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For any concerns please contact us at. Welcome to Portugal. Whilst we have seen in previous years a splattering of versions for both FS9 and FSX, it appears is the year things begin to change. With the upcoming release of a visually stunning rendition of this aircraft in the next few days, we learnt about the things it simulates and it doesnt simulate, and it is made for a specific simmer.

Fair Enough. The next Airbus A to soon grace our virtual skies will come from Flight Sim Labs, a relative newcomer as a developing entity, it packs many years experience in its ranks, as well as enthusiasm to match. As we learnt from my previous interview with CEO Lefteris Kalamaras, Flight Sim Labs has the potential to give the simming community many years of outstanding add-ons, judging by the quality of their Concorde and the previews of their upcomnig Airbus A Flight Sim Labs were kind enough to offer Avsim readers an insight into their world, where this new jewel is brewing nicely!

Q: Tell me a little about yourself Andrew. What role do you have at Flight Sim Labs. You worked on the Concorde-X, is that right? Q: You have a young company, with one fantastic add on doing the rounds in the market place, the Concorde-X…what made you choose the Airbus A? Much of the technology designed and built for Concorde became a foundation upon which the Airbus series was built.

We also saw a huge void in the market for a high-fidelity simulation of the A, which remains true to this day. Given that both Lefteris and I had spent a good part of the past decade developing high fidelity simulations of long-range type aircraft, the A really appealed to us and with our experience and expertise at Flight Sim Labs, we believe we have an opportunity to finally do this aircraft justice.

Q: What is the scope behind your Airbus A? What are you hoping to recreate and to what degree? Our goal with the AX is to produce an authentic simulation that allows customers to experience what it is really like to fly one of these things. Q: How long was the development cycle for the Concorde-X and how long do you predict the cycle will be for your AX?

Is there much you can use from the Concorde-X? We spent around two years developing Concorde-X. A good proportion of that time was spent expanding our internal framework upon which all of our aircraft are built.

Although I commented that there are a small number of similarities between Concorde and the A — the two are built upon very different system infrastructures. The A is built upon a network of electrical signals — a mix of digital and analogue types, and these signals are transferred between various systems.

This means that the fundamental foundations of the aircraft, upon which all of the systems communicate with one-another, are simulated correctly. The data flowing from each system is sent and received in exactly the same manner, with exactly the same latency you could expect to see on the real aircraft. In theory, you could take our simulation, plug it into the real aircraft and it would drive the instrumentation over the various data busses we have developed.

To answer your question, the AX has almost certainly demanded more development time and resources than what was required for our Concorde-X title. Q: What resources have you got at your disposal for the A and the follow up planned expansions? Airlines providing materials? Anything from the manufacturer? We are bound by various confidentiality agreements, so I can only comment that we are very fortunate to receive help from a whole variety of sources.

We have access to the real aircraft most days in addition to a whole range of simulators. Q: Other developers have released As or are about to release As into the market.

What is the target simmer with your product? Is it aimed at the simmer who wants total realism? Realism within the confines of FSX? Total Simulation? I firmly believe our AX will appeal to a large percentage of simmers world-wide. Q: Developers either provide photorealistic Gmax interiors or design the whole interior from scratch. What is your approach and why? What effect are you looking for?

What about shadows? Virtual Cabin? We are using a combination of photographic material for background textures as well as repainting of labels and text to accurately represent the virtual cockpit without the blurring that occurs when using photo-real images only.

A lesson learned from the Concorde-X where we spent countless hours fixing and retouching photographic images shows that the result of combining the two efforts is far superior in nature than simply using one of the two methods and ignoring the other. Regarding the virtual cabin: We are including it in detail, but only in the external model. What are you offering in this regard?

How is your approach different to what other developers have tried with different degrees of success? In fact, the complexity lies again within the inter-communication of the EFCS components, and the common flight phase identification between sub-systems in different priority modes. The EFCS on our AX has been developed and tested with input from professionals flying the A and promises to be one of the first authentic simulations of the flight control logic and control laws found on the A Things that were added or removed?

Can you share some of the intricacies of this Airbus you have found along the way that were not in the original plan? I mean, developing a simulation of Concorde was pretty easy in comparison! We needed to re-think our approach, analyze and redesign. We devised a new system infrastructure, upon which all of our systems are built incorporating the ARINC dataflow work we had already done and significantly increased the granularity of our simulation. The only way we could get our systems running like those on the real aircraft, was to simulate pretty much everything.

With this new approach, we have modeled the majority of relays, switches, diodes, fuses, inverters, pressure switches, different types of fuel and air valves, different types of pumps, filters, generators — as I said, pretty much every system component. To connect all of these components, we designed a fluid dynamics simulation to model aircraft fuel, bleed air, hydraulics and electric current throughout the aircraft. Given that each and every component has simulated electrical current and voltage running through them, the result is a very accurate simulation of the aircrafts electrical system.

It means that we can connect our simulated components in exactly the same fashion as the real one, and the results are beautiful. You can see effects propagate through the systems, right in front of your eyes. Accurate models of pressure and temperature for fuel, hydraulics and engine bleed air. Let me give you an example of just how spectacular this system is: On a recent internal alpha build, one of our team noticed that sometimes, the center tank fuel system behaved in a certain way when running down to empty and put this down to a bug.

It appeared to be random and difficult to reproduce. I think people are going to really enjoy flying our AX. Q: Flight Dynamics…. What are you trying to achieve, how are you doing it, and how are you going?

What can we expect? There are several differences in the FADEC sub-system components between engine variants with regards to the startup logic and running of the engines. Or make it simpler, what has NOT been simulated and why? The A Auto Flight is fully simulated. Q: What about navigation support? Will it be via navigraph? How has the IRS function and associated autopilot input been simulated? We have already finished a converter which can transform this ARINC format to our internal representation and we are able to license this to those database providers such as Aerosoft or Navigraph who are interested in converting their monthly data into our format.

Regarding the IRS: It functions exactly like its real-world counterpart, taking information from GPS systems when available and figuring out its location based on internal laser gyroscopes that are also fully simulated. This results in the expected position drift that adds up over time which increases over time in the same rate as per real world.

We have also developed our own 3D sound technology, allowing us to place a sound point anywhere in FSX. We are capable of having shared cockpit in our product. More details on this will follow after release of the initial AX product.

I will refer your readers to our Concorde-X product, for an example of how the manuals are developed. As we are simmers too and we hate dry reading, we have made every effort to produce manuals that are not only readable by expert pilots, but can also be understood by the novice pilot — although there might be some cross-referencing involved.

However, to complement this, we provide several saved flight options that the pilot can load to set themselves up at various stages of flight, so they can understand a particular feature better.

A full flight tutorial was also included with the Concorde-X — we are expecting to have a similar tutorial for the AX as well. Q: What is the post-release plan? Expansions via Service Packs?



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