hello all, i am looking for some contributors, who can help with my latest idea. namemd Project SkyNet (OpenSky)!
Key Features & Technical Specifications
A. The Expansive & Dynamic Traffic Library
- Multi-Era Database: A core library containing accurate flight models, liveries, and performance data for aircraft from every era:
- Pioneer Era: Wright Flyer, Blériot XI
- Golden Age: DC-3, Lockheed Constellation, Ford Trimotor
- Jet Age: De Havilland Comet, Boeing 707, Concorde
- Modern Era: All current airliners, business jets, GA aircraft.
- Future Concepts: Conceptual designs and "what-if" aircraft (e.g., Boeing Sonic Cruiser, next-gen eVTOLs).
- Community-Driven Expansion:
- Simple Contribution System: A standardized, documented file format (e.g., JSON/YAML) for adding new aircraft, defining flight performance, and linking to 3D models and liveries.
- Livery & Model Linking: The system can reference and use high-quality aircraft models and liveries already installed in the user's community folder.
- Curated Repository: An official, vetted repository for community-submitted aircraft profiles to ensure quality and performance accuracy.
- Intelligent AI Pilots: AI that understands the aircraft it's flying. A DC-3 will fly a slow, low-altitude, VFR-style route, while a 737 will follow modern SIDs and STARs.
B. The Powerful Traffic Scheduler
- Global Traffic Engine: A background service that generates realistic flight schedules for the entire globe, not just the player's vicinity.
- Custom Route Creation:
- User-Defined Schedules: Users can create and share custom airline schedules, historical routes (e.g., Pan Am 1950s routes), or one-off special flights (e.g., a Spitfire airshow display).
- Dynamic & Static Traffic: Supports both regularly scheduled flights and one-off, dynamic "on-demand" traffic like GA pattern work, air taxis, and military exercises.
- Historical & "What-If" Scenarios: Schedule a day where Concorde is still flying the North Atlantic, or a 1930s air race across the continent.
- Traffic Density & Performance Sliders: Granular control over the number of aircraft in the sky, with a focus on CPU/GPU optimization to minimize performance impact.
C. The Immersive ATC System
- Voice & Text-Based ATC: Full ATC services from Gate to Gate, with synthesized voice (compatible with 3rd party voice packs) and text-to-speech fallback.
- Procedurally Generated, Context-Aware Dialogue: ATC instructions are not pre-recorded. They are generated in real-time based on:
- Aircraft type and performance.
- Current weather and traffic conflicts.
- Airport layout (using underlying MSFS/navdata).
- Human-Like Imperfections: Optional "realism" settings can introduce slight radio static, miscommunications, and controller accents for immersion.
- VFR & IFR Support: Full support for both flight rule types, including VFR traffic advisories and flight following.
- Multi-Frequency Monitoring: Ability to monitor multiple ATC frequencies simultaneously (e.g., listening to Tower while on Ground).
D. Addon Airport Integration (A Core Principle)
- AFCAD-Aware: Directly reads and utilizes airport.xml/bgl data from addon airports to understand precise gate assignments, taxiway layouts, parking spots, and runway configurations.
- Dynamic Ground Operations: AI traffic will use correct, complex taxi routes at high-detail addon airports, avoiding the "plowing through grass" behavior of the default system.
- Community Airport Profiles: Allows creators to build and share specific "operation profiles" for their airports (e.g., defining which gates are for heavies, where GA parks, specific noise abatement procedures).
E. User Interface & Control Panel
- In-Game Toolbar Integration: A sleek, VR-friendly toolbar widget for quick access.
- Traffic & ATC Manager: A comprehensive out-of-game desktop application for:
- Managing the aircraft library (enable/disable eras).
- Creating and editing flight schedules.
- Configuring ATC voice and realism settings.
- Viewing a real-time map of global AI traffic.



