|or on PC via Steam or itch.io|
Basic instructions for the simulation game Endless ATC:
(updated: 21 December 2018)
|Aircraft labels, runways, and the ILS|
|This timelapse can give you an idea of giving vectors for an ILS approach.|
Below you can read more detailed instructions.
- Sequence the randomly generated arrivals to the ILS (Instrument Landing System) of a landing runway. The runway is the thick blue line in the middle of the radar screen, and the ILS path is the thin blue line extending from the runway. Guide the planes to this blue line, far enough from the runway. In order to capture this ILS beam and land, a plane must comply to these conditions:
- the ILS mode of the plane is activated,
- the plane intercepts the ILS line at a shallow heading of 50 degrees or less with respect to the runway heading (in reality they use 30 degrees),
- the plane has to be descended low enough to intercept the glideslope; the blue circles mark the heights of 2000, 3000 and 4000 feet.
- When a plane is established on the ILS, it will be handed over the the tower and then you score some skill points. The amount of skill points you score per plane depends on your current skill score. You always get at least 0.1 skill points per plane handed over to the tower. The skill score represents how well you are managing the airspace and it also determines the number of planes you will have to control simultaneously, so a score of 8.4 will give you about 8 planes to control.
- If a plane is too high on the ILS (flying above the glideslope) it will eventually call a missed approach. ILS mode is then deactivated. Try a new line-up at a lower altitude, so it will capture the glideslope from below. If a plane is about to land on a runway that is still occupied by another plane, it will go around: it climbs to 2000 feet and ILS mode is deactivated. Give it new vectors to the ILS, now with more distance behind the leading plane.
- At the top left you see your current game score. This number is the maximum of what your skill value has been in the current game. So your score can only increase. Then there's also the high score: the highest game score you ever reached on your device (unless you cleared the app data or reinstall).
- Departing aircraft determine their heading and speed themselves; they only require an instruction to climb to a higher altitude. This can be done, when its safe, by just one click to select FL130. Other altitudes can be selected but keep in mind that eventually the plane has to continue the climb to FL130. Optionally, a heading can be given by disabling 'SID' mode temporary. When you disable SID, the climb is also restricted to FL100. Make sure to activate it again and continue the climb so that the plane has climbed above FL100 before passing the boundary of the airspace. The airspace boundary is displayed as the outer circle (radius 30 NM). For New York, departing planes fly on a heading initially, so you'll have to manually enable SID to clear planes to the departure fix.
- You can lose skill points when planes:
- fly too close to eachother (in general: overlapping circles and altitude difference <1000 feet),
- divert (leave the airspace at the 30 nm boundary), also if they are departures but fly at or below FL100 when leaving the airspace,
- abort the approach (runway occupied, too high altitude etc.),
- are delayed (not landed within about 40 minutes)
- An aircraft label has the following lines of info:
- current altitude and selected altitude (in feet divided by 100),
- ground speed (in knots), weight category (medium [no tag], Heavy or Super J), mode (ils/direct/hold).
- destination (if other than main airport)
- When a plane is not in your control, it has a smaller label of just two lines.
- When a plane wants your attention, it has a flashing blue ring, until select it.
- You don't have to hand off (or hand on) planes from/to the tower or other controllers. To keep it simple, planes do this automatically. Handoffs are possible, but not necessary.
- You can drag from an aircraft to easily set its heading. When you then drag onto a beacon (grey circle) then it flies directly to that point and the DCT button illuminates. Directs can also be given by pressing the 'DCT' button: then it will snap to a beacon/VOR/locator closest to the selected heading. DCT is, like ILS, a mode that alters the heading of a plane automatically. If a plane reaches a beacon without further instructions, it will fly circles above it, like a holding pattern. Avoid holding planes because it will cause delays and crowds the airspace. Longpressing DCT will 'HOLD' the plane at the current position, if you think that's handy. Some runways have a beacon (a locator) on the ILS path; planes can fly direct to it but won't enter a holding there but continue. You can also drag from a selected VOR beacon to set a heading in which the plane must fly after reaching the beacon. Departures fly to a randomly chosen beacon and then continue ahead.
