A320-X Introduction Guide
A320-X Introduction Guide
1. Introduction ----------------------------------------------- 3
Appendix A --------------------------------------------- 32
How to link PFPX to the FMGC ----------------------- 32
1. INTRODUCTION
Welcome to the Flight Sim Labs A320-X desktop flight simulation of the A320. The aircraft you have just purchased is one of
the most complex and accurate simulations of a commercial passenger aircraft ever offered to the flight simulation enthusiast.
Whether your interests lie in simply recreating real world A320 flight operations or an in-depth study of the multiple systems
that make up this modern jet airliner, we think you will thoroughly enjoy the A320-X.
According to aviation historians, the A320 aircraft was first conceived in June 1977 as an unnamed single-aisle passenger jet
capable of carrying 130 to 188 passengers and flying at a cruise speed of Mach .84. It would take four more years before the
aircraft was given the A320 designation and another seven years to receive certification by European aviation authorities.
Work on the FSLabs A320-X began in March 2010 right after the very successful launch of the Concorde-X product. Much like
its real-world counterpart, the FSLabs A320-X would undergo a long development process which exceeded six years and
consisted of three major and countless minor design overhauls before it could finally be ”delivered” to its first customers.
You may wonder why the development process for this simulation took so long. The answer is simple. The real-world A320 is
a very complex aircraft.
The A320 utilises a revolutionary fly-by-wire concept that is primarily driven by a side-stick (as opposed to a traditional yoke)
which sends commands as electrical signals to the various components that move the aircraft’s control surfaces. To
accomplish this, there is a need for multiple computers to not only control the flight surfaces but also to continuously check
that pilot inputs do not jeopardise the aircraft, its crew or its passengers by taking it outside a safe flight control envelope. In
addition to the primary computers, the introduction of a glass cockpit concept into this dynamic environment necessitated
adding secondary and even tertiary computers, all communicating with each other via a network of thousands of wires which
are interconnected via terminal blocks and wiring modules. These computers are powered from several different electrical
sources with multiple redundancies built-in to protect against single or multiple equipment failures.
The FSLabs A320-X manages to simulate its real-world counterpart very reliably because it models this wiring connectivity
with extreme accuracy and fidelity, right down to a given aircraft component’s individual wiring connections. In the same
fashion, hydraulic fluids travel the simulated hydraulic piping network with manifold pressures, temperatures and flow control
that allows each component to work (or fail) in the same way as the real-world version.
Relays, switches, diodes, fuses, inverters, pressure switches, fuel, air valves, pumps, filters, generators - even individual circuit
breakers are all modelled and simulated. Voltages, currents and their effects are propagated through the system to blend with
the digital signals transmitted and received, all utilising the same ARINC protocols found in the real aircraft.
In the real A320, all these signals - analogue and digital together - are inputted into and used by over fifty different on-board
computers as part of the fly-by-wire concept. All of these computers are modelled accurately by the FSLabs A320-X to produce
a simulation of the A320 for a desktop computer that is unrivalled in its complexity, depth of systems recreation and accuracy.
Airline pilots have always complained that a desktop simulator version of any passenger jet would never be able to accurately
model how the actual aircraft flies. The FSLabs A320-X now makes this possible. A sampling of some of innovations modelled
in the A320-X includes:
• Recreating the “system behind the systems” that simulates the data flow/connections utilising networks in the same
way as the real A320.
• Recreating the real wiring, connectors, relays, switches and servos from the real A320.
• Custom coding of the A320’s Fly-By-Wire (“FBW”) system, utilising complex control loops for maximum accuracy and
realism.
• Complete recreation of Normal, Alternate and Direct Laws and Mechanical Backup.
• New rolling and sliding coefficients, dynamically loaded when using the A320-X, allowing a realistic handling of the
aircraft in all situations. This allows for realistic breakaway thrust from a stop, realistic single engine taxi operations and
accurate stopping distances on dry, wet, snow and iced surfaces.
These and many other performance characteristics and idiosyncrasies of the real world aircraft have all been faithfully
recreated in the FSLabs A320-X. How was this accomplished?
