New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix conflicting spawn patterns of two STARs in KJAX #2063
Comments
I'll do an audit eventually since I am a ZJX controller on VATSIM and am (fairly) familiar with the procedures. One of my friends was also complaining that the MARQO2 arrivals are too high (160 instead of 120) |
I can't figure out the TEBOW guys but I updated a few things to make it match procedures in use. |
The issue raised by OP sounds like a duplicate of #934 -- the root cause is likely when the random traffic generator just happens to spawn two (or more) aircraft that are destined to collide or get into conflict and there is nothing that can be done by the time those acft become player-controllable. Solving this "properly" would require implementing logic in javascript to ensure separation of arriving aircraft at the enroute controller level, before aircraft become controllable by the player. See this discussion. As a stopgap solution, some hacking around in the airport JSON such as removing certain spawn points or STARs or adjusting spawn rates might help alleviate the problem, but that is less than ideal. @svalencia014: as the updates you're making are not actually related to fixing this issue, it would be more appropriate to file a separate issue and have your branch name / PR reference that, instead of hijacking this issue number. (Edit: or you could just reopen #2058 and use that.) |
@IndiaBravo @svalencia014 As @cake-pie has alluded to, the reason this is happening is because the sim can't "separate" any traffic... meaning it is the responbility of the airport designer to follow the guidelines needed to prevent this situation from being possible before they are well-inside approach airspace. But it's not well documented. I have created an issue to improve the documenation, #2065, the contents of which you should read for further info on how to proceed. So this will be something that is "wrong" with the way the airport file has been created, and will need to be corrected. I will repurpose this issue for that work if one of you would like to claim it and clear up the problem. |
I'll give it a shot
…On Thu, Jan 19, 2023 at 4:58 PM Erik Quinn ***@***.***> wrote:
@IndiaBravo <https://github.com/IndiaBravo> @svalencia014
<https://github.com/svalencia014> As @cake-pie
<https://github.com/cake-pie> has alluded to, the reason this is
happening is because the sim can't "separate" any traffic... meaning it is
the responbility of the airport designer to follow the guidelines needed to
prevent this situation from being possible before they are well-inside
approach airspace. But it's not well documented. I have created an issue to
improve the documenation, #2065
<#2065>, the contents of
which you should read for further info on how to proceed.
So this will be something that is "wrong" with the way the airport file
has been created, and will need to be corrected. I will repurpose this
issue for that work if one of you would like to claim it and clear up the
problem.
—
Reply to this email directly, view it on GitHub
<#2063 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/AQKZC377JX6LV5MPRBXBAULWTG2JPANCNFSM6AAAAAAT7SB7S4>
.
You are receiving this because you were mentioned.Message ID:
***@***.***>
|
Turns out this is an issue of a spawn pattern's start location being right near the airspace boundary, where the prespawn aircraft begin. Rather than making that already-complex logic even more nightmarish, we should just extend the spawn point further out, so the existing logic will prevent this from happening. So for KJAX, change the TEBOW spawn pattern from starting at HILIS (right outside the airspace boundary), to starting further out. I suggest using |
Browser: Chrome
Airport: KJAX - Jacksonville International
Approximate play time before issue: About 60-80 sec
Issue Description
please include any console errors and/or screenshots
Steps to reproduce
The text was updated successfully, but these errors were encountered: