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

THE SOFTWARE

THE HARDWARE

Real aircraft parts:

Other hardware:

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!

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