With our previous experience in developing the Concorde-X, we turned into external engine and aerodynamics models,
dividing the work into three different sections, one each for engines, aerodynamics and ground modelling.
For our engine modelling, we used various papers available in literature describing gas turbines performance evaluation. Each
modelling phase is linked to the behaviour of its respective component (compressors, burner, turbines, etc.) and described by
its mapped characteristics. Data collected on their real counterparts were used to fine-tune the overall model via an iterative
process.
For our aerodynamic modelling, we divided the wings into discrete sections and ran various Computational Fluid Dynamics
calculations to establish moment, lift and drag coefficients. Combined with documented tables and data collected on the real
aircraft, this allowed highly accurate aircraft aerodynamics renditions.
The ground model represents the interaction between the wheel system and ground. Other more simplistic approaches try to
do this by fake-adjusting engine parameters to the default P3D friction model, but we were able to model real longitudinal
frictions of the wheels in various runway conditions instead. This was critical to render accurate taxi behaviour with accurate
idle engine thrust which are different and typical for each engine version. While IAE
engine variants accelerate gently around 60T with engine idle, the CFM counterparts
just maintain its taxi speed.
Lateral frictions were also calculated to accurately render single engine taxi and cross
wind landing: now the pilot has to properly de-crab the aircraft before touch down!
Based on real aircraft numbers, we also adapted brake friction coefficients to allow
stop distances under pure wheel braking action to be spot on in dry, wet, snowy and
iced runway.
Last, but not least, brake temperatures were accurately modelled as a result of energy
balancing calculations between energy income given by braking action and thermal
dissipation based on various parameters including temperature difference between
air and discs, chill effect due to relative wind, etc.
These engine and aerodynamics models run in separate threads while you fly the
A320-X. They are continuously computing all necessary parameters so that the overall
result very closely matches actual aircraft performance over a wide array of flight
conditions, including changes relative to International Standard Atmosphere (Delta
ISA), Mach number, pressure altitude and runway conditions. The real beauty of it,
though, is that all this is accomplished with a minimal CPU and VAS footprint, thereby
ensuring a fluid simulation for any of the modern computer system setups.
• If you want the engines to be running upon loading the A320-X, select the A320 livery of your choice and continue with
creating the desired scenario.
• If you want the A320-X to be completely powerless (cold & dark), choose the Piper Cub as your aircraft on the scenario
setup screen. Then continue with the desired location, date and other settings for the scenario. Press ‘OK’ when done.
As soon as the scenario is loaded, shut down the Piper Cub’s engine (if it is running) and switch to the desired A320-
X livery. The A320-X will then load in a powerless state with both engines off. You will not be able to do anything further
until you energise the aircraft by connecting it to an external power source. For more information, see the section on
“Setting up the Aircraft” below.
Note: It is not recommended to switch from one A320-X livery to another within the same flight. You should instead close P3D
and create or load a new flight.
It is also recommended to turn off the P3D internal crash detection. The high aircraft system complexity will make the
automated reload after a detected crash unreliable for further flight.
Press and hold the ‘BRT’-key on the MCDU until you see text being displayed.
Select ‘OPTIONS>’, then ‘<EXT CTRLS’ to get to the external connections menu providing the following options:
You can either save and load a panel state manually, or load a panel state that was automatically saved after using the P3D
“save flight” functionality. Each time you save a flight in P3D using the A320-X, the software will create a saved panel state
file.
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3. A320-X CONFIGURATION
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MAINT UNITS
Perform maintenance actions such as re- Set the units of measurement for:
stowing a deployed Ram Air Turbine, re-filling • Air temperature (Degrees °F / °C)
engine oil or resetting electrical system • Weight (Imperial / Metric)
components. • Liquid volume (Litres / Quarts)
This can only be done on ground. • Barometric pressure (inHg / hPa)
EFIS FWC/SDAC
Optional synchronisation of the barometric • See the FWC flight phase
pressure switches between Captain and First • Adjust height callouts
Officer. • V ONE INST – Provides a system-generated callout when
This can be used to simulate the other reaching the V1 decision speed.
crewmember setting the same QNH as you do. • PR MON INST – If inactive: Supresses ADR system faults
caused by sudden air pressure changes due to
unrealistic weather data.
