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San Francisco
Very much like the "I will always stop upon exiting the runway, even if I have been told to taxi" problem, this isn't remotely how real aircraft operate. The thing is, these are likely a 1 or 2 line change in the programming. (I know, I do game AI for a living.) They're not hard fixes. Unfortunately, until they ARE fixed, using those airports is pretty much either broken or a frustrating experience.
We will look into this. Possibly not a bug, but a game limitation.
Ariel
* Upon landing, slow using the aircraft's specified deceleration rate until you reach the taxi speed (~20kts)
* Continue at taxi speed until you reach your next turn (in this case, the exit taxiway)
Instead, all you have to do is decelerate to an intermediate rate (e.g. 60kts) for a period of time until you reach a point a certain distance away from the exit, then continue deceleration to 20kts for exit (or use a higher number for a high speed exit... that's why those exist).
Another method is to linearly interpolate from your current speed to the exit speed based on the remaining distance to that exit. That will create a smooth deceleration over that time and still guarantee being at the exit speed when you arrive at it.
Both of these methods have the advantage that, if there is a great space between the exits or the controller requests an exit further down the the runway (for taxi purposes), that the aircraft will keep the speed up for a longer period of time and not linger down the runway at 20kts. This is common practice for ATC but is prohibitively unavailable in this simulation (with the aforementioned results).
As I mentioned in a thread a few months ago, the "always stop on exiting runway" issue is another simple programming fix. You currently request a gate and taxi route path AFTER leaving the runway and coming to a complete stop -- even if the taxi routing has been given previously (e.g. while on the runway). Instead of that, rework the code by placing the gate assignment and taxi path request the moment the ATC gives the taxi command. That path can then be generated while the aircraft is continuing it's roll and can then proceed along that path (without stopping) upon exiting the runway. It's only a few lines of change -- largely just changing where the path request happens and removing the "stop" command after exit (unless a path doesn't exist -- in which case a stop is just fine).
Again, I do game AI constuling and contract work for game studios around the world. If you would like, I will sign and NDA. Give me access to your codebase and I will fix it (and many other bugs you have).
The pathfinding and the whole AI behind the ground traffic is much more complex and totally different from the example above so we think the best is if we continue working on it ourselves.
We will see what can we do about it however it's also possible this will make the next version of Tower.
Thank you
Vic
And yes, I know that the ground traffic pathfinding is far more complex than illustrated. I was focussing on the specific issue. However, the fact remains that there are some very simple components of your simulation that are based on unrealistic behaviors which, in turn, break entire airports from working. (I've encountered the "taxi speed on the runway" problem to a game-breaking extent on SFO, BOS, JFK.) It's not a hard fix. Neither is the "stopping upon exiting the runway" issue. Or at least they shouldn't be.
Anyway, I love your product, but it disappoints me greatly that small bugs like this need to wait for a new version of a game.
https://forum.simflight.com/topic/85171-tower3d-pro-anatomy-of-a-ksfo-landing/