THESE ARE THE CODES REQUESTED FROM THE MANUAL TO ALLOW PLAYING


1...FAF 2...DAF 3...INS 4...MSL 5...VHF 6...TCA 7...AGL 8...SST

9...ILS 10..CDI 11..VER 12..HST 13..DCA 14..MDA 15..MSR 16..JAF


DOCS FOR KENNEDY'S APPROACH

A. VISUAL DISPLAY
1. CONTROL AREA MAP:The largest section of the simulation
display is the Control Area Map. The Control Area Map is designed
to provide you with the state of the art representation of a REAL
Air Traffic Controller.
1)THE DOT GRID: A grid of dots one mile apart. The bright dots
denote normal air traffic lanes.
2)AIR TRAFFIC FEATURES: Entrance and exit fixes are labelled,
as are airports. On the approach side of each airport is a VOR tower.
Incoming planes hold around this until they are cleared to land.
3)THE PLANES: There are 3 types of planes. Light jets, jet
airliners, and supersonic Concorde. Light planes are smaller than jet
airliners, and the Concorde is recognized by its drop-nose and delta
wings. The direction a plane is pointing indicates its direction of
travel. Below the plane are the bars indicating current altitude in
thousands of feet, and to the right is the planes id letter.
4)TERRAIN FEATURES: Also on the map are mountains, storms and
restricted zones. Planes must maintain an altitude of at least four
thousand feet over the mountains, and they should avoid storms and
restricted zones althogether.
2. THE COMMAND LINE: Just above the Control Area Map is the Command
line. Here, messages are displayed as they are radioed between you and
the aircraft in your area. When you use the joystick to direct traffic
you will see your commands written out and then see the response.
3. FLIGHT PLANS: In the upper right-hand section of the screen are
the flight plans for the active aircraft in your area. The uppermost
letter in each comumn is a plane's ID letter. Below the ID letter is the
first letter of the origin and the first letter of the destination fix or
airport for that plane. Below these is the altiturde in thousands of feet.
Aircraft that are waiting to take off have a "*" in the altitude field.
4. THE CLOCK: In the upper left-handed corner of the screen is the
time of day clock. Your shift ends on teh hour. The passage of time in
the simulation is measured in real-time. Time can be accelerated by
holding down the space bar.
5. ALARM AREA: Between the clock and the Command Line is the alarm
area. Dangerous situations are reported here. These include incorrect
exit altitudes and fixes, conflicts, and crashes.

B.AIRCRAFT COMMUNICATIONS

1.ESTABLISHING COMMUNICATIONS: You can establish contact with a
plane in two ways, by typing the ID letter, or by moving the joystick
to move the cursor over the plane, and then five the joystick a short
push.(less than 1 second).
2.ISSUING COMMANDS: To tell the pilot what direction to fly, move
the joystick left or right until the arrow points in that direction. To
specify the altitude, move the stick up or down. PLEASE NOTE, EACH BAR
INDICATES 1000 FEET OF ALTITUDE, AND THE ACTUAL POSITION OF THE PLANE
IS REPRESENTED NOT BY THE ICON, BUT BY THE BOTTOM BAR!

C.AIR TRAFFIC CONTROL

1.LANDING: Aircraft destined for and airport must be landed by
heading down the runway and giving it clearance for landing.
(Altitude 0). Aircraft at altitude 0 can no longer be given turn
commands.
2.HOLDING: Since only one aircraft can use a runway at a time,
it may be necessary to put other planes into a holding pattern. A
hold is continuous full turn around a VOR tower at a particular
altitude in either a clockwise or counter clockwise direction.
3.EXITING THE CONTROL AREA: An aircraft that does not land in
your area must leave via the exit fix. All aircraft must exit at
an altitude of four thousand feet.

D.AIRCRAFT CHARACTERISTICS

1.SPEED: The various types of aircraft travel at different speeds.
Light planes move two miles(2 grid dots) every minute, jets move
4 miles every minute, and the Concorde moves 8 miles a minute.
2.ALTITUDE CHANGES: All of the planes have a climb/descent rate of
one thousand feet per mile.
3.TURNS: All three types of planes have a turning radius of 1.5 miles.
This gives a 45 degree per grid dot.

E.INFLIGHT RESTRICTIONS

1.AIRCRAFT SEPARATION: The first and foremost of these requirments
you must maintain is a one thousand foot separation in altitude
between aircraft flying within 3 miles of each other. Failure to
meet the aircraft separtion will result in a conflict condition
and a possible mid-air crash.
2.FUEL: Planes carry a limited amount of fuel and will run out if
delayed excessively.

F.CONTROLLER EVALUATION

When your shift ends, you will be given onr months salary based on
your current GS rating and bonus pay based on your performance.. $100
is paid for each flight completion, $200 is paid for each successful
emergency landing, and $100 is subtracted for each minute of flight
delay. If you commit a major error, then the game will end. A major
error include 1)crashes, 2)bad exits, 3)lettin a plane with an
emergency leave your area, 4)conflict time greater than 1 minute, or
5)flight delay time greater than 45 minutes.

Enjoy the game!
Docs typed by,
Mr.Dos
Sysop of The Vault