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Delfino

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About Delfino

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  1. Wow thanks for the videos. It is really difficult when you can't actually move the strips yourself as you have to remember whos is where :)
  2. Hello guys. No feedback? Nobody tried the challenge?
  3. 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.
  4. KPHL In my opinion west to east direction is simpler. We use 9L for departures and 9R for arrivals. Departures should use taxiway K (use K3, N or T to join K from J for eastern aprons departures), while arrivals either go via C-J or via N-J. In case of overwhelming number of departures runway 35 can be used via E with a simple scheme. Departure from 9L, crossing via E, departure from 35, repeat. 9R can also be used for departures with some care as taxi via J can block arrivals via C-J in that case they have to be routed via N. East to west direction is much more tricky. Basic and RL strategy would be to use 27R for arrivals and 27L for departures. I would use K-N route for most departures, sending some also via K3-M and even J-H-E-S. The key is to have all N, M and E occupied to cross runway at once when there is a space between arrivals. Unfortunately all arrivals have to be told to exit runway via L or K4 because they often try to vacate via K3 and N stopping nose to nose. Runway 35 can also be used for departures either from E but also D-H can be used. If there is a lot of arrivals use K3 for vacating only, rerouting all departures to N. Another strategy can be used - 27L for arrivals, 27R for departures. In that case the taxi distances are much greater but this scheme is overall simpler. We use K to taxi to 27R (35 via E can also be used for some departures), while arrivals just go via S-Z-J. I would use this scheme if there are a lot of arrivals, because in the previous one runway crossings might be difficult and block the whole airport.
  5. Hello I work as an ATC and came to few impressions and ideas about the game. I hope devs can read this thread and maybe think about these matters for their next version. There are some minor things that probbably everyone is aware of (for example possibility to backtrack, cross runway instruction etc.) but here I want to discuss the technology of ATC work. I think this game gives quite nice balance between realism and playability. While learning the correct prhaseology and the airline names may take few hours but after that everyone should be able to control the traffic pretty effectively. This is where realism kicks in. I'd really like to see something like an expert setting. Probbably most people play the game mainly watching the ground movement radar screen sometimes with the help of air radar. Tower3D is designed to be played this way. On the radar screen we see all aircraft, their callsigns and paths. But this is not how a real ATC works. Ok there are some advanced ASMGCS systems which work in similar fashion but they are designed mostly for low visibility conditions and are still quite rare. Most controllers work with their windows and outside view which in Tower3D seems to be only a feature to make the game prettier. What I would like to see is an expert mode in which I can turn of the ground movement radar and still work effectively. Actually we can do it on TIST even in current state but other aerodromes seem out of reach. What we need? 1) We need to rework flight strips. In current state they are completely unrealistic. And I don't really mean lack of proper aircraft type, wake turbulence, SID etc. I don't care about it that much (SIDs actually could be helpful because they tell us how to seperate the departures but oh well). The basic idea of flight strips is that we can move them all around the bay. Because they have to represent current traffic situation. So we have different colours for departing strips and arrival strips and we should have at least two parts of the bay. The upper part represent runway+airborne. The lower part represents taxiways. When we push back an aircraft we put it in the lower part of the bay. When aircraft taxies it moves up. When we have several aircraft taxing we move the strips to represent the order in which we build the queue. In other words when there are several aircraft at the holding point - the first one would be represented by the top strip, second one by the strip below it etc. This way all the time I know which aircraft is which without even analysing their liveries (which in reality can be misleading). Onces an aircraft lineups the runway it goes up, to the bottom of the top part and when it goes airborn it's moved to the top. Arrivals start at the top, when they land they are moved to the bottom of the top section, when they vacate they move to the top of the bottom section and then travel down. Whenever arrival strip touches departing strip just below it, there is a potential conflict. If there is no conflict it is moved further down. For example when arrival vacates runway I would check every single strip below it - if it's in potential conflict and put it below those strips that are not in conflict (for example they are already in holding point) and above those strips that still might be in conflict (for example those which just started to push back). This way my strips represent traffic situation and help to detect conflicts. Of course we would also need a tutorial how to use the strips. 2) We need to know exactly where is the plane going to and from where it is pushing back. Therefore on bigger airports the push-back bays need to have names or numbers and when pushes are made directly to a taxiway (on smaller airpots) we need stand numbers. They have to be put on the strips. What controller do the first time aircraft calls is to identify where exactly he is and realise where he would be pushed back. The same moment the controller looks at arrivals strips to check where they are going. This is a basic thing every tower controller does all the time. I know we can now check where the arrival is going on the ground movement screen but first of all it's not realistic and second the information is not precises (it shows only apron but not exact stand). We could also use a pdf map for each airport to be printed. Once we issue a taxi instruction it could be written on the strip (in current state only runway is written). The push back time is also not reallistic, it should take about 3-4 minutes for an aircraft to be ready to taxi. 3) In expert mode clicking on a strip or radar echo (or talking to it) should never point a camera at the airplane. It's the job of the ATC to point his eyes at the airplane he wants to see. It really breaks the immersion for me. 4) In expert mode ground movement radar should show only echos without any identification. It's the job of the controller to identify the airplane by his strips and remember where he was instructed to go. Again - some real life GMC radars can identify aicraft but it's not always accurate and often doesn't work for aprons (they might be hidden from the antena) so it shouldn't be the main tool used for that purpose. Of course there are a lot more of things that could be adressed in future versions like introduction of vehicles (thy are very important part of every airport), snowploughs in the winter, deicing process, VFR etc. but I don't really find it that important. What is important at least to me is to make the experience more realistic mainly by changing how the strips and ground radar work. I hope this help the devs in improving their game.
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