at the takeoff point along Runway 22L (heading toward the holding point before Runway 22L). I attempted to execute a "Permit Takeoff" command while Flight ① was taxiing, intending to halt its movement and initiate a direct takeoff.However , Flight ① showed no response and could not be halted via any command to stop takeoff or taxiing. Continuing its movement, it directly crossed Runway 22R and Runway 31R without triggering the runway crossing hold. Furthermore, while taxiing under an active takeoff clearance, it was identified as a "runway incursion" by Flight ④, which was executing its approach on Runway 22L.However, Flight ① was currently on the taxiway, merely carrying a takeoff command. As it approached its original route plan (the holding point before the Runway 22L entry point), Flight ③ had just completed its "Hold on Runway" instruction and was awaiting takeoff. resulting in Flight ① completely ignoring Flight ③'s hold position. Instead, it executed a 90-degree turn just meters from the Runway 22L entry point, heading toward the grassy area left of Runway 22L for takeoff —utterly reckless! 😨 Recommend improving takeoff command options, such as adding "Prohibit Takeoff," "Pause Takeoff," or " Wait. " Otherwise, an accidental press of "Allow Takeoff" could immediately cause the aircraft's pathfinding to malfunction, indirectly leading to grass takeoff scenarios. 👿
Add taxiway names to the ground radar
You can see the runway designations A and A1 on the map.
The game has serious crash issues
System specs: i9-14900HX + RTX 4060 8GB + 32GB RAM Whether in the tutorial levels or the main game, the game is highly likely to crash whenever you switch screens or experience significant visual transitions (such as switching the aircraft you’re commanding or pressing T to locate an aircraft).I’ve played for 4 hours so far, and the game has crashed or frozen over 20 times. Even when set to 1080p with ultra-low graphics settings and DLSS set to "Super Performance," it still crashes. Additionally, GPU memory usage is excessively high; only at 1080p with ultra-low graphics settings does GPU memory usage stay below 8GB.
Optimization of the Runway Window
You can mark the runway direction for downwind runs in red and the runway direction for upwind runs in blue.
Third-person perspective
Press T to switch to the cockpit view, which automatically rotates to face the direction the nose is pointing
Unable to access the camera position
KJFK closed in the evening; attempts to standby and reroute failed to continue taxiing to the gate.
When an aircraft crosses the runway at Kennedy Airport, the command bar suggests separating the "Cross Runway" and "Wait to Cross Runway" commands into two distinct commands.
When an aircraft crosses the runway at Kennedy Airport, the command bar suggests separating the "Cross Runway" and "Wait to Cross Runway" commands into two distinct commands.
The beginner tutorial task list overlaps with the flight information card.
Single click vs. double click
Single click of an aircraft in the strip should select the aircraft, but keep my camera where I have it pointed.. Double click should select the aircraft and move the focus of the camera to the aircraft.
Red dots at airplane strips
With arriving airplanes, the red dot that appears when an airplane needs interaction, should disappear when the command ‘continue approach’ is given. Now the red dot remain which makes it more difficult to see which aircraft you already handled.
WIP
6Actively being built
The issue of the realism of aircraft flight movements
The current aerodynamic control surfaces on the aircraft, such as the flaps, move too quickly, which differs significantly from real aircraft. Additionally, the aircraft performs turns that are nearly at right angles, which lacks realism.
The end time of the game level is determined by the last flight.
Arriving aircraft: Ends 10 seconds after parking Departing aircraft: Ends 10 seconds after contact is made
Automatic missed approach too early
The game requires the runway to be absolutely clear to issue clear to land. Sure, we are not going to argue about that today. But airplanes will automatically initiate go around at 1.6nm. This is very annoying, and not realistic. For JFK, planes are using RNAV Y approach for 4L and 4R––sure. The decision height can be as low as 219 ft AGL. Planes are still at 560 ft AGL when at 1.6 DME, which is way too early to initiate a go around. They are supposed to continue approach all the way until they reach the decision height to go around if there’s no clarence to land. For TNA, same. They are using ILS Z RWY 01 approach, here is the chart. The missed approach point is exactly at 1 nautical mile to the runway. Going around at 1.6nm is way too early too. Planes should continue approach until either 1 mile to the runway or reaching 200 ft AGL to initiate a go around. So, I am not sure where the 1.6 number is coming from, but it’s definitely not the correct number for either airport and players are punished by early go arounds. Hope this gets fixed. Thanks.
