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Game Developed by

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Game Tips:

- Control arrival rates in order to control how busy you want your experience to be. If things get too busy on the taxiways, hold aircraft at their gates and delay pushbacks until you are caught up

- Aircraft parking on the U-ramp: After landing on runway 4R or 22L will taxi northbound after landing to get to the ramp. If runway 11 is being used for landings also, you will need to stop arrivals to runway 11 (or decrease the arrival rate) in order to get the plane to the U-ramp. This is to avoid taxi conflicts with the landing traffic.

- EDCT: Expected departure clearance time. These are delayed departure times issued for ATC flow and separation purposes.

- Aircraft leaving the U ramp with an EDCT issued: If runway 4L is for departure, operations are standard and the holding point is accessible. If using runway 22R for departure, no holding points are available, so you may need to coordinate and hold planes at the gate until close to EDCT.

- Aircraft leaving gates F1-F3 with an EDCT issued: If runway 22R is being used for departure then taxi operations remain standard and the holding point is accessible. If using runway 4L for departure, no holding points are available, so you may need to coordinate and hold planes at the gate until close to EDCT.

- Suggest studying the gate map and taxi routes before playing to be able to move traffic without conflicts

- Supertugs relocating empty aircraft cannot taxi to the holding points, so if the gate it needs to be relocated to is occupied, it might be best to hold it at the gate until the gate becomes available.