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Full-Flight Simulator

Product

Overview

A full-flight simulator is the only machine in which an airline pilot can legally complete an entire type rating, first landing in the real aircraft happens with passengers aboard. To earn that authority, a Level D device must reproduce one specific aircraft type so faithfully that regulators accept simulator hours as flight hours: a Replica Cockpit built from the same part numbers as the aircraft, a six-axis Motion Platform, a collimated Visual System, and a flight model validated point-by-point against flight-test data. The complete machine weighs about 12 tonnes on the moving side, costs US$10–15 million, and runs up to 20 hours a day.

Motion: the washout trick

The cabin sits on a Stewart platform, six Electric Motion Actuator legs between a Base Frame on the foundation and an Upper Frame under the cabin, each leg swinging on two Gimbal Joint universals. Coordinating six leg lengths produces any combination of pitch, roll, yaw, surge, sway and heave within roughly ±34 degrees and ±1.4 m. Modern platforms are electric: each leg pairs a 30 kW Servo Motor with a Ball Screw, replacing the hydraulic rams (and their pump rooms, accumulators and oil) that dominated the type until the 2010s.

A platform with 1.5 m of stroke obviously cannot reproduce a 3,000 m takeoff roll. The Motion Controller therefore runs washout algorithms: it renders the onset of each acceleration faithfully, then bleeds the platform back to neutral below the vestibular threshold of about 0.05 g, where the inner ear cannot detect the cheat. Sustained longitudinal acceleration is faked by tilting the cabin backward so gravity supplies the push, with the visual scene held level, the brain reads the tilt as thrust. Motion cueing is psychophysics as much as mechanics, and the Vibration Shaker units under the floor fill in everything too high-frequency for the legs: runway rumble, buffet, the thump of gear into wells.

Vision at infinity

The visual problem is that two pilots sit a metre apart but must both see the runway in the correct direction. A direct screen a few metres away would give each pilot a different parallax. The solution is collimation: three Projector units throw an edge-blended 200 × 40 degree scene onto a Back-Projection Screen above the cockpit, and the crew views its reflection in a Collimating Mirror, a vacuum-tensioned aluminised mylar membrane curved to about a 3 m radius. The mirror places the image at optical infinity, so both seats see the scene in the same direction with relaxed focus, exactly as out a real windscreen. The Image Generator renders airport databases at 60 Hz; regulators cap total transport delay, control input to correlated visual and motion response, at 100 ms, since latency between cue systems is what makes simulators induce nausea and negative training.

The cockpit and its forces

Inside, fidelity is literal: the Glareshield, Centre Pedestal and Overhead Panel are aircraft parts or exact replicas, the displays are real LCD Panel units driven through the Avionics Interface Unit on ARINC 429 buses, and crews strap into aircraft Seat Assembly hardware. What the pilot's hands feel comes from Control Loading Unit units on the column, wheel and pedals: a Servo Motor and Force Transducer close a force loop at 2 kHz, reproducing the measured force-versus-displacement curves of the real aircraft, including breakout friction, trim shifts and the heavying of controls with airspeed. Control feel is among the most heavily checked items in certification because pilots transfer motor memory directly from this hardware to the aircraft.

The Host Computer System runs the aerodynamic, engine and systems models, supplied as a validated data package by the airframe manufacturer, on redundant Host Computer servers, synchronised with motion, visual and sound over deterministic Network Switch Ethernet. The Sound and Vibration System reproduces engine spool, airflow and precipitation noise through eight Speaker channels to certification tolerances measured in decibels.

Training and certification

Behind the pilots, the instructor works from the Instructor Operating Station: two Touch Digitizer consoles from which they reposition the aircraft to short final at Innsbruck, set 200 m RVR fog, fail an engine at V1, or freeze the simulation for debrief. This is the point of the machine, the failures rehearsed here (windshear escapes, dual hydraulic loss, rejected takeoffs) are exactly those that cannot be practised in an aircraft.

Certification is continuous, not one-time. A Qualification Test Guide defines hundreds of automated test points, control sweeps, takeoff rotations, engine-out climbs, each compared against flight-test data within tolerances of a few percent, re-run quarterly and witnessed annually by the regulator. Crews board across the Boarding Ramp, whose interlock Relay chain must prove the drawbridge retracted before the platform will move: a 12-tonne cabin sweeping through its envelope shares the hall with nothing.

Full-Flight Simulator parts and their functions

7 top-level parts · 379 parts in total · full bill of materials below
Full-Flight Simulator parts diagram: 1 motion platform, 2 visual system, 3 replica cockpit, 4 instructor operating station, 5 host computer system, 6 sound and vibration system, 7 access system. 379 parts in 7 top-level items.
Full-Flight Simulator parts diagram. Numbers match the table below; each box is one top-level part or assembly with what it contains.
#PartQtyWhat it does
1 Motion Platform 6 parts 1× Stewart hexapod of six electric actuators moving the 12-tonne cabin in all six degrees of freedom.
2 Visual System 5 parts 1× Collimated cross-cockpit display giving both pilots a correct 200 x 40 degree out-the-window scene focused at infinity.
3 Replica Cockpit 7 parts 1× Flight deck duplicating the simulated aircraft down to part-numbered panels, switches and seat rails.
4 Instructor Operating Station 5 parts 1× Console behind the pilots from which the instructor positions the aircraft, sets weather and injects failures.
5 Host Computer System 5 parts 1× Real-time computers running the aircraft flight model, engines and systems simulation at 60 Hz or faster.
6 Sound and Vibration System 4 parts 1× Speaker array and seat shakers reproducing engine, airflow, gear and runway noise to certification tolerances.
7 Access System 4 parts 1× Retracting drawbridge and interlocks letting crews board the cabin only when the platform is parked.