Wrong logic/info on separation and runway incursion
I have been playing JFK rush hour in the Demo for awhile and I think the biggest frustration is that the game unrealistically treats normal operations as runway incursions and I have a feeling that the development team programmed the game based on a completely wrong logic. What the game does: If one airplane is using the runway, the controller clears another one to land/takeoff, the game says runway incursion. And this is wrong! The real world rule is that It does NOT matter how many aircrafts are cleared to use the same runway at the same time. It only matters whether they actually reach the runway while the other is on it. They must be on the runway to be counted as incursion. It’s not an incursion yet even if the plane is still 0.1 nm away from the runway. FAA explicitly requires controllers that they need NOT wait for planes to vacate before they clear the next one to land. It’s all written in the LAW. Here is from FAA, which applies to ALL U.S. airports. https://www.faa.gov/air_traffic/publications/atpubs/ATC/atc0310.html 3-10-3. SAME RUNWAY SEPARATION a. …the arriving aircraft does not cross the landing threshold until one of the following conditions exists: The other aircraft has landed and is clear of the runway… The other aircraft has departed and crossed the runway end… 3-10-4. INTERSECTING RUNWAY SEPARATION a. …the arriving aircraft does not cross the landing threshold or flight path of the other aircraft until one of the following conditions exists: The preceding aircraft has departed and passed the intersection/flight path or is airborne and turning to avert any conflict. The point is that the rule doesn’t talk about clearance, because it doesn’t matter. The rule only sees if the other plane reached the runway threshold. So issuing clearance to land is NOT enough to be counted as an incursion. 3-10-6. ANTICIPATING SEPARATION a. Landing clearance to succeeding aircraft in a landing sequence need not be withheld if you observe the positions of the aircraft and determine that prescribed runway separation will exist when the aircraft crosses the landing threshold… Now, this basically says the same thing: controller needs not to wait the first one to vacate to clear the second one to land. They can and should clear them to land early. Without being able to do what real controllers do, it’s simply impossible to properly manage the rush hour traffic at JFK. Hope this official information helps. Thanks for the attention.
demo静态关卡设计
Clicking and dragging on an aircraft tag with both mouse buttons make the tag disappear
After accidentally pressing by mistake on an aircraft tag in the lower-right ATC section with both mouse buttons, I dragged the mouse, and when I released the buttons, the tag disappeared, and the tag that is shown on the screen for an aircraft gets stuck. As can be seen in the screenshot, all the aircraft available at the beginning of the level have all been deleted this way, and all the tags got stuck at the center of the screen.
Available in Nightly
91Actively being built
It is recommended that the logic for determining runway occupancy be clearly explained in the tutorial.
For example, if the aircraft ahead is taking off, the aircraft behind will trigger a conflict go-around when it is a few nautical miles from the runway.
Each game starts in a paused state.
I suggest not triggering the time event right at the start; let the game pause automatically so we have time to get a clear view of the aircraft on the tarmac. This is especially true at night at airports like JFK, where things get chaotic at the beginning—with planes crossing runways, some preparing to take off, others landing, and still others being pushed back. If the time event triggers immediately, there’s no time to gather your thoughts, and you won’t know where to start.
Dealing with aircraft getting stuck head-on to each other on taxiways
I had a situation when one aicraft had just pushed back into the way of an aircraft coming in to its gate. There was no way for either aircraft to avoid the other, leaving them stuck for eternity.
