glenda.party
term% ls -F
term% pwd
$home/manuals/unix_v8/6/atc
term% cat index.txt
ATC(6)                           Games Manual                           ATC(6)



NAME
       atc - air traffic controller

SYNOPSIS
       /usr/games/atc

DESCRIPTION
       Atc  presents  air  traffic on a cursor-controlled screen.  As the con‐
       troller, you must shepherd it safely through the air space.  At the be‐
       ginning of the game atc displays the takeoff/landing direction for each
       airport and prompts for the game duration with:

       < >    enter a number from 16 simulated minutes (hard) to 99 (easier)

       Options are

       -u=file  take airspace description from file

       -a=name  use the named airspace; default is `Apple1'

       -s=seed  a number for seeding a 32-bit random number generator

       -t=time  preset the game duration

       -p=file  save the play of the game in the named file

       -m=file  play a `movie' of the saved game

       The initial display of a typical airspace looks like this:

              . 0 . . . . . . 1 . . . . . . . . . . . . . .
              . . , . . . . . , . . . . . . . . . . . . . .
              . . . , . . . . , . . . . . . . . . . . . . 2
              . . . . , . . . , . . . . . . . . . . . . , .
              . . . . . , . . , . . . . . . . . . . . , . .
              . . . . . . , . , . . . . . . . . . . , . . .
              . . . . . . . , , . . . . . . . . . , . . . .
              6 , , , , , , , * , , , , , , , , , , , , , 3
              . . . . . . . . , , . . . . . . , . . . . . .
              . . . . . . . . , . , . . . . , . . . . . . .
              . . . . . . . . , . . , . . % . . . . . . . .
              . . . . . . . . , . . . , , . . . . . . . . .
              . . . . . . . . , . . . , , . . . . . . . . .
              . . . . . . . . , . . , . . , . . . . . . . .
              . . . . . . . . , . , . . . . , . . . . . . .
              . . . . . . . . , , . . . . . . , . . . . . .
              4 , , , , , , , * , , , , , # , , , , , , , 5
              . . . . . . . , , . . . . . . . . . , . . . .
              . . . . . . , . , . . . . . . . . . . , . . .
              . . . . . , . . , . . . . . . . . . . . , . .
              . . . . , . . . , . . . . . . . . . . . . , .
              . . . , . . . . , . . . . . . . . . . . . . 9
              . . 7 . . . . . 8 . . . . . . . . . . . . . .

       % and # denote airports, * and ! denote  navigational  aids  (navaids),
       and  commas  denote airways that link entry/exit `fixes', airports, and
       navaids.  Dots are separated by one mile, horizontally, vertically, and
       diagonally.   An airplane appears as a letter followed by its height in
       thousands of feet.

       There are two kinds of planes: jets flying 1 mile per tick (15 seconds)
       and props flying 1/2 mile per tick.

       You  must prevent various misfortunes.  Running out of fuel is serious.
       So is a close encounter - less than 3 miles horizontal separation at  a
       given  altitude.  A plane changing altitude is considered to be at both
       its old and new altitudes.  A `boundary error', leaving the airspace at
       the  wrong place, not on an airway, or at the wrong height, is also se‐
       rious, but not as likely to be fatal.

       The right side of the screen shows  flight  plans.   A  typical  flight
       strip looks like:
               Fj 7->3  4  NE     +
       The  first letter is the aircraft ID, the next letter is `j' for jet or
       `p' for prop.  The next field gives the plane's intentions: this one is
       entering  at  (or  is  now  at) fix 7 and leaving at fix 3.  The origin
       character tells where the plane is (or will be  when  it  enters),  the
       destination  is  a fix it wishes to go to.  (It will, however, continue
       on a straight path unless instructed otherwise.)  Next is the altitude,
       in  this case 4000 feet.  The bearing is a compass direction: N, NE, E,
       etc.  The final character is the amount of fuel left, `+' for more than
       10  minutes,  otherwise  the number of minutes of fuel remaining.  Jets
       begin with 15 minutes of fuel, props 21.

       At the top of the flight plans are listed planes that  will  appear  in
       the  next  minute,  preceded  by  how  many  ticks (0-4) they are away.
       Planes may be cleared for takeoff as soon as they are listed.

       Commands are terminated by <RETURN>.  <BACK SPACE> may be used to  cor‐
       rect errors.  The following kinds of commands can be issued.

       $
       End the game (game normally ends after 26 planes)

       W    Print flight plan for airplane W

       XA3  X will change altitude to 3000 feet

       QA0  Q will land (go to 0 feet altitude)

       HRE  H will turn right until it is heading east

       ALNW A will turn left until it is heading northwest

       CTS  C will turn south through the smallest angle

       T*7  T will take exit bearing for fix 7 at next navaid

       P*%  P will take landing bearing for % at next navaid

       DH   D will circle (hold) at next navaid

       MR0  Abort pending hold, clearance, or turn for plane M

       J?   Cancel delayed commands for J

       <SPACE>
            Speed up the game by advancing 15 seconds

       Climbing/descending.   Planes  climb  or  descend  1000  feet per mile.
       Climbing from 0 is a takeoff; descending to 0 is a landing.  The  take‐
       off/landing  direction  for  each airport is given.  A landing airplane
       must reach altitude 0 headed in the right direction 1 mile  before  the
       runway.  No further commands may be given after a descent to 0, as con‐
       trol then rests with the tower.  If a plane lands from the wrong direc‐
       tion,  it will climb to 1000 feet and issue a `go around' error.  While
       changing altitude, a flight strip reads like
               Dp :->2  7v3  S     9
       which means at 7000 feet descending to 3000.

       Turning.  Planes turn 45 degrees per mile.  Turns may be left (L) right
       (R)  or  to  a specified direction (T).  Thus `ULNE' tells the pilot of
       plane U to turn to his left until he is heading northeast.  Changes  of
       direction are indicated in the flight strip:
               Nj :->5  5  S r W   +
       indicates  that jet N is heading south, and will turn 90 degrees to the
       right.  To cancel the remaining part of a turn, give the  command  (for
       plane N) `NR0'.

       Navaids.   A plane may be directed to turn at a navaid or hold (circle)
       there, Thus command `AH' holds plane A at the next navaid.  The  flight
       strip for a plane that is to hold looks like
               Ap :->2  5  S *    7
       During  the  hold,  the `*' will become `h'.  Every incoming plane that
       will be landing holds at a navaid unless the controller gives it  other
       instructions.

       The  command `*' clears a plane to turn sharply to any known fix at the
       next navaid.  The flight strip for a plane cleared through a navaid (to
       fix 5, for example) looks like:
            Hj .->2  5  S *5    +
       A  holding  aircraft  given  a  clearance  will  continue around to the
       navaid, then immediately assume the specified  bearing.   Turns  cancel
       clearances.

       Delayed commands.  Commands of the form
            @<location>,<command>[,<command> ...]
       stack  up activities.  A location may be any fix or a point offset from
       a fix, e.g.
            @#sw3s2,ARE
       which means at the point which can be reached by going three  miles  SW
       from airport #, then two miles S, plane A should begin a right turn un‐
       til heading E.  The information  command  shows  all  delayed  commands
       pending  for that plane.  Note that delayed commands allow one to spec‐
       ify actions more than one navaid ahead.



                                                                        ATC(6)