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Found 33 results

  1. KBOS 2.0 HAS BEEN RELEASED

    Dear Folks, We just released an updated version for KBOS. IT's available from the same download link that you got at the purchase and it' also updated on Steam. We fixed some gate sizes so the heavy airplanes will not block each other at the terminal and added some hold points involving the landing path of Runway 4L and 9. Thank you Vic
  2. More realistic Tower!3D

    Hello I've been having a lof of fun so far with Tower!3D Pro. Thank you for such a wonderful simulator. However I decided to put a little more realism into my gameplay to make it feel more like real life ATC work. I've noticed watching youtube videos, that many people find ATC perfection as possbility to handle more and more aircraft at a time. But it's not that simple in real life. The job of ATC is not only giving proper clearances but also monitoring every aircraft and trying to imagine the whole 3D picture by using only the projection he can see with from tower. It's also remembering who is where and what he was cleared to do. Therefore I want to share with you my idea which puts a little more realism into Tower!3D by enforcing more usage of visual view and flight strips instead of ground movement radar. I've chosen KSAN for my first try as single-runway airport will be easier to help understand proper ATC work scheme. So you will need both KSAN and Real Traffic add-on. You will also need a printer and at least scissors (paper cutter highly recommended). The idea is to print and use flight strips the exact way as real ATC would do while playing Tower!3D at the same time minimising the usage of ground movement radar which is a bit of a cheat and makes whole work too easy in my opinion. Of course before you start you will need both some experience in Tower!3D and in KSAN airport in particular. You need to be able to identify visualy which taxiway is which and which apron is which without hesitation. Here you will find a short manual on how to setup your Tower!3D view and on some basics about how to use flight strips: https://drive.google.com/open?id=0B58R9LWp4kniSTdvaFFvbV9LdDA Here you will find flight strips for the default KSAN Real Traffic schedule: Departures part 1: https://drive.google.com/open?id=0B58R9LWp4kniNGxEc2YydXRMS3c Departures part 2: https://drive.google.com/open?id=0B58R9LWp4knibVdad3JoOGRuV3c Arrivals part 1: https://drive.google.com/open?id=0B58R9LWp4kniTXRINWg2VDd1eU0 Arrivals part 2: https://drive.google.com/open?id=0B58R9LWp4kniYjFFZVpaU0Zyb0E You will need to download all 4 files. When you chose simulation hours for your game just find these hours in all 4 files, print the pages and cut out the flight strips. I know there should be only one file for departures and one for arrivals, but this is how it came from my spreadsheet - sorry :) All comments highly appreciated. If you find it interesting I can make similar flight strips for any schedule and any airport.
  3. Non-US Airports

    Is there a possibility that any non-US airports, suck as Heathrow (London), Charles de Gualle (Paris), O.R. Thambo (Johannesburg), Kingford Smith (Sydney), will be added? Kingford Smith will be especially challenging as you have both Domestic and International airports sharing taxiways and runways.
  4. For a regular taxi-to-runway instruction, the phraseology is "RUNWAY (rwy), TAXI VIA (route)." However, for intersection departures, Tower!3D seems to only accept "RUNWAY (rwy) AT (ixn) VIA (route)." I couldn't find a specific rule in the FAA document about this, but I would expect it to be "TAXI VIA (route)" instead of just "VIA." It'd be nice to unify these to both use (or at least support) the "TAXI VIA" phraseology. Or, if I've missed something that shows it should *not* use TAXI, I'd be very interested in reading it. Thanks!
  5. Hello! I owned Tower 2011 back in the day and recently picked up Tower!3d Pro on Steam. I suspect this has been asked before but I thought I'd go ahead and throw it out there: is there any chance of supporting the "group form" of numbers pronunciation for airliner callsigns? This is the FAA regulation where callsigns like "UAL2042" should be read as "UNITED TWENTY FOURTY TWO" instead of "TWO ZERO FOUR TWO," the latter of which is the only thing Tower seems to support. Even though I know that group form isn't currently supported, it's a tough habit to break from ATCpro and Vatsim.... Thanks for your consideration!
  6. Buy Tower!3D Pro