• PIN PROG – Enables or disables a new “cabin ready”
memo logic that integrates the message into the take-off
or landing config tests.
FIRE FMGC
Refill any fire suppression agent bottle using A couple of options for the Flight Management and Guidance
this menu. Computer:
• Pause at T/D – Triggers a pause in the simulation at the
start point of the descent.
• Max Routes – Sets the max. number of routes that can be
stored in the FMGC.
• ARPT RWY Limit – Sets the min. RWY length required to
display an airport on the Navigation Display (in metres).
FUEL ADIRUS
Quickly add or remove fuel in various fuel tanks Allows you to influence the time it takes to align the inertial
or as a total fuel amount. platforms and sensors.
For details, see chapter 5. Default option is set to “Realistic”, meaning the alignment time will
vary depending on latitude. “Fast” will accelerate the alignment
process considerably.
PAYLOAD ENGINES
Sets the payload of the aircraft. Check the engine running hours or re-connect a disconnected IDG
For details, see chapter 5. (Integrated Drive Generator). This can only be done on ground
with engines off.
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EFCS CIDS
Allows to adjust the tolerance for flight control Different options to set conditions to be met in order to display the
movement before the autopilot disconnects. “Cabin Ready” message.
A value of 0 means no tolerance, 1 equals the The setting “AUTO” will take the passenger load and other factors
full movement before a disconnect happens. into account, before the cabin crew will send the ready message.
Using the setting “READY”, the cabin will always be ready.
AEVC
Enable or disable the self test performed for the
blower fans on start-up from a cold and dark
state.
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SEAT SELECTION
Set this selection to F/O if you intend to fly sitting on the first officer side. Note that this will not automatically switch
the viewpoint in the virtual cockpit. It will however set which of the two sidesticks gets animated.
SOUNDS
Adjust all custom FSLabs ambient sound
levels. Engine sound levels remain unaffected.
CONTROLS DISPLAYS
Configure thrust control and nose wheel Change the refresh rate of the display units. Lower values may
steering. See chapter 4 for more information. help to improve the overall framerate of P3D.
You may also change the time required for the DU self-test upon
powering up the aircraft.
HTTP SVR DEBUG
Allows you to change the port setting used for Used for troubleshooting and support purposes only.
the remote MCDU and Fuel Panel.
You may also turn off this connectivity if
desired.
Turbulence effects within P3D and the various aftermarket weather programmes tend to be stronger and interact with the
airframe unrealistically when compared to real aircraft. This has the undesired result of negatively affecting the autopilot that
has been programmed to real-world specifications.
Active Sky Next and Active Sky 16 are FSLabs preferred weather programmes as they deliver precipitation data to the A320-
X’s weather radar.
Active Sky 16
Max Cloud Turbulence: 20%
Max Wind Turbulence: 20%
Turbulence Scale Effect: 10%
Enhanced Turbulence: Off
If, however, you use one hardware lever per engine or you utilise your hardware to command reverse thrust, then use the
following MCDU setup functions to configure the A320 thrust levers:
Steering Tiller
The A320-X has the ability to simulate the use of a small hand operated steering wheel called a “tiller” to steer the aircraft
while taxiing on the ground (“Nose Wheel Steering” or “NWS”). You can use the Options page in the MCDU to set this
functionality based on your hardware setup. The real A320 can be steered by either the rudder pedals or the tiller. While the
tiller offers the pilots full deflection (left to right movement) of the nose wheel, the rudder pedals are limited to turning the nose
wheel only 6° to either side. Pilots use the tiller to steer the aircraft during taxi and the rudder pedals to steer the aircraft down
the runway on the take-off roll.