- In some cases, the separation minima (1000ft/3NM) are reduced: planes may fly closer to each other when:
- both planes are on a different ILS localizer ('LOC' status), so independent parallel approaches are possible,
- one or both planes are under the minimum altitude (1600 feet),
- two departures are on a divergent heading of 15 degrees or more,
- just after a go-around you'll get a short amount of time to regain a safe separation.
|Plane with destination 'RD'|
|Flow varies when a minimum and maximum value is set.|
- Simulation speed can be set at 1, 2 or 4x.
- Heading line can be set at 0 to 5 minutes.
- Separation ring with radius 1.5 nm can be switched on/off/auto (nearby only)
- Skill value can be capped, so the traffic rate is reduced.
- Font size of the labels can be adjusted.
- Radar range rings can be set at 2, 5 or 10 NM.
- Sound can be set at mode 1 for alerts, 2 for speech, or 3 for speech with readbacks.
- Adaptive or custom traffic rate.
- The full version also has multiple airports to choose from, with altitude restrictions, and optional weather and radar delay settings.
Frequently asked questions
Q: Runways 18C and 18R are too close to each other. How do I make good use of them without getting incidents?
A: The approaches can be done completely independent; the trick is to intercept the localizers at different altitudes and at a large distance from the field. Read instructions above for more detail.
Q: It gets way too busy, what can I do?
A: Enable 'custom' mode in the traffic menu. Here you can cap the amount of planes you have to control to a certain amount, or set the number of planes per hour.
- If you experience bugs or crashes, please send a crash report and/or mail me to look for a solution.
Mail or leave a comment below.
v3.9 (21 Dec 2018):
v3.8 (14 Nov 2018):
v3.7 (30 Aug 2018):
v3.6 (6 July 2018):
v3.5 (14 March 2018):
v3.4 (18 January 2018):
v3.3 (7 December 2017):
v3.2 (19 July 2017):
- Added more weight categories, totalling 6 (as in 'RECAT' used in some places in real life), for more efficient wake turbulence separation, both on the localizer and time between departures.
- Added occasional (rare) light traffic (labelled 'L') at several airports.
- Wake arc will adapt dynamically to the required distance between two plane categories (instead of always displaying two arcs for 'H' and 'M' categories).
- Planes inbound secondary airports will have a slightly different label color, so they're easier to distinguish from planes inbound to main airport.
- Bugfix where planes go missed approach at CYYZ + TZ when localizers are crossing eachother.
v3.8 (14 Nov 2018):
- 2 new locations! CYYZ and RJTT were added.
- Customizable traffic rate
- Set traffic mode to custom to be able to set a skill value and skill cap yourself. The skill value will determine the amount of planes you have in your control at a time (and it opens more runways).
- Set traffic mode to 'flow' for a fixed flow of inbound and outbound traffic. For example, set it at 30 and you'll get 30 planes per hour departing, and 30 planes per hour arriving at the main airport.
- Added buttons for 'no departure' mode and 'no secondary traffic' mode.
- Customizable wind direction/speed/clouds.
- Better runway change implementation.
- More display settings: range rings, and XL font (android).
- Several bugfixes and adjustments.
v3.7 (30 Aug 2018):
- Change runway configuration (by tapping RWY CHG button in the airport menu, or F12, at any time) without risking missed approaches. Can be handy if there's weather near a runway, or the wind has changed. After a runway change request, it takes a few minutes before new approach clearances can be given.
- Inactive runways are visible (in grey).
- Removed doubletap ILS for LLZ mode, as it could be to easily selected by accident. LLZ mode is now hidden behind a longpress between the altitude buttons.
- Android app targets Oreo and has an updated icon and full keyboard support.
- Better departure capacity from parallel runways.
- When selected, handed over planes still have yellow target heading line visible.
- Hold right mouse button to show estimated time for plane to reach cursor position (PC).
- Adjusted transition altitudes for EGLL and EDDF.
v3.6 (6 July 2018):
- long press and doubleclick functionality of the sidebar is now also usable for the mouse and keyboard commands
- planes can be cleared for the localizer only (LLZ mode) by typing LOC or LLZ
- doubleclick SID autoselects highest altitude
- if player doesn't manually handoff planes, then pilots eventually won't notify user anymore when they switch frequency automatically, to reduce repetative messages
- hover mouse above plane to show type and distance from selected plane (PC), on android use second finger to show distance from selected plane
- after a long delay planes will divert automatically
v3.5 (14 March 2018):
- planes can make turns greater than 180 degrees: instead of defaulting to the shortest turn to the selected heading, planes can now also turn 'the long way round' to a heading, making turns up to 360 degrees with one command
- doubletap between heading buttons to easily command a 360 turn over right or left
- separate savegames per airport: switch between airports without losing progress
- adjusted penalty for separation incidents: constant 0.5 point reduction per incident + small time component (results in less skill reduction for long duration separation incidents)
- smarter tower: it can reduce speed of planes (that are handed over) that are too close to a preceding plane (within 10 miles from touchdown); this could avoid missed approaches
- added L and R keyboard commands for left and right turns, H can still be used for shortest turn, and T is now used for headings after beacon (PC version).