    Hello Community, I decided to buy Tower!3D Pro, but I have a few questions: If I buy Tower!3D Pro without a CD, will I get a download link to my email or a direct download on the purchase site or anything else? If I get a new PC in a half year, will I be able to transfer the game from my old PC to my new one, if I had buyed the game without CD before? Would I be able to transfer the game to my new PC, if I had buyed Tower!3D Pro with CD instead? Hope you have experience with that and you can help me. Hope you at least have understood me, due to I'm a german. Greetings from Germany, Lessi_lex
  7. Tower3D! - KJFK 2nd Monitor

    I'm not really sure why I am having this problem with only JFK. I redownloaded and installed it again but for some reason it has problems extending the ADRIS and STRIPS to the second screen. It starts and then closes. If it did it on the other airports I wouldn't care but it only does this on this particular one. Again, I have no problem on any other airport, only JFK. I thought it was my antivirus since my computer is locked down hard but there is something else wrong...any help? Here is the output log: Initialize engine version: 5.4.4f1 (5a3967d8c55d) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: Intel(R) HD Graphics 4000 (ID=0x166) Vendor: Intel VRAM: 912 MB Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain - Completed reload, in 0.605 seconds Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.dll (this message is harmless) <RI> Initializing input. XInput1_3.dll not found. Trying XInput9_1_0.dll instead... <RI> Input initialized. desktop: 1360x768 60Hz; virtual: 1360x1536 at 0,-768 <RI> Initialized touch support. UnloadTime: 1.874186 ms DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. (Filename: Line: 386) readed prefs: fullscreen=False vsync=False (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Monitors found: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load monitor settings: 1360x768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) height: 768 resolution: 768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Configuration.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Xml.dll (this message is harmless) MMconnection errcnt: 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client socket closed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 MMconnection errcnt: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client connected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GUI LAYER ID: 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 Initialize engine version: 5.4.4f1 (5a3967d8c55d) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: Intel(R) HD Graphics 4000 (ID=0x166) Vendor: Intel VRAM: 912 MB Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain - Completed reload, in 0.651 seconds Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.dll (this message is harmless) <RI> Initializing input. XInput1_3.dll not found. Trying XInput9_1_0.dll instead... <RI> Input initialized. desktop: 1360x768 60Hz; virtual: 1360x1536 at 0,-768 <RI> Initialized touch support. UnloadTime: 2.065196 ms DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. (Filename: Line: 386) readed prefs: fullscreen=False vsync=False (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Monitors found: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load monitor settings: 1360x768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) height: 768 resolution: 768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Configuration.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Xml.dll (this message is harmless) MMconnection errcnt: 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client socket closed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 MMconnection errcnt: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client connected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 13L x 31R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 31R x 13L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 13R x 31L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 31L x 13R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 22L x 4R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 4R x 22L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 22R x 4L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 4L x 22R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Airfield loaded: 299 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GUI LAYER ID: 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 Setting up 1 worker threads for Enlighten. Thread -> id: 830 -> priority: 1 Initialize engine version: 5.4.4f1 (5a3967d8c55d) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: Intel(R) HD Graphics 4000 (ID=0x166) Vendor: Intel VRAM: 912 MB Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain - Completed reload, in 0.789 seconds Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.dll (this message is harmless) <RI> Initializing input. XInput1_3.dll not found. Trying XInput9_1_0.dll instead... <RI> Input initialized. desktop: 1360x768 60Hz; virtual: 1360x1536 at 0,-768 <RI> Initialized touch support. UnloadTime: 1.847957 ms DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. (Filename: Line: 386) readed prefs: fullscreen=False vsync=False (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Monitors found: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load monitor settings: 1360x768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) height: 768 resolution: 768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Configuration.