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Cockpit Project

Email the Happy Campers

I started the cockpit project mainly because I have always wanted a full-scale simulator, and because flight sims are loads of fun to me and I want to make my sim time as enjoyable as possible.  To that end, the cockpit project kept the following goals in mind.

Design Planning - Conceptual Logic:

Logical Level - Hardware.jpg (60239 bytes)    Logical Level - Software.jpg (22272 bytes)    Physical Level - connectivity.jpg (59544 bytes)


Suspension of Disbelief

This is a term that loosely refers to the amount of 'immersion' you get when playing computer games.  It describes the degree to which you get 'pulled in' to the simulation and entire experience.  The act of pulling a lever to lower a plane's landing gear provides a higher level of Suspension of Disbelief compared to pressing the "shift" key and the "G" key on the keyboard.  Using a joystick to steer an aircraft provides a higher level of Suspension of Disbelief than using the arrow keys on a keyboard.

I have seen some cockpit projects that recreate the seats, size, etc. of a real cockpit to exacting detail.  I wanted to create a cockpit that provides an adequate level of Suspension of Disbelief.  True, in essence it is a bunch of switches, buttons, and plastic panels and it will never leave the runway of my computer room.  But when I am 'in the groove' I want my cockpit to immerse me deeper than a simple keyboard can.  

We really can't have a great deal of realism in a flight sim until either virtual goggles are as affordable as big (21") monitors, or multiple monitors can be linked together to provide more than what a single monitor can give.  The 'shadowbox' effect of using one monitor in a forward view is not unlike driving a car while wearing blinders.  There is only so much you can get out of such a setup.


Realism

When I am flying my computer simulations, I want my cockpit to look as much like the real plane as possible.  When I'm not flying my computer simulations, I really don't care what it looks like, and it shouldn't have piles of cables laying everywhere.   

I have no desire to make a fancy outer shell at this time.  I can see the need for an enclosed cockpit or a helmet with earphones since it would help in noise reduction.


Portability

I live in an apartment, and the assembly, size and weight of the entire cockpit was examined with this in mind.  I have seen some cockpit projects on the web that fit only in the garage or a shed due to their sheer size and weight.  A cockpit of this kind could never be built in an apartment.  

When I do move into a house, I do not want to go to the garage to play computer games.  I want to play in the comfort of my computer room/office.  I want the ability to move the entire cockpit assembly to a different room with the least amount of effort possible.


Materials/Construction

I really debated on whether to simply fasten my joystick and throttle to a piece of wood (better than suction cups!), whether to use all wood, or try to find a salvaged cockpit from a junkyard.  

I did know that I wanted to use little, if any, wood.  Wood is heavy.  Wood is wood, not the metals and plastics you see in a modern jet fighter's cockpit.

Plastics and metals do cost more than wood.  Metals can be more difficult to work than wood if you don't have the right tools.


Comfort

I like my computer chair.  It was expensive, and if you sit in it, you will see why!  It's very comfortable.  I could spend a great deal of time in my computer chair.  I have no desire to sit in a cramped cockpit where I am nearly curled up in the fetal position.  Therefore I created the overall dimensions a little larger than they probably should be in order to be accommodating and comfortable.


Cost

Cost is alwys a factor.  I found several sources of military grade switches, but these ran anywhere from $10-$20 per switch.  Multiply this by the dozens of switches in a cockpit and you could easily put several hundred dollars into 'military grade' components for a replica cockpit where you play video games.  I chose the more economic switches whenever possible.  The same goes for the rest of the components.


Programmability/Setup

What good is a cockpit if the steps to program the key functions require so much involvement and work that you never get around to playing your computer simulations?  I created my 'pit with as much access to wiring panels, interfaces, etc. that it wouldn't require much effort to rearrange the switches if needed.  The actual programming of the keys are done relatively easily and may take an afternoon to complete. 


Target Platform

My project is based loosely on an F/A-18 Hornet.  I want to be as realistic as possible, but I didn't want to be 'stuck' with only Hornet simulations.