For maximum realism, the rudder and the tiller should each have their own axis assigned. A popular way to do this is to utilise
the twist axis of a joystick (assuming your hardware has such an axis) to control the tiller and your rudder pedals to control the
rudder axis. However, if only a single axis is available for steering on ground, then the A320-X offers a configuration option for
that scenario as well.
To access the steering options, select the MCDU option page as described in chapter 3.
Select ‘<CONTROLS’, then ‘RUDDER PEDALS>’
If you only have a rudder axis (either on the joystick or through the
rudder pedals) which you have assigned to control rudders in P3D,
then set Pedals Control NWS to “ON” using LSK 2L on the Rudder
Pedals Option Page (1). This results in the rudder pedals controlling
the rudder the same way you are used to in the simulator. They will 1
also control NWS but their effect is limited to +/- 6 degrees turn, just
like the real A320. However, by pressing the PEDAL DISC key (by 2
default, this is the "comma" key), the rudder pedals stop controlling
the rudder axis and instead act as the steering tiller. The rudder
pedals will provide full NWS. You can see the tiller turning in the
Virtual Cockpit as you move your rudder pedals. When you release Single axis setup for rudder pedals and tiller control.
the PEDAL DISC key, the rudder pedals will go back to moving the
rudder and will be limited to the +/- 6 degrees for the nose wheel.
Choose whether you need to keep the PEDALS DISC button
depressed to act as tiller (2), or if it works as an on/off-switch.
If you have rudder pedals and you can assign a different joystick
axis (through FSUIPC’s "Steering Set" functionality) to act as a
tiller, then set Pedals Control NWS to “OFF” using LSK 2L on the
Rudder Pedal Option Page (3). This results in the rudder pedals
only controlling the rudder axis and NWS to that +/- 6 degree limit. 3
The joystick axis that you set up in FSUIPC will now serve as your
steering tiller while on the ground, providing full deflection of the Dual axis setup for rudder pedals and tiller control.
NWS. In other words, you will have two axes set up in P3D, one for
the rudder and one for the tiller.
In addition, you will still have the PEDAL DISC functionality (the
“comma” key), only under this setup, it will serve to disconnect the
rudder pedals from the +/- 6° limit. This means that while the
PEDAL DISC button is depressed, moving the rudder pedal axis
will have no effect on the NWS and will only cause the rudder of the
aircraft to move. This is useful to test the rudder control while taxiing
and not having the NWS move. When you release the PEDAL DISC
button, the rudder pedals will go back to moving the NWS.
Note: If you need to re-assign the ‘PEDAL DISC’ button to a different key, you may do so via the P3D menu bar. Select the
‘Add-Ons’ tab, then ‘FSLabs’, followed by ‘Keyboard Commands’.
Flight Controls
To get the flight control response to resemble the real aircraft as close as possible, use these recommended settings either in
P3D or within FSUIPC. The null zones are of special importance, because the flight control computers need an uninterrupted
“neutral” setting of the flight stick to perform their magic flawlessly.
P3D SETTINGS
Use these P3D sensitivity and null zone settings if you are not using FSUIPC to set up your stick and throttle:
FSUIPC SETTINGS
Use these recommended settings for null zones if you use FSUIPC to configure your stick axes:
It will look like this, if your flight controls feature the same number (16384) for
full movement to one side. If that number differs, then adjust the null zones
accordingly.
Panel States
The A320-X will save the current panel state whenever you save a flight. If you then reload a saved flight, the panel state at
the time of the save will load along with it. This is possible on both ground as well as while airborne.
Doors
You may wish to open or close cabin or cargo doors.
Select ‘DOORS>’ on the MCDU option page to get to the door control options.
Note: The blue text below the door label always describes the action after the key next to it is pressed. This means if the blue
text says “OPEN”, then the door is currently closed and vice versa.
LEFT / RIGHT
Knobs which allow to be rotated to the left and right, can be moved accordingly using the left and right mouse buttons or the
scroll wheel.
