NEW
FOR 2013 !!!

The Nextgen Tower Simulator




FAA
7110.6X CLEARANCE
AIR TRAFFIC CONTROL COMMAND SCRIPT
•
VFR/IFR Arrival Procedures • VFR/IFR LANDING PROCEDURES •
TAXI INSTRUCTION • CLOSED TRAFFIC
• SPACING AND SEQUENCING PROCEDURES • SAME RUNWAY SEPERATION
PROCEDURES • INTERSECTING RUNWAY SEPERATION PROCEDURES •
SIMULTANEOUS OPERATIONS • LAND AND HOLD SHORT OPERATIONS •
RADAR DEPARTURE AND ARRIVAL SEPERATION PROCEDURES • NON-RADAR
DEPARTURE AND ARRIVAL SEPERATION PROCEDURES • VISUAL SEPERATION
PROCEDURES • V-F-R ON TOP PROCEDURES • SPECIAL VFR (SVFR)
• SPECIAL OPERATIONS • BRAKING ACTION Advisories •
WAKE TURBULANCE • EMERGENCY PROCEDURES LOW FUEL, AIRCRAFT ON FIRE,
HIJACKING,
ADVERSE WEATHER, BOMB THREAT, VOLCANIC ASH, BIRD STRIKE, COMMUNICATIONS
FAILURE, FAULTY LANDING GEAR
OVERDUE AIRCRAFT/LOST
This is a tentative listed of features, which could change in the final
product.
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TOWERCAB™ is a