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Xml.dll (this message is harmless) MMconnection errcnt: 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client socket closed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 MMconnection errcnt: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client connected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 13L x 31R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 31R x 13L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 13R x 31L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 31L x 13R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 22L x 4R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 4R x 22L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 22R x 4L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 4L x 22R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Airfield loaded: 299 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GUI LAYER ID: 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 Setting up 1 worker threads for Enlighten. Thread -> id: 302c -> priority: 1 Crash!!! SymInit: Symbol-SearchPath: '.;C:\Program Files (x86)\FeelThere\Tower!3D Pro;C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'micke_000' OS-Version: 10.0.14393 () 0x300-0x1 C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow.exe:mmwindow.exe (00007FF6DA000000), size: 22253568 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow.exe', fileVersion: 5.4.4.14695 C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FFC4E0A0000), size: 1904640 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ntdll.dll', fileVersion: 10.0.14393.103 C:\WINDOWS\System32\KERNEL32.DLL:KERNEL32.DLL (00007FFC4C710000), size: 700416 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNEL32.DLL', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\KERNELBASE.dll:KERNELBASE.dll (00007FFC4A920000), size: 2215936 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNELBASE.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\GDI32.dll:GDI32.dll (00007FFC4DF00000), size: 212992 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\GDI32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\gdi32full.dll:gdi32full.dll (00007FFC4AD50000), size: 1581056 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\gdi32full.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\USER32.dll:USER32.dll (00007FFC4DD90000), size: 1462272 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\USER32.dll', fileVersion: 10.0.14393.5 C:\WINDOWS\System32\win32u.dll:win32u.dll (00007FFC4A630000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\win32u.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\ADVAPI32.dll:ADVAPI32.dll (00007FFC4C5E0000), size: 663552 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ADVAPI32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\msvcrt.dll:msvcrt.dll (00007FFC4B630000), size: 647168 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\msvcrt.dll', fileVersion: 7.0.14393.0 C:\WINDOWS\System32\sechost.dll:sechost.dll (00007FFC4B6D0000), size: 364544 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\sechost.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\RPCRT4.dll:RPCRT4.dll (00007FFC4C4B0000), size: 1183744 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\RPCRT4.dll', fileVersion: 10.0.14393.82 C:\WINDOWS\System32\WS2_32.dll:WS2_32.dll (00007FFC4C6A0000), size: 434176 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\WS2_32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\ole32.dll:ole32.dll (00007FFC4B980000), size: 1273856 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ole32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\combase.dll:combase.dll (00007FFC4BD90000), size: 2912256 (result: 0), SymType: '-exported-', PDB: 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'C:\WINDOWS\SYSTEM32\midimap.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\dbghelp.dll:dbghelp.dll (00007FFC46FC0000), size: 1646592 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dbghelp.dll', fileVersion: 10.0.14321.1024 C:\WINDOWS\SYSTEM32\SspiCli.dll:SspiCli.dll (00007FFC4A210000), size: 180224 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\SspiCli.dll', fileVersion: 10.0.14393.0 ========== OUTPUTING STACK TRACE ================== 0x00007FF6DA343B44 (mmwindow) PlayerMainWndProc 0x00007FFC4DDA1C24 (USER32) CallWindowProcW 0x00007FFC4DDA1917 (USER32) CallWindowProcW 0x00007FFC4DDB2563 (USER32) MapWindowPoints 0x00007FFC4E1489D4 (ntdll) KiUserCallbackDispatcher 0x00007FFC4A631184 (win32u) NtUserMessageCall 0x00007FFC4DD9EE4D (USER32) GetWindowTextW 0x00007FFC4DD9E982 (USER32) GetWindowTextW 0x00007FFC48DCC5EA (uxtheme) IsThemeActive 0x00007FFC48DCC262 (uxtheme) IsThemeActive 0x00007FFC48DC1E15 (uxtheme) DrawThemeBackground 0x00007FFC48DC06D1 (uxtheme) DrawThemeBackground 0x00007FFC4DD9EB7D (USER32) GetWindowTextW 0x00007FF6DA343C29 (mmwindow) PlayerMainWndProc 0x00007FFC4DDA1C24 (USER32) CallWindowProcW 0x00007FFC4DDA1917 (USER32) CallWindowProcW 0x00007FFC4DDB2563 (USER32) MapWindowPoints 0x00007FFC4E1489D4 (ntdll) KiUserCallbackDispatcher 0x00007FFC4A631184 (win32u) NtUserMessageCall 0x00007FFC4DD9EE4D (USER32) GetWindowTextW 0x00007FFC4DD9E982 (USER32) GetWindowTextW 0x00007FFC48DCC5EA (uxtheme) IsThemeActive 0x00007FFC48DCC207 (uxtheme) IsThemeActive 0x00007FFC48DC1E15 (uxtheme) DrawThemeBackground 0x00007FFC48DC06D1 (uxtheme) DrawThemeBackground 0x00007FFC4DD9EB7D (USER32) GetWindowTextW 0x00007FF6DA343C29 (mmwindow) PlayerMainWndProc 0x00007FFC4DDA1C24 (USER32) CallWindowProcW 0x00007FFC4DDA156C (USER32) DispatchMessageW 0x00007FF6DA14B2D4 (mmwindow) operator new 0x00007FF6DA343408 (mmwindow) IntermediateRenderer::GetLayer 0x00007FF6DA34701E (mmwindow) PlayerWinMain 0x00007FF6DA7E0E60 (mmwindow) RectT<int>::GetYMax 0x00007FFC4C718364 (KERNEL32) BaseThreadInitThunk ========== END OF STACKTRACE =========== **** Crash! ****
  8. Hi! I"m a real newbie at tower! 3d. Actually I'm trying to build a realistic tower control simulator (So, I mean not the program, the hardware for it with voice recognition system, multi monitor system etc. Because i'm interested in air traffic controlling) and I found TOWER!3D which looked great, but the I found that they're going to realese a pro version with voice recongnition built it and so on. So: Does anyone know what the exact release date is and does someone now a pricing for it already? And what are going to be the main features of it?
  9. SP1 FOR KSAN HAS BEEN RELEASED

