Cockpit building
Boeing 737-700 by Stamatis Vellis: fight model (revised FS2002 version) (AFG Models)Project Magenta Video Promo using Stamatis' cockpit
Boeing 737-700 by Stamatis Vellis: fight model (FS2002 version) (Axon Airlines)
Boeing 737-700 by Stamatis Vellis: fight model (version 1.10) and Documentation (1.3 MB)
Please visit www.projectmagenta.com for additional Information about the software described here. Stamatis, Constantinos and I are working on a cockpit... here's a text written by Stamatis about all we've went through so far... all (clickable) photographs thanks to Mathijs Kok. Mathijs also wrote a great article about it for Simflight.Com... it can be found here.After several requests, you now download the flight model of the B737-400 which is being used with this simulator. You will find all necessary documentation within the Zip. Stamatis' flight models have been extremely accurate (FS permitting) ever since he started making them way back in FS4 times.
(you can click on any image for a larger view) Ok, let me give you a discriptive outline of my sim.THE PEOPLE
- Constantinos Pitsos, my cousin, who built and put together with his own hands 90% of what you see. This sim would simply not have even started without him.
- Enrico Schiratti, a good friend who thankfully and luckily has decided to come and live in Greece! <g> He is responsible for designing/programming ALL the instruments you see in my cockpit as well as writing the EPIC epl file, although I suspect that the EPIC epl stuff was the one he liked the least, to put it mildly <vbg>
- Added by Enrico: Stamatis Vellis, the mastermind... helped us through some frustrating moments and caused some others <eg>... his expertise concerning commercial aviation is immense, and all the building and programming is based on it... it presented a huge challenge to meet his standards, but we are getting there... step by step and we need a photo of Constantinos
THE SOFTWARE
- Windows 98 by Microsoft
- Flight Simulator 2002 by Microsoft (after FS98 and FS2000)
- WideFS by Peter Dowson (see also the Peter Dowson page on this site)
- Enrico's Instrument executables
- Enrico's program
for the aircraft's automatic flight guidance:
We are using our own software for the
Autopilot and the Auto Throttle, in many
cases overwriting default FS98 functions, so
as to be able to simulate the real Autopilot
and Auto Throttle modes and procedures found
in a modern B737. Excellent stuff by Enrico.
THE HARDWARE
Real aircraft parts:
- A set of two old but real DC-9 pilot's seats, with working adjusting mechanisms and even their seat belts in place <g>. Must replace the upholstery though, very dirty!<g>
- Complete set of control yokes, with their interlinking mechanism, trim switches, Autopilot disconnect button, push-to-talk button, chart clips with light, etc. All these switches and buttons are connected to the EPIC.
- Complete set of Rudder Pedals, with their interlinking mechanism. Boy, isn't that interlinking mechanism real complex!! I can't figure out why it has to be so complex... Of course toe-braking is now possible.
- The Nose-Wheel steering mechanism (not installed yet)
- The Landing Gear lever, and the landing Gear warning lights.
- The complete central pedestal with throttles, flap lever, slat lever, speed brakes lever, fuel levers, go-around switch, auto-throttle disconnect switch, you name it, it's there, and it is already connected to the EPIC.
- Complete and
fully functional B737-400 Mode Control Panel,
with all switches and
knobs fully operational (specially made for professional simulators and most importantly
able to connect to a PC's serial port, thus no EPIC connections necessary). - The NAV and COM
tuning boxes, with the frequency window
displays, rotary
switches, etc. (not connected yet, and we believe impossible to connect due to their
mechanisms) - The Flight Director controller box (not operational yet).
- The overhead Switch panel with about 60% of all switches and knobs intact. From those we have connected only those supported by FS98, i.e. the engines starter switches, Pitot Heat switch, fuel pumps and several lights, strobes etc.
- The real complete DC9 glareshield panel, intact with even the fluorescent light tubes for the instrument panels.
Other hardware:
- Six Pentuim II
computers:
One for FS98, one for the Captain's PFD and ND, one for the F/O's PFD and ND, one for the EICAS screen in the middle, one for the Automatic Flight Guidance System (driving the MCP and CDU), and finally one for the force feedback, containing the I/O cards. - Two 20 inch monitors, one for each pilot's PFD and ND instrumentation. We have covered these panels with replicas of real fames of such airliner CRTs, so they look as if they are two separate CRT displays, one for PFD and one for the ND, while in fact it is just one monitor.
- One 16 inch monitor for the EICAS display.
- One EPIC card installed in the FS98 computer
- Pneumatic Dampers, mounted on the Elevators, Rudders and AIlerons controls.
