This document provides instructions for using the Tower Simulator 2012 airport traffic control simulation. It covers selecting a shift, controlling aircraft via radar and panels, communicating via air traffic control, and editing airports and shifts. The goal is to guide aircraft to their destinations safely and efficiently to earn the most career points before your shift ends.
This document provides instructions for using the Tower Simulator 2012 airport traffic control simulation. It covers selecting a shift, controlling aircraft via radar and panels, communicating via air traffic control, and editing airports and shifts. The goal is to guide aircraft to their destinations safely and efficiently to earn the most career points before your shift ends.
This document provides instructions for using the Tower Simulator 2012 airport traffic control simulation. It covers selecting a shift, controlling aircraft via radar and panels, communicating via air traffic control, and editing airports and shifts. The goal is to guide aircraft to their destinations safely and efficiently to earn the most career points before your shift ends.
1. Introduction 2. Simulation Control 3. Simulation Flow 4. Camera Control 5. Goal of Simulation 6. Airport Editor 1. Introduction Tower Simulator is an edutainment simulation. During development we were mainly focused on gameplay and level of details. If you want to start immediately as an air traffic controler, then please click directly on SELET S!I"T# in the $%I& $E&'# section. If you did that, you will have a selection of some different shifts, already included in the SI$. That(s not the end of all the gameplay fun) The %I*+,*T EDIT,*# will help you with creation of own airports and almost unlimited new game levels. The SI$ additionaly allows to add your own -d models, if you want. $ore information regarding modding the simulation with your own ideas and add ons, you will find here) www.TowerSim.de The we.site will provide you with news and updates, as well as with support options and contacts. To get in contact with us, please go direct to our company we.site) www.SpaceDreamStudios.com /e hope that you will have the same level of fun, as we had during the whole period of development0 1est regards, Stephan 2uenther S+%E D*E%$ ST'DI,S 2. Simulation Control %fter selection of your shift in the SELET S!I"T# menu, you should start your shift .y clicking on the S!I"T ST%*T# .utton. &ow you will .e flown# directly into the tower where you will e3perience following camera view) !ere you see all the systems and tools you need to work as a successful air traffic controler) Airpace!"adar helps you to manage all the flying traffic. Ground!"adar shows you where all the aircraft on the ground are. Fli#$plan!%&er&iew informs you regarding origin and destination of the aircraft as well as a.out the altitude they have to fly. The 'ind!(anel keeps you updated with wind and air pressure. %dditionally it ena.les you to switch on4off the %TI,& %$# mode. To acti&ate one of t$e panel) *ut clic+ on it directl, or $it a function +e, -F5 . Ground!"adar / F6 . Airpace!"adar / F0 . Fli#$tplan!%&er&iew / F1 . 'ind!(anel23 lick into the area outside the activated panel to close the panel again. Airpace!"adar %s soon as you hover over an aircraft sym.ol, all the most important flight data will show up like) callsign 5*E26, destination 5DES6 and altitude 5%LT6 in feet, as well as speed 5S+D6 in knots. Destinations are) AAA, 444, CCC, 555, regarding the %++4DE+ 7ones. 6C6) it(s your local airport. Land the aircraft here0 Controler(ad To communicate with all the aircraft in the SI$, you need to use the ontroler+ad. The pad comes up as soon as you select an aircraft. 5ifferent wa, to elect an aircraft7 8. Directly click on aircraft on the screen. 9. %irspace:*adar) click on one of the aircraft icons. -. 2round:*adar) click on one of the green aircraft dots. ;. "lightplan:,verview) click on one oft the .ars. 3. Simulation Flow TA8I C6EA"A9CE <ou need to select an aircraft .efore you can clear it to ta3i. See e3planation .efore. %fter selection the ontroler+ad comes up on the screen. &ow click on the green ta3i clearance .utton, followed .y a .lue ta3i target .utton) To send an aircraft from a parking position to a runway, choose one of the red ta3i target .uttons, representing different runway directions. %fter landing and clearing the runway, send an aircraft to a final parking position .y assigning one of the .lue ta3i target .uttons. "or reference, look up runway and parking position names in the 2round:*adar panel. <ou can control ta3i speed of aircraft with two green keys) TA:E %FF C6EA"A9CE %s soon as an aircraft comes to a full stop at a holding position, short of a runway, the pilot will report ready for departure# via radio. &ow you can clear the aircraft for take off .y clicking the .lue take off clearance .utton) Don(t forget to select the aircraft .efore0 C%;;A95S 5<"I9G T=E F6IG=T During the flight of an aircraft, you can control following) clim. 4 descent to altitude assigned heading changes increase 4 reduce airspeed assign holding patterns clear to land cancel clearances Clim> / 5ecent To assign altitudes to an aircraft, 5dou.le6click on intended altitude scale on ontroler+ad. 2rey mark shows current altitude in 8=== feet steps. 