Deadlock on a Domestic Airport Taxiway: Model Refusal to Yield Leads to CES6313 and CSN9043 Coming to a Standoff
As shown in the figure, the CES6313 and CSN9043 aircraft models are touching each other, causing both aircraft to stop moving even after commands are reissued. This is likely because they are not yielding to each other, resulting in a collision and a deadlock. I always encounter issues with aircraft getting stuck during the taxiing phase at this domestic airport.
Airports with multiple parallel runways should be able to provide takeoffs and landings independently.
For example, when operating Runways 4L and 4R at Kennedy Airport, landing aircraft exclusively use Runway 4R, while departing aircraft use Runway 4L. This approach enhances safety and saves time.
Difficulty in selecting a taxiway route
The logic behind aircraft taxi routes needs to be optimized. Reason 1: For example, at Jinan Airport, when selecting a taxi route, there are many options at intersections. Players not only tend to tap the wrong option by mistake, but they also easily overlook responses from other crews. Reason 2 : When selecting a taxi route, the route sometimes overlaps with the runway. We hope the development team will optimize the taxi route logic as soon as possible to provide players with a more comfortable experience.
Add radar display of tower location, camera orientation, and field of view
Add tower location markers and camera view displays to the approach radar and ground radar; the camera view in the radar should adjust its angle based on the zoom level.
Proposal for Parking Spaces
We would like to add more remote parking spaces.
Voice synthesizer
Separate the volume levels for airport ambient noise, engine noise, cabin announcements, and ATC communications so you can adjust each sound individually 👍
All aircraft entering the runway must obtain clearance
When updating the taxi route on the ground, if the route crosses the runway, the aircraft should stop and request clearance before entering the runway. As shown in the figure: After updating the path and turning around to enter the runway from the high-speed taxiway, the pilot did not stop to request clearance, resulting in a runway incursion.
Released
48Recently shipped
unavailable on steam?
May I ask is it now unavailable to purchase on steam? I am now in UK region but suddenly unable to find this game on it, I want to buy the official version
Tutorial glitch
The tutorials are bugged when they pause to make you enter a command and you can’t do it. This happened on the 2nd tutorial when I had to talk to an aircraft and they were currently transmitting. Sometimes you may have to have time pass to be able to issue a command.
Endless Mode
I will be posting three articles about my ideas for this proposal. I welcome your feedback. This is Part 1️⃣: "Real-Time Mode" 1. Enable Real-Time Synchronization ( Bind the game’s initial time and in-game time to real-world time ) 1A. Save Mechanism: After saving the game, the system will retain the data for flight plans that have not yet been executed (including the original flight number, designated apron, and takeoff/landing runway ) and the accumulated number of days under air traffic control (will not be new flights will not appear out of nowhere; new flights will not be generated out of thin air. New flights will only be refreshed after playing for more than 5 minutes following the next save file load. Similarly, the apron will only issue departure instructions after playing for more than 5 minutes. After 5 minutes, the system will generate a new schedule for the following hour, similar to the in-game weather system’s forecasts) 1B. Save File Loading Mechanism: When you reopen a saved game, the system will realign the game’s initial time with real-time, starting a new round of gameplay and continuing to track the number of days as an air traffic controller. When loading a save, all flights from the previous flight plan will be loaded , and the corresponding landing, parking, takeoff, and departure times in the schedule will be delayed (as for how to delay them, I’m thinking of a timeline shifting algorithm ). Content that changes after loading includes:In-game time, the corresponding sky background, lighting and shading textures, and the scheduled times for tasks associated with flights in the flight plan ( this is to allow players to catch up on tasks rather than deleting all previous plans ). ✈️ 1C. Regarding the Timeline Shift Algorithm (Reference provided by AI) Logic: Calculate the "time difference." Formula: New Schedule Time = Original Schedule Time + (Real-time Load Time - Game Time at Save) Result: At the time of saving, it is Monday at 10:00, and Flight A is scheduled to depart at 11:00. When loading the save, it is Tuesday at 10:00 AM (24 hours later). The new departure time for Flight A automatically becomes Tuesday at 11:00 (original time + 24 hours). Advantages: This perfectly preserves the relative order of flights. When the air traffic controller logs back in, it’s as if the game “paused” for 24 hours the moment they left and then resumed playback. ( This is designed to help players catch up on their previous tasks.) Other: The core purpose of this mechanism is to achieve a "seamless transition" from the previous flight while adjusting the time and lighting. It is recommended to include a prominent prompt in the notification window, e.g., “❕ Welcome back, air traffic controller. [XX] flights have accumulated during the [XX hours] you were away. Please prioritize these; additional flights will arrive in five minutes.” That concludes Part 1️⃣: "Real-Time Mode" 🙃. Next up is Part 2️⃣: "Random Time Mode." Thank you all for watching, air traffic controllers! (*๓´╰╯`๓)♡ ☆☆☆ Whether this can be implemented depends on the dev team ੭ ᐕ)੭*⁾⁾☆☆☆ Wishing the development team all the best! 💖
Weather Forecast
The weather window displays the wind direction, wind speed, and visibility for the coming period.
