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Totalling up costs.... (Read 794 times)
Sep 15th, 2008 at 6:21pm

machineman9   Offline
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Nantwich, England

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At long last we are finally starting progress with developing a flight simulator for our Air Cadet squadron.

One of the newly turned officers has asked me to total up costs for the project to make a bid with the civilian comitee (the bank of the cadets) to get funding for this project... we just need something to build.

Obviously we are trying to make it fairly realistic considering what we have (a weakish computer I am going to try and sort out) and a fairly large screen, about 42" I believe.


I am just looking for advice about what you think should go into it all. The system is probably going to be running FS9 for now - just cause it works for what we need.

What layout do you think would be good? I am hoping to use analog type gauges, but what would be the minimum do you reckon? I think it is going generic, but do you have any layouts that you think would work?

I am just basically looking for good insight. What would you reccomend I use and avoid? Any useful tips?

We will probably have to buy everything aside from computer and screen... so where should we begin? What do you think is definately required to help teach cadets to fly?


Cheers
 

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Reply #1 - Sep 16th, 2008 at 8:45am

JBaymore   Offline
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Machineman,

Taking one part of the above.........

I think that the approach you should take is to replicate the cockpit of the actual trainer plane that they will fly in the real world.  Make it as accurate as possible in location of controls and look of controls.  You are creating a "type trainer".

Likely this will be a single engine basic aircraft... which will also limit the costs of doing this, and the complexity of building one.

To start off..... see if you can get a junked cockpit frame from a "dead" real aircraft.  That would go a LONG way toward realism....and with that type of aircraft... not cost too much.  Maybe free for the labor.

Costs go up fast.  Particularly for realism.  For what you are doing you likely want at LEAST a front projection system.  Figure about $1000 minimum for the XVGA (minimum) projector and some screen materials.

Look around at the various suppliers of sim hardware.  You know what needs to be in a plane.  A few hours work online and on the phone should yield you a good starting cost list. 

Then maybe double it for all the unforseen stuff.  Wink

best,

......................john
 

... ...Intel i7 960 quad 3.2G LGA 1366, Asus P6X58D Premium, 750W Corsair, 6 gig 1600 DDR3, Spinpoint 1TB 7200 HD, Caviar 500G 7200 HD, GTX275 1280M,  Logitec Z640, Win7 Pro 64b, CH Products yoke, pedals + throttle quad, simpit
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Reply #2 - Sep 16th, 2008 at 11:28am

machineman9   Offline
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Well the main aircraft we fly are Grob Tutors, Vigilants and Vikings. I know there is certainly a model for one for FS2000 (converted up to FS9 too)

The rear project system probably isn't going to happen though. I mean, we do have a good screen as it is... but cost is definately the issue. I can discuss it, but I have doubts. I know it would be the better choice, but unless we sold the screen, the chances for funds are probably out of the window unless it is a future aspect.


I will look around on ebay for such cockpit type things. I doubt they would have a tutor or similar cockpit (maybe something similar). If not, then hey... Hand me some wood, a saw and all the rest and add some skill to the project. It would be a nice aspect.


And one further point- how easy is it to link the two controls? I was asked to make it easy to have a cadet and instructor... so for maximum realism the controls would be linked (move one rudder, it moves the other. Move the stick, it moves the other too) but how easy would that be? Would I be okay (and would the hardware let me) use one control over the other? So one stays still whilst the other is in use... then it switches over and the other can take control.
 

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Reply #3 - Sep 17th, 2008 at 6:14pm

beaky   Offline
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machineman9 wrote on Sep 16th, 2008 at 11:28am:
And one further point- how easy is it to link the two controls? I was asked to make it easy to have a cadet and instructor... so for maximum realism the controls would be linked (move one rudder, it moves the other. Move the stick, it moves the other too) but how easy would that be? Would I be okay (and would the hardware let me) use one control over the other? So one stays still whilst the other is in use... then it switches over and the other can take control.

It would be a lot harder to set up the controls for free or linked movement (not sure why you'd even want to do that), but setting up dual controls mechanically is not much more complicated than making one set of controls. Stick controls are easiest, but I've seen some fairly simple two-yoke setups.
 

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Reply #4 - Sep 17th, 2008 at 6:24pm

machineman9   Offline
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Yeh I don't think I was tired enough when I posted to think for myself.

I drew up a few pictures of how two control sticks (much the same for the rudders) could be linked using a large piece of metal bar and a smaller section.

Build a small platform for the sim to go on, maybe 20cm high or so. Run a tube of metal through it, but about 15cm through on each side it should go much more cuboid shape so it is smooth to rotate at the sides but will provide enough grip and not slip for the control parts by being cuboid.

Bar goes along, connected to the sticks. The bar will only tilt forwards and backwards for the pitch. Add a joint where the stick connects to the bar and you give it pitch and roll. Add a thinner bit of metal a little bit up on a joint between the two controls and you have pitch and roll controls that will link to each other.


Here is a terrible image I drew to help me build my idea on paper:

Clicky

So one bar moves for pitch, one bar moves for roll. There are guiding rails so it stays in the same place and joints so that each control can be used. I just now need to figure out how I can give it life. I presume a controller card would be good, but I don't know where or how the potentionometers would be mounted and go. Okay the pitch one is alright as it can go anywhere (add some teeth and it will pick it up there) but the roll seems to be a bit trickier as it is moving around a lot more.


Is this a wise approach, or are there simpler ways?
 

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Reply #5 - Sep 27th, 2008 at 9:51am

machineman9   Offline
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Nantwich, England

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Yeh. I just need to find a good gauges supplier. Most supply to aviation standards don't they? (Making them very expensive)

Are there manufacturers that produce ones which aren't for use when making actual training sims? Isnt the high price because you can earn 2 hours of training through sims, and it needs to fit aviation standards?


Hmm, and I have the stick controls sorted... now for the rudder. The rudder pedals can be adjusted though, which might wreck linked control systems. Will grab some paper and see what can be done.
 

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