A downloadable mod
This page is for adding custom airports to Endless ATC, a realistic but easy to play air traffic control simulator. The ability to add custom, user created airports is a new, experimental feature that is still in development.
Below, you can download a collection of about 3000 raw airport configuration files. They're not intended as ready-to-play airports, but more as a starting point to create a new airport file. The files in this collection are automatically composed out of free databases, and the quality and completeness may differ per file. In any case, the files are not finished, so you'll have to add more properties (like SIDs and runway configurations) yourself. Best practice would be to pick one airport you would like to work on from the collection, copy that file to the game, and start expanding it, bit by bit, with more data. You can also start from scratch, googling all data and properties yourself.
Use a text editor, together with the included example.txt file as a guide, to create a working file in the locations folder of the game. The example file is pretty big, but most of the properties in it are only optional. In theory, just a runway and an airport code is enough data to create a minimal, playable file. You can add more detail later. First thing to do is to make sure the '#code = ' item in the [airport1] section is un-commented to make the airport appear in-game at the bottom of the airport menu. So just remove the # at the beginning of that line. Carefully put each item in the correct section, in the same format as the example. Reload game every now and then to make sure it still works as expected (doubleclicking the airport button reloads the file).
You can define all airspace properties yourself, however some of the properties may be automatically limited within a certain range, to keep the game playable and working correctly. For example, the altitudes must meet the game's airspace structure:
These five altitudes must stay in this order, so for example the descendaltitude must be inside of the controlled airspace (shaded area), so between the floor and the ceiling. Above can only be reached by departing planes with SID mode enabled. The floor of the airspace must be close to the ground; a height of about 2000 feet should do (it makes short finals possible). Higher up, keep at least 1000 to 2000 feet between the levels.
Runways are defined by an a few required values, as well as some optional ones, for example displaced thresholds (which are by default set at 0) or a custom glideslope angle(by default 3 degrees):
Optional are approach routes to the ILS, and departure routes from a runway. They are not implemented in the default airports; this is to keep the game simple to play, and focussed on vectors. And when the airspace gets a only slightly busy, they are not that useful anymore. But if you want, you can add them to your own airport. For approach routes, you need to define a beacon, which is a beacon that makes a special 'APP' button available when a plane selects it.
The moment you click the APP button, a route is selected. If there are multiple routes defined, the bearing to the beacon determines which route is chosen. Approach routes consist of optional waypoints, and an interception point on the localizer:
In this example there are two waypoints before the interception point, and the bearing towards the beacon is 300 degrees, which fits nicely to the first leg of the route. Imagine a plane coming from the other side, say heading 120. The first turn on this route would be too steep. For this case you can define a second route, for bearings of about 120 degrees, with additional waypoints to create nice turns of 90 degrees or less.
Bug reports, suggestions and links to your own creations can be posted on the discussion board below. Finished locations can also be shared on this community-created github repository.
Unzip the file and see example.txt for further instructions.