    Dear Folks, A Service Pack for San Diego has been released. What is fixed: -taxiway A is added -the taxiway at the new terminal has been changed to one way to allow some controlling in that area -fixed some taxiway exits from the runway -changed the commuter terminal's stands -changed the tower's position to the correct one What is NOT changed: -the planes will still stop on taxiway B after landing. This is not a bug, they must cross the holding line outside so they will stop on the taxiway. You need to consider it and pre-plan while you control on the airport -airplanes that must cross their runways that later will use for departure will stuck. This is not a bug of KSAN instead of T!3D. We will issue a free SP including this fix, but until then unfortunately the only solution we can provide is to delete those traffic. As usual; existing customers can use their download link to re-download the product. Thank you for the patience Vic
  10. Dear Folks, The waiting is over :) We just released KSAN for Tower!3D supported by Nyerges Design's Real Color. Please note you need to update your Real Traffic to make it work with KSAN. It's a free update you can obtain it in the usual way by re-downloading your product. One important note: I strongly recommend using runway 27 (I know this is not the usual layout, I spent so much time on this airport) due to it's layout. If you instruct the planes to land on RWY9 they will exit at places where the outgoing ground traffic is blocked. It will be different on Tower!3D where you can ask the landing planes to exit at any taxiways but until T!3DP please use RWY27. Vic
  11. Tower!3D Favorite Scenario

    Does anybody have a favorite scenario that they especially enjoy? Mine is KPHL, from 15:00 to 20:00, landing 9R, diverting de Havillands to 8 and terminal E and F traffic to 35. Departures go to 9L via taxiway K. I usually choose clear weather, the best for Nyerges RC and RT. KPHL during this timeframe usually has alternating departures and arrivals, where one hour will be mostly arrivals, then the next hour mostly departures. The departures have a tendency to backup quickly. The passengers are not happy, but I am doing the best I can to get everyone off safely. RickyJ
  12. Dear Folks, We just got the confirmation, SP2a for Steam has been released! It means all the fixes we released weeks ago is available for Steam customers too and their Tower!3D is now compatible with the add-ons such as New York and Real Traffic/Color. Once again we appreciate your patience Vic & Co
  13. KJFK SP HAS BEEN RELEASED

    Dear Folks, We released a patch for KJFK. It should fix the entry to the runways (originally the planes made a little extra turn before they went onto the runways), added some new taxiways at RWY 31L, fixed some terminal routing. Also we fixed some terminal spinners but.... Let me give you some background about the terminal spinners. In T!3D we made a new system for parking as the gates needs to reach to the airplanes. Now the docking is a pretty advanced code so it requires the plane to stop at an exact point (just like in real life). The plane has a mass and it needs to slow down so if the turn to the gate is not exact it misses the stopping point therefore it tries to go back (ie: spin). We have to make every single entry to the parking position position very precisely. So far we did a 99% good job, but when we failed you guessed right; dance begun. So during PRO's development we are testing a new code that should eliminate these spinners on the code level. If we nail it we will release a patch for non pro too (free of charge of course as usual). You can get the file the usual way; existing customer can re-download their product from the same link, new customers automatically receive KJFK with this new SP. Please uninstall KJFK first before you re-install it. PLEASE KEEP THIS TOPIC CLEAN ANY BUG REPORT WILL BE DELETED WITHOUT WARNING. If you notice some issue with KJFK, please open a new topic. Thank you for your patience Vic & Co
  14. I can't wait until I come across an A388 or B744. I better have my nitroglycerin pills handy. RickyJ
  15. REAL COLOR PREVIEW