The tutorials for beginners lack clear instructions
The first task in Stage 1 of the Beginner's Tutorial is called "Moving the View and Selecting an Aircraft" The first task in this tutorial is to left-click and drag the ground radar view to examine different areas. On the right side, there is an empty box. If a player follows the tutorial and drags only a short distance, the box will fill up but the task will not be marked as complete. Since players are unaware that the completion indicator is a checkmark with a line through it, this led me to believe the task was finished when, in fact, the prompt was telling me I had only completed half of it. The second issue is that the next task involves scrolling the mouse wheel to zoom in or out and view larger or more detailed areas. Here, the name of the Stage 1 tutorial is "Moving the View and Selecting Aircraft," but this task isn’t directly related to the first one. Players might assume it refers to zooming the main view rather than the ground radar view, which caused me to get stuck here at one point, thinking it was a bug. I hope that when tutorials for actions like dragging and scrolling are finished, they’re marked as complete, rather than displaying the “Task in Progress” indicator. Second, if tasks are performed on the same interface but aren’t explicitly linked in the UI, I hope the subject can be clearly labeled.
【Window Management】Save in-game window layout
Otherwise, you'd have to manually drag everything back into place every time you start a new game.
【Settings】Enable/Disable Glide Guide
Users can choose to enable or disable the blue ground arrow taxi guidance lines during aircraft taxiing, enhancing realism and delivering greater visual impact and immersion.
The on-site report has been changed to an off-site report.
Maintain contact with the ground upon landing Do not report "Landed" upon touchdown; this is not standard radio procedure. If you've disengaged but haven't yet instructed the captain to contact ground control, you may report "disengaged" to alert players that this aircraft is still unresolved.
Landing lights should normally illuminate below 10,000 feet, but in the game they only activate when the landing gear is deployed.
As the title suggests
Camera cut to the plane
When switching between aircraft, could you provide an option to switch directly or to switch to the current action shot? (Sorry for the vague description.)
UI: The distinction between in-game pause and time freeze is unclear
There are two pause mechanisms in the game: pressing the ESC key pauses the game and brings up a menu; using the spacebar or the speed control component pauses the game. The practical effects of these two pause methods are vastly different: the former locks all in-game UI elements and camera controls, while the latter does not. However, the visual differences between them are minimal, making it nearly impossible to distinguish between the two. As a result, players struggle to determine which pause mode is currently active, preventing them from quickly selecting the correct method to resume gameplay. We recommend modifying the ESC key pause UI by adding a global overlay and centering the relevant action buttons to clearly indicate that all UI elements are locked and the game is in the pause menu.
Interrupted radio communication prevented the tutorial from continuing
In Level 3 of the tutorial, if you issue a "clear for departure" command to CHH8765 just before ordering CES5678 to go around, the radio channel will be occupied, and the forced hold will prevent you from issuing a go-around command to CES.