What Is Tower?
Tower is a radar scope, one runway, and a stream of aeroplanes that will not stop coming. Each blip arrives at the edge of the screen with a heading and a level already set, flies straight until somebody speaks to it, and the somebody is you. Aircraft turn up roughly every 1.9 seconds.
You have three instructions to give: a heading, dragged out from the aircraft itself; a level, chosen from the nine rungs on the ladder down the right-hand side, running from the ground to 8,000 feet in thousand-foot steps; and a clearance, which sends an aircraft down to land. Your score is landings. The meter beside it starts at 100 and only ever falls, and at zero the airspace closes and the shift is over.
Reading the Scope
Four things you can do to an aircraft, and they are not interchangeable.
- A heading
- Drag from the aircraft and its nose swings onto the line you drew at 1.8 radians a second. Fast enough to matter, slow enough that a turn made late arrives late. Point an aircraft away from the field and it stops being an arrival and becomes a problem for later.
- A level
- Click a rung on the ladder, or press the up and down arrows, and the aircraft moves in thousand-foot steps. Two of them may sit as close together as you like provided they are 1,000 feet apart vertically, which makes height the only instruction that buys separation without spending distance.
- A clearance
- The one that scores. A cleared aircraft turns for the field, descends at 2,600 feet a second, and touches down as soon as it is over the runway below 600 feet. Give it any other instruction afterwards and the approach is cancelled.
- Doing nothing
- Six seconds after you last touched an aircraft, the tower’s fallback automation takes it and flies it at the runway. The landing counts. It is also flown with no idea where anybody else is.
How to Play
- Open the tower and aircraft begin arriving almost at once, one every 1.9 seconds or so, with the gaps narrowing as the shift wears on.
- Click a blip to take it. Brackets appear around it, and a tag in the bottom left corner gives its callsign, its heading and its level.
- Drag anywhere on the scope to vector it. The dashed line is the heading you are asking for, and the aircraft turns onto it and holds it until you say something else.
- Assign a level by clicking a rung on the ladder or pressing the arrow keys. Aircraft climb and descend at 1,400 feet a second, which is quick, and the ladder reaches from the ground to 8,000 feet.
- Separate in height before you separate in distance. Two aircraft converging on the same patch of sky are cheapest to fix by putting one of them a thousand feet above the other.
- Clear an aircraft to land with a click on the runway or the L key, and do it when nothing else is on the same piece of the approach. An arrival flown onto an occupied runway goes around instead.
The runway blocks for one second after each touchdown, so it is almost never the runway that limits you. It is the final approach, and how many aircraft you have allowed onto it at once.
What the Tower Does When You Look Away
Leave an aircraft alone for six seconds and the automation takes it, sets its level to zero and points its nose at the field. The landing that follows is real and it lands on your score. Hands off, with no controller at all, that is what happens to nearly everything on the scope.
What the automation cannot do is see the rest of the board. It has no idea that somebody is already on final, or that the aircraft it just turned will cut across the runway at the worst possible moment. Each aeroplane is flown perfectly and the airspace as a whole is flown badly, and the bill arrives as a conflict or a go-around.
Altitude Is the Only Cheap Tool
The separation minimum is 34 pixels across and 1,000 feet vertically, and both halves have to fail before the meter is charged. So the same crowded patch of sky can hold two aircraft perfectly legally as long as one of them is a thousand feet higher. Moving somebody in height costs you the height. Moving them sideways costs you their track and their arrival time.
The ladder gives you nine levels. Arrivals show up between 3,000 and 8,000 feet, so the top six rungs are busy the moment they appear and the bottom three are yours to build shelves in.
Why Go-Arounds Compound
An aircraft that reaches a runway still blocked from the last touchdown does not wait for it. It goes around, which costs 4 per cent of the meter, and it pays that price in the worst place available: low, close to the field, and pointed away from it.
Then its clock restarts, and six seconds later the automation flies it at the same runway from a worse position, in company with everything that has arrived since. That is how one late arrival becomes a queue.
What the Meter Is Charging You For
The drain opens at 1.4 per cent a second and gains another 0.045 every second it runs, so it is always accelerating. A landing hands back 1 per cent. A loss of separation costs 2.5 the moment it starts and 5 for every second the pair stay inside the minimum. A go-around is 4, and letting an aircraft wander off the scope is 3.
The arithmetic explains the shape of a shift. Landings cannot cover the drain, and late on they barely slow it down. What you are protecting is the meter you have not spent yet, and the two things that spend it fastest are conflicts and go-arounds.
Tower on a Phone
The scope is scaled to the height of the screen rather than to a fixed pixel size, so the separation minimum covers the same fraction of the picture on a phone as it does on a desktop, and a shift played with a thumb is the same shift.
Everything works by touch. Tap a blip to take it, drag on the scope to steer it, tap a rung to change its level. The ladder sits on the right edge where a thumb already is, and the tag for the selected aircraft sits in the bottom left, clear of everything you have to reach.