    We just received these screenshots. Please don't ask about release date or pricing, we don't have any information about it.
  16. Here is the game.log file and a screenshot. I have Tower!3d SP2a and Real Traffic SP2 installed game.log RickyJ
  17. Since the very beginning of Tower!3D I have limited my sessions to an hour at a time. Otherwise I would play for an hour or so, then exit, then start again at the next hour. Mostly because in the beginning strange things seemed to happen after an hour. But now those anomalies have since been corrected. So my question is, if I am in the sim for more than an hour, lets say for four continuous hours, does anybody know if I will see the same amount of departures and arrivals as playing the sim for four one hour sessions? Does the sim start with a set number of arrivals and departures, such as 20 arrivals and 40 departures and after there gone, there gone? I would think that the arrivals would be on a continuous basis, but the departures would have to include departures of not only planes that are there at the start, but of planes that have arrived earlier then depart later in the session. How do other people use the sim? As long as they can before the pass out due to lack of sleep or a certain length of time or score? "Inquiring minds want to know" E. F. Hutton (Stock Brokers) RickyJ
  18. Dear Controllers, We just released our first airport add-on for Tower!3D. Based on the popularity of the Tower!2011 sim, we picked KJFK for our first release. KJFK for TOwer!3D requires SP2 for Tower!3D. Nyerges Design will update their Real Traffic add-on within 1 or 2 days to make it compatible with KJFK. It will be a free download and we will inform you as soon as it will be available. Until then only the fictional traffic will be shown. Once again to avoid confusion/flaming; there will be a FREE update from Nyerges Design within 1-2 days to provide realistic schedules, traffic and visuals (as we heard it will also include some new visual models for some new plane types too)
  19. In real life KLAX air traffic are the planes departing and arriving in a westerly direction (24L, 24R, 25L, 25R) or the easterly direction (6L, 6R, 7L, 7R). Okay, so the answer is "It depends". But other than that, that last time I was in LA, '86, the planes were arriving from over the ocean and departing over the city observing noise abatement rules of course. What are other peoples personal preferences? Thanks, RickyJ
  20. Tower!3D Sunrise, Sunset

    Is it me or does the sun seem to rise in the north and set in the south? Or is it the way I am seated in the tower? No big deal, just curious. Contrary to popular belief, opinions welcome. RickyJ
  21. Well, for $9.99 I have bought from Nyerges what I had for free when using the custom files from Henrik Norgaard and Dick Parker. White planes and real airline names. **edited for less sarcasm*** :( RickyJ
  22. Dear Folks, The waiting is over. We are happy to let you know that Nyerges Design gave us the installers a few hours ago so we made it available to all controllers right away. Real Traffic brings realistic schedules, airlines and visuals to Tower!3D. Real Traffic for Tower!3D is available from www.feelthere.com and www.atcsuite.com It requires SP2 which is already available for all existing feelThere.com and atcsuite.com customers and has been submitted to Dovetail for Steam release.
  23. Dear Folks, Here is another Service Pack for Tower!3D, available for free for all existing Tower!3D customers. We have fixed/ added the following: -better camera transition (now when you switch between planes the camera will move instead of jump) -dynamic Command panel based on the phase of the flight (the Command Panel will only show commands available of the current phase for the flight) -flashing yellow lights on the service cars ([pretty cool at the evenings) -more quality settings (you can finetune settings such as bloom and depth of field, antialiasing, etc) -online manual (it's online so we can make changes and add new topics based on your feedback) -terminal weighting for arrivals (tracon will try to line up to the runway closest to the terminal. It will try but no guarantee just like real world). It is pretty visible with the upcoming Nyerges Design Real Traffic. -stability fixes The patch is available free of charge to all current FeelThere and ATCSuite customers by re-using the link they received during purchase. We also sent the build to Dovetail so we hope it will be available on Steam too within a short time. Any new FeelThere or ATCSuite customers will receive their product SP2 included. SP2 will be required for any future add-on including the upcoming Real Traffic and KJFK add-ons. Thank you Vic
  24. Dear Folks, Here are some random sreenshots of us testing the SP2 with Real Traffic and some Real Color too. I thought I share them with you. The SP2 will be free for all customers and will be available shortly.
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