Thrill-Rider™
Production
TOWERCAB™©
2012-2013 Russell B. Davis
TOWERCAB
is a trademark of Russell B. Davis
The Thrill-Rider™ logo is a
trademark of Russell B. Davis
TOWERCAB™
PROGRAM FEATURES
POSITIONS IN THE TOWER CAB
• LOCAL CONTROL
• GROUND CONTROL
• FLIGHT DATA (simulated)
• CLEARANCE DELIVERY
MULTIPLAYER
• Connects to ATCsimulator-HD
HARDWARE
• Standard Windows PC
GRAPHICS
• FULLY 3D AIR TRAFFIC CONTROL ENVIRONMENT
PHOTOREALISITC AIRPORT LAYOUT
PHOTOREALISTIC AIRPORT BUILDINGS
AIRPORT LIGHTING
AIRPORT VEHICLES
AIRPORT Foilage
• AIRCRAFT
Real world airline liveries
GA aircraft local to the area
• Living/breathing world
• Realtime weather (Snow,Rain,ICE,Fog)
ARTIFICIAL INTELLIGENCE
• Animated aircraft
• Airport vehicles
• Airport equipment
TOWER CAB DISPLAYS
•
DBRITE DISPLAY
• ASDE-X DISPLAY
• TIMECLOCK/ALTIMETER
• WIND SPEED/HEADING INDICATOR
• ARRIVAL STRIP BAY
• DEPARTURE STRIP BAY
• CURRENT LOCATION INDICATOR
• ACTIVE FREQUENCY INDICATOR
• LIGHTING PANEL
• VOICE SWITCHING SYSTEM
• PILOT/CONTROLLER DIALOG WINDOW
MISC
GAME FEATURES
• CAMERA ZOOM IN/OUT
• AUTOMATIC TRACKING
• SPEECH RECOGNITION
• FLIGHT STRIP PRINTING
• GO AROUNDS will be implemented
• TOUCH AND GO’S supported
• Taxi instructions supported
• Emergency Declarations
• Runway closures
• Full precorded communication by pilots
• Runway lighting systems will be animated and user controlled
via the lighting panel
• Audio
Environmental
Spoken
ARINC
424-XX Navigation Database
•
SIDS/STARS/HOLDS
• Flight schedules local to the area (FLIGHT EXPLORER)
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Keep
up to date with our development on FACEBOOK
For questions about this ultra-realistic air traffic control tower simulator,
write to towersimulator@cox.net
TIMELINE
05/15/2013 All four corners of the simulator are now functional; DBRITE,
ASDE-X, Arrival Strip Bay and Departure Strip Bay. The next week will
be concentrated on completing the 3d models of all aircraft both civilian
and commercial.
05/01/2013 This has been a crazy month. The progress to date is: The
arrival clearance form is fully functional. You can issue clearances
for landing, altitude, speed, communication, and the pilots will verbally
respond. Also, I am completing the ASDE-X display for the departure/ground
traffic and should have that functional within the next week or so.
04/07/2013 This next week will be coding for the expansion of commands
to control aircraft.
03/24/2013 Been a crazy month! Right now, all arrivals are flying their
rudimentary STARS/IFR/RNAV/VOR routings. Once they reach the FAF, they
will report "executing missed approach" and will fly a return
pattern and will make another attempt. These reports are accomplished
in both text onscreen, and with speech generation using the Windows
built-in speech components. Flight strips are now updated as the flights
progress their routes in realtime. The DBRITE system is now functional
and depicts the airborne traffic during gameplay.
02/21/2013 Been very hectic. The Clearance Builder form is coming along
nicely. All aircraft are flying their entry routings and the camera
tracking mechanism is working great.
01/23/2013 Aircraft movement code is coming along nicely. The flight
dispatcher program is 95% complete. The code that generates random arrival
routes is complete. RNAV, DME, ILS and VFR routing as well as parked
departures is working well. The aircraft movement code is nearly complete.
The holiday season created a little set back due to filing orders and
such, so no release date has yet been planned. This is just the nature
of software development. Speech generation is in the early stages. I
am utilizing the builtin speech synthesizer in the .NET framework.
12/30/2012 Working on route assignments after aircraft are generated
and putting arrivals in motion.
12-21/2012 Just defined all of the VFR routes. There are 8 different
directions of entry into the airport service area with 4 runways, and
Go Around sequences. So there are entry routes, approach paths and then
the go arounds for 32 different routing variations. I also created an
index of airport direction listings to know what direction to enter/exit
the airport service area for each aircraft.
12-17-2012 Just completed the STARS routing definitions, and will implement
them in the sim today. Next are the SIDS routings for departures.
11-16-2012 Aircraft movement code is now complete. I've added a blimp
that will fly over the main terminal area. A major NAV DATA update will
be implemented in the next few days, to support multiplayer gaming with
ATCsimulator2 as the TRACON controller. I need to make sure the data
matches between the 2 programs. This update was triggered once I started
looking at the STARS/SIDS for the airport.
11-4-2012 Aircraft can now be generated at each of the four parking
areas. User has complete control over the amount of traffic in the sim
using the Flight Dispatcher interface. Next on the agenda, is the projection
of flight strips. The page marker system in each of the strip bays is
now active and working.
There are 15 MP3 music tracks that can be selected as background music
during gameplay. Users can replace the 15 tracks with their own if they
desire to provide their own background music. The music can also be
turned off if none is desired.
10-25-2012 The Flight Dispatcher has now been fully implemented in TOWER
CAB. The entire project has also been moved to Visual Studio 2012 and
will be compatible with Windows 8 straight out of the box.
10-9-2012 Created the Flight Dispatcher program that creates all of
the traffic for gameplay. You will be able to specify which parking
areas are involved in the airport traffic; commercial terminal, Dolphin
Aviation, APP CENTER, or RECTRIX. Once you have randomly generated all
of the traffic, the next 24 hours are created prior to starting the
simulator. It will always be different and unique.
09-30-2012 Prepped all of the terminal gates, GA parking spots. Also
have created all of the arrival/departure flight plans, and identified
all of the aircraft models needed.
09-25-2012 Created a new DBRITE and ASDE-X display to more
closely match real-world counterparts.
09-19-2012
Spent the past few days tweaking the game interface. The game will now
resize itself to whatever screen resolution that is running. I also
refined the way the camera control is used with both mouse and arrow
keys. The airport antenna radar is now rotating on its own. You can
also raise/lower your viewpoint from the tower. The onscreen dialog
window is now active so you can see the pilot/controller dialog. I can
also use that same window now as a debug window for myself for coding
purposes. All function keys now alter the transparency of all 4 corners
( F1/F2 = DBRITE, F3/F4 Arrival Strip Bay, F5/F6 Departure Strip Bay,
F7/F8 ASDE) Airport Lighting toggle is CTRL+L. Zoom In/Out (A/Z). "F"
will cause the camera to follow the airport service van. During gameplay,
clicking on a flightstrip will cause the camera to instantly focus/follow
the selected aircraft
08-31-2012 All taxiway/runway signs have been modeled and placed
into the scenery.
08-24-2012 With the help of the Sarasota-Bradenton Airport Authority,
I have created all 179 taxiway/runway sign textures. Models coming next.
08-16-2012 Lighting objects have been defined for the entire airport.
08-09-2012 Scenery is just about complete. Real coding will
begin soon. There is another video on facebook showing the loading screen.
07-22-2012 Just returned from a trip to SRQ where I took 318
additional airport photos for game development
06-28-2012 Posted a video on facebook - Started coding the
actual program.
06-22-2012 Graphics creation continues. Posted new images and
video on facebook
06-20-2012 Been so busy making graphics, haven't posted in
a while. Coming along nicely though.
06-11-2012 Created lighting bloom effect for airport lighting (approach,
taxiway, etc)
06-08-2012 Used Google Maps to capture photos at ground level
for increased reference material
06-01-2012 Textured buildings 37-49.
Scaled the airport base 3d model to match the x/y pixel coordinates
of the airport basemap image.
05-29-2012 Completed all "major" airport buildings
via the "boxing" method. Next, onto texturing
05-28-2012 The goal this week is to complete 3d buildings,
and texture them
05-26-2012 Added photos to the facebook page showing comparisons
between reality and game design
04-27-2012 Will be in "3d modeler" mode for the next
few weeks to create photorealistic airports.
04-25-2012 Created command buttons for arrival flightstrips
04-23-2012 Today I toyed around with NIMAMUSE to create maps using REAL-WORLD
data sources
(this is the same product I used to create all terminal areas in ATCsimulator2
in 2000/2001)
04-19-2012 Created watermarks for flight strips indicating "VOR",
"IFR" or "RNAV" flights.
04-18-2012 Researching NIMAMUSE for the creation of shoreline/navigation
data.
04-16-2012 Completed defining the departure phase of button commands
04-12-2012 Creating PHASE elements, and design logic flow
04-11-2012 Creating Flight Strip Interface Elements (for all phases)
04-10-2012 Defining interface elements based upon features.
04-10-2012 Updated website with features indentified.
04-09-2012 Scripting of clearances instructions underway
04-07-2012 Design Document finalized
04-06-2012 Created website
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