- button added in menu to switch sidebar to the other side
- speed will not reduce automatically to 220KT anymore if user has set a speed
- faster speech rate when time multiplier is enabled
- game starts paused when skill is high (12+)
- for emergencies the vertical seperation is 500ft
v3.4 (18 January 2018):
- two finger pan/zoom (android)
- green text at the bottom now fits on screen (using two lines of text when needed)
- no automatic altitude change anymore when enabling SID mode (mainly affects KJFK area where SID is off by default; it should avoid unwanted climbs)
- added a warning message before cap mode is enabled for the first time, because goals won't trigger anymore when cap has been used
v3.3 (7 December 2017):
- LFPG and KJFK airports added to full version
- Paris (LFPG) has Orly (LFPO) as secondary airport, and flights over Paris city are only allowed at FL66 or higher.
- New York (KJFK) has Laguardia (KLGA) and Newark (KEWR) as 'secondary' airports (although they're quite busy), and all departures fly on a heading instead of the usual SID mode, so you'll need to enable SID manually at some point to clear them to their departure fix.
- reduced separation to 2.5NM for planes on the same ILS, closer than 10 miles from the runway; this avoids incidents due to compression when the preceding plane reduces speed
- category 'super' aircraft now have a J in the label instead of an S
- press and hold 'cap' button to lower the skill value (reduce traffic), and holding it till 4.0 now closes the airspace
- text at the bottom of the screen shows the distance d from plane to cursor (PC)
v3.2 (19 July 2017):
- more departures, by having occasional simultaneous takeoffs when it gets busy
- reduced separation requirement between two departures on divergent headings (15 degrees or more), to make simultaneous takeoffs possible
- reduced separation requirement for a short period of time after a plane is going around; this avoids double penalties
- Steam release (19 July 2017)
- TTS speech queue improvements; readbacks come before new calls, and pilots will less likely 'interrupt' you while giving commands
- easier expediting climb by doubletapping in the middle between the altitude buttons
- incident alarm sound is now silenced when selecting an involved plane, to avoid annoyance
v3.1 (2 June 2017):
v3.0 (7 February 2017):
- Wake turbulence behind heavies.
- additional android version released (see Play Store) with multiple airports and extra options
- custom zoom by doubletap + drag up/down
- optional high speed climb
- automatic repositioning of labels for parallel approaching planes, to avoid label overlap
- Pilot speech added.
- Manual handoff of planes (optional).
- Move sidebar to the other side by doubletapping the menu button.
- Plane types are now visible in the infotext at the bottom of the screen.
- Share your stats via the button in the goals screen.
- In the PC version (see here, released on itch.io on 11 Dec 2015), restricted areas and multiple airports were added (Atlanta, London and Frankfurt).
v2.9 Added expedite mode / alternate ILS* mode / HOLD at position mode
v2.8 Smaller font size / more help for beginners / several adjustments.
v2.7 Added RD airport / more realistic separation rules / delays.
v2.6 Changable font size / sound alerts.
v2.5 Departures can now be vectored / various improvements.
v2.4 Added pilot delay / various small tweaks.
v2.3 Changes in separation requirements.
v2.2 Added automatic save function.
v2.1 Goals added / points scored per plane now depends on current score.
v2.0 Skill cap function / new menu.
v1.9 Pan view / cancel button / graphical changes.
v1.8 Double tap to zoom / various small tweaks.
v1.7 Zoom toggle button added / various small tweaks.
v1.6 Label shows 3-letter code / bugfixes.
v1.5 Bugfixes / changes to departure and arrival rate.
v1.4 Fixed parallel ILS bug / departure rate now depends on skill value.
v1.3 Fixed crash high dpi devices / various small tweaks.
v1.2 Touch improvements.v1.1 Hints for beginners / bugfixes.
v1.0 Released on Play Store on November 2, 2013.