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atc-ng's Issues

Helicopters

To implement helicopters two things are needed:

  • Helicopter sprite
  • Helipads modelling

Veering for landing is limited to 'normal' G acceleration

The idea would be that veering during the ILS alignment phase should happen at "expedite" rate (without fuel penalty) to simulate the sharp veering that often planes do before touching down.

update: it appears the expedite functionality is broken in normal veering too! :(

Create and manage the ~/.atc-ng directory

In said directory:

  • Config files that override general setting
  • Directory for user-generated / user-downloaded entity files
  • Logs
  • README.txt with basic info on the above

Flight strips animation is ugly

They truly need some TLC.

Additionally, a mechanism for handling the case in which the number of strips is higher than the space allows to stack them should be put in place.

Implement status bar

A status bar is probably needed to show:

  • Radar range
  • Radar aid single marking value
  • Number of "strikes" (lives left)
  • Played scenario?

Remove "testing permissions" from config file

Currently the config file allows testers to do various things that shouldn't be allowed to players in the release version:

  • assigning custom points values
  • choosing length of runway busy time

Rich flight-strips

Flight strips could have more useful information:

  • Callsign?
  • Indication of how close the plane is to declare fuel emergency?
  • Expedite mode
  • Emergency blinking light?

Alternative model for ILS approach

One of the testers wrote to me:

It would be useful to allow the combination of LAND and SPEED commands

This is indeed a possibility, and I am looking forward for suggestions. At the moment the approach happens in 4 phases, and each of them must be successfully concluded for the plane to pass to the next one. The plane will abort the landing if it will find itself unable to complete any of the phases.

  1. INTERCEPTING - The plane keeps current heading, altitude and speed and waits for the right moment to turn into the ILS projection on the ground (in other words: to be aligned with the runway --> same heading, foot of the runway straight ahead). The plane aborts if the ILS doesn't pass in front of its nose, or if the plane itself is too close to veer into the ILS (it would overshoot it)
  2. MERGING - The plane maintain speed and altitude and veer into the ILS projection.
  3. MATCHING - The plane maintain heading and speed, and adjust altitude to precisely fly along the ILS vector (the line starting from the foot of the runway and going up at 3° angle. The plane aborts if the plane is flying above the ILS and its speed is too high to lose altitude quick enough to intercept the ILS vector before the runway.
  4. GLIDING - The plane follows the ILS vector maintaining speed until the moment comes to slow down to landing speed. The plane abort if at the beginning of the glide its speed is already too big for it to slow down to landing speed before the foot of the runway.

How to Run this

I've tried to find (from any Readme or docs) to run this game.
Is there anyone can shed me some lights here...

Thank you

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