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For questions about this ultra-realistic air traffic control tower
simulator, write to email@example.com
TOWER CAB SOFTWARE/GRAPHIC ART DEVELOPMENT TIMELINE
- Working on the pushbutton interface.
5/30/2014 Development has been going very slowly, but a lot has been
accomplished. The interface is nearly complete, and the weather system
is working as it should now. Here is a current screen shot showing
the scene near dusk.
2/27/2014 All of the 3d models have been completed with standard paint
schemes. Programming is now underway to complete the simulator.
Currently at stage 4/5 for all of the 3d models (53 of them). As you
can see the amount of effort involved in each aircraft model.
ALL of the 3d models are completed!! Yay! The aircraft are in the
maintenance hanger being painted right now.
10/08/2013 Artwork continues. This is a huge task for one
individual. Those of you who are anxiously awaiting, I apologize for
the slow process. But, I am working every day on this while I have
another job. I have nearly completed the flattening of all 3d models
in preparation for texture mapping of all liveries/paint schemes.
But don't fret, development is ongoing.
08/27/2013 Currently creating the textures to wrap around each model.
There will be a base texture that consists of the surface elements;
cockpit windows, passenger windows, doors, etc. Then there will a livery
texture to be created to represent various civilian aircraft, and commercial
Here is a sample image showing the shadow textures for a few aircraft:
Here is another image showing one of the finished aircraft (King Air
350) as it will appear in the game next to the "paper airplanes"
used as placeholders.
08/11/2013 All 58 aircraft 3d models are now complete. The next stage
is to create the texture maps that will wrap around each model.
07/24/2013 Still working 3d models. They are just about complete.
Hang in there folks, the time is coming!
06/25/2013 I have completed the modeling of these aircraft (FAA type
A319, A320, B350, B712, B752, B757, BE20, BE40, BE55, BE58, C25B, C56X,
C172, C182, C210, C414, C421, C510, C525, C560, C750, CL60, CRJ7, CRJ9
There are many more left to complete.
06/07/2013 I am still working on 3d models of the aircraft.
Here are a few samples of a few of the aircraft in various stages of
05/20/2013 As the world is aware of, there was
an EF5 tornado that ripped through Moore, OK, my hometown community.
That has put development a little behind due to the chaos and lack of
power and water in my neighborhood.
Please keep Moore, OK in your prayers as we rebuild.
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.
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
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,
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
(this is the same product I used to create all terminal areas in ATCsimulator2
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
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