- A compressor (yes, a real air compressor! <g>) to compress air for the force feedback system
- A set of electrically controlled solenoid valves, regulating the pressure of air supplied to each damper
- Set of Input/Output (I/O) cards controlling the valves that regulate the pressure in the dampers mounted on the flight controls.
- A BARCO 2100 projector, mounted on the ceiling and equipped with a wide-angle lens. The max resolution supported is 1024x768 but to be honest we do not observe any difference between 800x600 and 1024x768 modes, so we must not be doing something right. Thus, the projection imajes as seen in the photos I sent you are in 800x600 resolution. We will definitely pursue this issue, to find out why we are not getting 1024x768 resolution.
The
Screen
The screen, designed by Constantinos, is 1.60 meters
high and 3.40 meters wide. It comprises of a metallic
frame which supports the actual screen made of light
wood and painted in white. The structure is hung from
the ceiling, positioned approximately 80 cm in front
of the cockpit "windscreen", and
approximately 3 meters in front of the projector. The
screen is curved. The horizontal field of view (FOV),
as measured from the center pedestal inside the
cockpit, is 97 degrees. The vertical field of view
actually covers significantly more than 100% of the
possible view angle from the pilot's eyes and through
his windscreen window openings, so a pilot can
actually bend forward and look upwards! <g>.
View Perspective setup
What was really important was setting up the
simulator in relation to the screen, so that a very
realistic view perspective is achieved.
Enrico therefore designed a special bgl scenery file
with several appropriate markings on it. We then
first "setup" our simulator to have the
exact correct cockpit height above ground level based
on real B737 data. Then we set the horizontal field
of view, so that pilot is seeing on this screen what
should be visible with a real 97 degrees field of
view, no more, no less either.
In other words, what you see on the screen
corresponds almost exactly with what you would be
seeeing in real life, given a view "window"
with our screen's dimensions.
For the "vertical" perspective, we slewed
the B737 in a position along the imaginary glidepath
of an approach to a runway, and after solving some
trigonometric equations, taking into consideration
aircraft height agl, deck angle, and the real pilots
downward FOV in a B737, we calculated with precision
how much ahead of the aircraft should the pilots be
starting to see the ground under real life conditions,
and we subsequently "setup" our sim
accordingly. The result is that during finals, the
runway perspective out-the-window is impressively
real!
Instrument Panels
Aaah, here is where we really improvised, thanks to
Enrico's talents!
Instead of using any of the existing Fs98 panels and
gauges, we decided to draw the instruments
independently from the sim (FS98), as executables (*.EXE
files), that would receive relevant data from the
main FS PC via Peter Dowson's WideFS utility. We
therefore had complete freedom to reproduce whatever
feature we could find in the Operations Manuals.
These instruments, PFD and ND are based on the new
generation B737s, which utilize the B747-400 & B777
philosophy and glass panels. In the PFD you will find
almost everything you will see in the real plane: V1,
Vr markers, changing automatically with GW changes,
Minimum Maneuvering speeds depending on configuration
and weight, stick shaker speeds depending on
configuration and weight, speed trend arrow, Maximum
speeds, you name it and most probably it is there!
<vbg>
The ND is again designed out of the Operating Manuals.
We currently support two modes, VOR CTR and MAP. The
VOR CTR mode is what is shown in the photos I sent
you. Unfortunately, at the time the pics were taken,
no MAP mode was implemented. In MAP mode, you load
your flight plan and the route line magically appears
to guide you, while at the same time you can select
and view all VORs, ADFs, Intersections and Airports
within the specified range.
The middle panel is the EICAS panel, again with
engine instruments copied from photos of the "new
generation" B737 panels, running as independent
excutables just like the PFD/ND combination.
These instruments can therefore be linked to whatever
simulator one wishes, assuming that there is the
equivalent WideFS application for that sim.
As an example, these very same instruments can be
linked already to Simon Hradecky's AS2 flight
simulator.
We have not programmed our CDU yet (that is why you
don't see it in the photos), which is of the same
technology as our MCP, i.e. connectes to a PC via a
serial port. It will be there soon, right in front of
the center pedestal.
That's all for now. As you can see, we still have a
lot to do, these projects never really finish, do
they? <g>, but that's the fun in them, isn't it?
Stamatis
Something's not doing what it should
The DC9 throttle quadrant
737 MCP hardware (don't ask)
Major refurbishing of all real components
Enclosing a sim changes everything
Rudder Pedals - simple as 1, 2, 3
The curved screen for the Barco Projector
At this time Project Magenta didn't exist
Check CSI Cockpit Simulations under Resources for more cockpits, if you are interested. More cockpit links can also be found on Derek's Cockpit Links, www.simpits.org and on www.projectmagenta.com/references.html. It's worth it!









