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FeelThere_Vic

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Posts posted by FeelThere_Vic

  1. Dear Folks,

    After so many years of development, Tower! Simulator 3 has been released https://feelthere.com/shop/air-traffic-control/towersimulator3/tower-simulator-3/

    I would also like to announce the closure of official support on this forum. All support contacts are updated here https://feelthere.com/contact-us-support/

    We will no longer visit or check this forum, please don't expect a reply from us in the future here.

    Thank you so much for your continuous support!

    Vic & the FeelThere team

    • Sad 2
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  2. Thank you so much Folks for the excitement. I promise not to bother with more screenshots today 🙂
    Mikced, although we didn't test, but I can't see why not the existing head tracking would not work with Tower! Simulator 3. I'm not saying it will work, as we never tested it, but T!3D wasn't built in compatibility in mind ether. 
    Raging, sorry but I don't understand, please explain.
     

    image.thumb.png.a8af27cb74189d7567fe3b5beae15d44.png

  3. Tower! Simulator 3 is going to be different. It has a full 3D environment (although you can switch it off and revert to the old style. During testing I use a hybrid solution, running everything in 3D but moving the strips to an external touch screen monitor making the workload very realistic). T!3D never officially supported head tracking devices, they worked by default (I assume the nature of their work makes them compatible with many software mimicking mouse movements).
    In Tower! Simulator 3 we use shortcut keys to jump between saved views (you can also customise them). In most of the large airport towers you spend your time watching monitor screens and only occasionally looking outside. This is well simulated in Tower! Simulator 3 We even added scrollable window shades to prevent light shining and reflecting on the glass just like in real life 🙂 

    Let me give you Folks another information about something about the new multiplayer mode. Until now you had only ground and tower positions available. Not anymore.

    You will have a csv file where you can assign any runway, any terminal to a position with a frequency (in multiplayer mode you will have to use frequencies) and pretty much any number of player can control an airport. Do you want to split north and south? No problem. Do you want to split ground and tower? No problem. Or do you want to combine it and have a north tower, north ground, a south tower and a south ground? No problem either. Oh and you've got another runway that handles cargo traffic only? Assign it to the 5th position! Too busy? Let's split it up even further to ground and tower too and let 6 controller handling a major airport 🙂 Check out the lower left screen on the screenshot.


    ..and the last bit. We are about to test our multiplayer feature with the beta group. Multiplayer is the last feature on our testing schedule 😉 

    Thank you for the excitement Folks, we are doing our best to get it done before... (oh they stopped me to finish my sentence 🙂 ). 

    Vic


    image.thumb.png.446b0f4c274909eb4bdd63c69737a719.png

    • Like 1
    • Upvote 1
  4. Thank you Folks 🙂
    Unfortunately I never been there (maybe a St Thomas department of tourism should take a note of FeelThere's effort promoting this beautiful island and sponsor a field trip for the team 😄 ) but since we use OSM data now, I found out there is a road leading to the terminal just the other side of the runway.

    image.thumb.png.dbe88dddbc04c9b49c86d00a2273ceaa.png 

    • Like 1
  5. MSFS is a flight sim while Tower! Simulator 3 is well a tower simulator 🙂 Different goals. For example the airport model is 95% the same but MSFS has a more realistic physics while we have a much more advanced traffic logic. We are not going to compare Tower to any other simulator as we thing it's one of it's own kind 🙂 

    There are a few TIST screenshots on the coming soon page already.

    You can get more information, see more screenshots here: 
    https://feelthere.com/news/

    Vic

     

  6. In Tower! 3D we had to limit the camera's movement, because the visual was optimized for the tower's viewpoint and distance. In Tower! Simulator 3 this wont be a limiting factor anymore. We will still limit the camera's movement so the user wont be able to go inside the buildings or under the ground but we will have a free camera with the option to save viewpoints and assign them to shortcut keys. 

    image.thumb.png.e57d61ae63c2138c21e855efe16eaa97.png

    • Like 3
  7. Quote

    If you are wanting to slow something down - the pushback/start process would be something I would recommend taking a look at.

    It's done already.
     

    Quote

    Long straights - 30kt
    Straights with objects - 20kt
    Turns (dry conditions) - 10kt

    Thank you!
     

    Quote

    However, the taxiing acceleration is rather slow, being around 0.0125G (≈ 0.4 ft/s2) in Tower!3D. The maximum acceleration allowed for passenger comfort is usually stated to be around 0.1G in most whitepapers about taxi flow optimisation, although those same papers show 0.05G (≈1.6 ft/s2) is usual. Expedited runway crossing acceleration would definitely use 0.1G for passenger planes and up to 0.2G for cargo.

    Awesome, thank you!

     

    Quote

     I seriously doubt that aircraft IRL would be doing 20+ kts close to the gate areas, more like half that.

    Great idea, it will make the initial release!
     

    Quote

    As a slight aside, part of what I mentioned in old conversations about how not assigning taxi exits, gates, etc. early enough has a negative domino effect.

    Now you can see the assigned gate as soon as the plane contacts you during it's approach.

    Thank you everyone

    Vic

     

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