1y the way 8=== ft > ca. -== m. alculation formular) m > ft 4 8= 3 - %ll altitudes a.ove ?=== ft are defined as flight levels with - digits, for e3ample) @=== ft > "L =@=, A=== ft > "L =A= etc. =eadin# C$an#e will .e assigned .y using the heading selector. 5Dou.le6click on the grey inner segment. Initially the heading selector shows the current heading of an selected aircraft. Increae / "educe Airpeed "or inflight airspeed changes, use following .oth .uttons) Every click changes the speed .y 8= knots. Beep in mind that every aircraft has it(s own minimum and ma3imum speed limits, depending on the type of aircraft. Tower Simulator takes care of it automatically and does not let fly aircraft .eyond their limits. %ircraft adCust their speeds automatically regarding to different flight situations. %irspeed during final approach will .e slower than cruising speed in higher altitudes, for e3ample. Speed changes, you advice as a controler, have always priority. Ai#nin# =oldin# (attern %s soon as air traffic starts to .ecome too dense, you should send some aircraft into holding patterns. Dust click the :.utton, followed .y one of the holding areas .uttons) %ircraft will stay in the areas of the assigned holding patterns, .ut don(t count on it that they will keep the .orders e3actly0 If there are more than one aircraft in a holding pattern, take care a.out enough hori7ontal and vertical distance .etween each aircraft0 To leave a holding pattern, Cust assign a new heading to the aircraft, like descriped in the !eading hanges# section .efore. Clear To 6and <ou need to align the aircraft to the runway, like shown in the screenshot .elow, .efore you clear the aircraft for landing) %t that point the aircraft should not fly higher than 9=== E -=== ft anymore0 It(s not possi.le to clear an aircraft for landing a.ove -=== ft0 %s soon as the aircraft is prepared for landing, clear it to land .y clicking the leared To Land# .utton)
%fter landing, the aircraft will leave the runway, followed .y a stop, automatically. &ow it(s your turn to assign a final parking position 5like descriped in the Ta3i learance section6. % new destination will .e assigned to the aircraft as soon as it reaches final parking position. &ow you can start all over again and send it to the ne3t runway for take off. Cancel Clearance If you see in the last moment during approach, that the assigned landing runway is still in use .y an other aircraft, you should cancel your landing clearance .y hitting the ancel learance# .utton) %fter clearance cancellation the aircraft will initiali7e a go around immediately. 4. Camera Control To control the view out of the tower, Cust use a intuitive mouse motion to move the camera around. ontrol camera .y moving mouse arround and pushing right mouse key at the same time. Foom in and out .y moving mouse forward or .ackwards and holding shift key pressed. S+%E 1%* switches the !%SE %$ mode on and off again. If switched on, it let follow the camera automtically any currently selected aircraft. %dditionally it(s possi.le to activate a so called %ction:am# mode. If this mode is activated 5default mode6, the cam Cumps automatically to aircrafts performing special tasks, like undocking from gate oder like taking off. To switch %ction:am# mode on or off, please use .utton in /ind: +anel#) To leave an action cam seGuence immeditely, Cust click left and right mouse .uttons at the same time after the seGuence has .een started0 5. Goal %f Simulation 2oal of simulation is to reach a ma3imum of carreer points. <ou get points as soon as aircraft reaches assigned destinations in goal altitude0 During simulation, the num.er of aircraft will increase in a shorter time interval. That(s why you should always keep an eye on your "lightplan: ,verview#. There you will find all the information you need) Carreer (oint7 Destination reached, dif. in %LT H ?== ft ) 9=== +oints Destination reached, dif. in %LT I ?== ft ) ?== +oints Destination missed ) :9=== +oints Simulation end a oon a ,ou $it ESC!+e, or a oon a ,ou #et fired >ecaue of e?ceedin# t$e limit of minimum ditance >etween aircraft. 6. Airport Editor %irport Editor is a powerful tool to create almost unlimited new airports and levels 5shifts6. %dditionally it(s possi.le to e3port your creations within a single file and share it with all your friends who own the Tower Simulator too. It(s not possi.le to e3plain all features within this short instruction manual. +lease check out our we.site for more information, tutorials and news, regarding our Tower Simulator) www.TowerSim.de The %irport Editor is .asically a complete level editor and contains two main parts) Airport Editor S$ift Editor 1efore you start designing a new shift, you need to .uild and save an airport first. Airport Editor To place new parts, you need to select a group of parts first. Then Cust select the part in the part selection view on the left side of the screen. To place the slected part in the scene, dou.leclick in a short seGuence, on the spot in the -D scene where you want to place the new part0 !olding S!I"T key pressed during moving a part, ena.les an automatic linking function which ensures a perfect connection .etween two parts. S$ift Editor @ideo!Tutorial re#ardin# Airport Editor7 $ttp7//www.towerim.de/tutorial/TSTutorialE.wm&