3D model

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Build & assembly graph

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Bill of materials for Full-Flight Simulator

7 top-level lines · 63 rows shown · 379 parts total · indented to 3 levels
# Item / sub-assembly Part no. Qty/assy Ext. qty Parts Type
1 Motion Platform 6 parts flight-simulator-motion-platform 1× 1 195 assembly
1.1 Electric Motion Actuator 5 parts flight-simulator-actuator 6× 6 29 assembly
1.1.1 Ball Screw ball-screw 1× 6 · part
1.1.2 Servo Motor 4 parts + deeper › servo-motor 1× 6 24 assembly
1.1.3 Encoder encoder 1× 6 · part
1.1.4 Ball Bearing ball-bearing 2× 12 · part
1.1.5 Actuator Tube flight-simulator-actuator-tube 1× 6 · part
1.2 Upper Frame flight-simulator-upper-frame 1× 1 · part
1.3 Base Frame flight-simulator-base-frame 1× 1 · part
1.4 Gimbal Joint flight-simulator-gimbal-joint 12× 12 · part
1.5 Motion Controller flight-simulator-motion-controller 1× 1 · part
1.6 Servo Drive flight-simulator-servo-drive 6× 6 · part
2 Visual System 5 parts flight-simulator-visual-system 1× 1 7 assembly
2.1 Projector flight-simulator-projector 3× 3 · part
2.2 Back-Projection Screen flight-simulator-bp-screen 1× 1 · part
2.3 Collimating Mirror flight-simulator-collimating-mirror 1× 1 · part
2.4 Image Generator flight-simulator-image-generator 1× 1 · part
2.5 Alignment Camera flight-simulator-alignment-camera 1× 1 · part
3 Replica Cockpit 7 parts flight-simulator-cockpit 1× 1 122 assembly
3.1 LCD Panel lcd-panel 6× 6 · part
3.2 Seat Assembly 5 parts seat-assembly 3× 3 7 assembly
3.2.1 Seat Frame seat-frame 1× 3 · part
3.2.2 Seat Foam seat-foam 2× 6 · part
3.2.3 Seat Cover seat-cover 1× 3 · part
3.2.4 Seat Motor seat-motor 2× 6 · part
3.2.5 Seat Heater Mat seat-heater 1× 3 · part
3.3 Control Loading Unit 5 parts flight-simulator-control-loading 3× 3 28 assembly
3.3.1 Servo Motor 4 parts + deeper › servo-motor 1× 3 24 assembly
3.3.2 Ball Screw ball-screw 1× 3 · part
3.3.3 Encoder encoder 1× 3 · part
3.3.4 Force Transducer flight-simulator-force-transducer 1× 3 · part
3.3.5 Bare PCB pcb-bare 1× 3 · part
3.4 Glareshield flight-simulator-glareshield 1× 1 · part
3.5 Centre Pedestal flight-simulator-pedestal 1× 1 · part
3.6 Overhead Panel flight-simulator-overhead-panel 1× 1 · part
3.7 Wire Bundle wire-bundle 8× 8 · part
4 Instructor Operating Station 5 parts flight-simulator-instructor-station 1× 1 18 assembly
4.1 LCD Panel lcd-panel 2× 2 · part
4.2 Touch Digitizer touch-digitizer 2× 2 · part
4.3 IOS Console flight-simulator-ios-console 1× 1 · part
4.4 Seat Assembly 5 parts seat-assembly 1× 1 7 assembly
4.4.1 Seat Frame seat-frame 1× 1 · part
4.4.2 Seat Foam seat-foam 2× 2 · part
4.4.3 Seat Cover seat-cover 1× 1 · part
4.4.4 Seat Motor seat-motor 2× 2 · part
4.4.5 Seat Heater Mat seat-heater 1× 1 · part
4.5 Connector connector 6× 6 · part
5 Host Computer System 5 parts flight-simulator-host-system 1× 1 15 assembly
5.1 Host Computer flight-simulator-host-computer 2× 2 · part
5.2 Avionics Interface Unit flight-simulator-avionics-interface 1× 1 · part
5.3 Network Switch flight-simulator-network-switch 2× 2 · part
5.4 Power Supply power-supply 4× 4 · part
5.5 Wire Bundle wire-bundle 6× 6 · part
6 Sound and Vibration System 4 parts flight-simulator-sound-system 1× 1 13 assembly
6.1 Speaker speaker 8× 8 · part
6.2 Audio Amplifier flight-simulator-audio-amplifier 1× 1 · part
6.3 Vibration Shaker flight-simulator-vibration-shaker 2× 2 · part
6.4 Wire Bundle wire-bundle 2× 2 · part
7 Access System 4 parts flight-simulator-access-system 1× 1 9 assembly
7.1 Boarding Ramp flight-simulator-boarding-ramp 1× 1 · part
7.2 Handrail flight-simulator-handrail 2× 2 · part
7.3 Relay relay 4× 4 · part
7.4 Hall Sensor hall-sensor 2× 2 · part

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Sourcing: possible vendors

Browse the supplier directory → Prices, MOQ, and lead times are algorithmic estimates, not quotes, and not claims about these companies. Company mappings are curated by keyword; est. price band $50k–$300M. How estimates work
VendorHQSpecialtyMOQLead time
🇺🇸Boeing
boeing.com ↗
Arlington, US Aerospace OEM made to order 40–80 wks
🇫🇷Airbus
airbus.com ↗
Toulouse, FR Aerospace OEM made to order 40–80 wks
lockheedmartin.com ↗ Bethesda, US Aerospace & defense made to order 40–80 wks
🇧🇷Embraer
embraer.com ↗
São José dos Campos, BR Aircraft OEM made to order 40–80 wks
txtav.com ↗ Wichita, US Aircraft OEM made to order 40–80 wks

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