Knobs that can be rotated AND pushed or pulled, have dedicated clickspots to allow rotating them left or right with mouse
button clicks using the 2D panel. However, these clickspots are not available in the Virtual Cockpit. In VC mode these knobs
can only be rotated using the scroll wheel.
PUSH / PULL
Whenever a knob can be pushed or pulled, pushing is always accomplished with a left-click, and pulling with a right-click.
LIFT / MOVE
Certain switches need to be lifted before they can be moved to a different position. This is done to prevent unintentional
movement by accidently hitting the switch. One example is the two fuel cutoff switches, one for each engine.
To move these switches, you must first right-click to lift the switch (and keep the mouse button pressed), then left-click to move
it.
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(1) Select speed by rotating the selector (5) Select altitude by rotating the selector (8) Select vertical speed by
with left or right click, or using the with left or right click, or by using the rotating the selector with left-
mouse wheel mouse wheel. or right-click, or by using the
(2) Select heading by rotating the selector (6) Right or left click to switch between mouse wheel
with left- or right-click, or using the 100ft and 1000ft altitude increments. (9) Select vertical speed mode:
mouse wheel (7) Select open climb/descend: Right-click to pull the selector.
(3) Selected speed: Right-click to pull the Right-click to pull the selector. Select level-off:
selector. Select managed climb/descend: Left-click to push the selector
Managed speed: Left-click to push the Left-click to push the selector. and level-off the aircraft.
selector.
(4) Select heading mode: Right-click to pull
Select NAV mode: Left-click to push to
follow the flightplan.
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1
(1) Select speed by rotating the selector (3) Select altitude by rotating the selector (5) Select vertical speed by
using the mouse wheel. using the mouse wheel. rotating the selector using the
Selected speed mode: Select open climb/descend: mouse wheel.
Right click to pull the selector. Right click to pull the selector. Select vertical speed mode:
Managed speed mode: Select managed climb/descend: Right click to pull the selector.
Left click to push the selector. Left click to push the selector. Select level-off:
(2) Select heading by rotating the selector (4) Right or left click the outer ring of the Left click to push the selector
using the mouse wheel. selector to switch between 100ft and and level-off the aircraft.
Select heading mode: Right click to pull 1000ft altitude increments.
the selector.
Select NAV mode: Left click to push
the selector.
2D-Panel Navigation
The main 2D-panel provides various mouse click-spots for easy access to sub-panels. Some of these click-spots have different
actions for the left and right mouse buttons. All of the sub-panels, once opened, may be undocked and moved around the
screen and/or to additional monitors.
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2
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(1) Left-click to open the overhead (4) Left-click to open the lower ECAM (6) Left-click to move the entire panel
panel. display and the ECAM control upwards.
(2) Left-click to open the left panel. (7) Left-click to switch to the F/O
(Captain’s) MCDU. (5) Left-click to open the upper gear panel.
Right-click to open the right (First panel and the clock. (8) Left-click to enlarge the display.
Officer’s) MCDU. Right-click to open the entire gear
(3) Left-click to open the centre panel.
pedestal.
The A320 provides two thrust levers to control engine thrust, one per engine, as any other twin-engine aircraft. The range
goes from full reverse thrust to maximum take-off thrust.
In addition, the A320’s thrust levers feature various thrust “detents”. A detent is a pre-set position along the thrust lever’s
movement range that sets a particular thrust during a specific phase or condition of flight. The flight crew interacts with the
A320’s auto thrust system by moving the thrust levers through the various detents.
If you wish to use one joystick lever per engine or use the same axis to control reverse thrust, adjust the thrust lever settings
as described in chapter 3.
• F1 and F4: Use these two keys to move the thrust levers from one detent to the next
• F2 and F3: Use these two keys to move the thrust levers between the detents.
Example: For take-off press F3 repeatedly to move the thrust levers to 50% N1. When the engines have stabilised, press F4
twice to move the levers to the FLX detent for a reduced thrust take-off.
Failure Simulation
The A320-X offers the possibility to experience and deal with system failures in various system categories. This chapter
describes how they can be armed or activated. Failures will not take place unless you specifically activate them. The A320 will
perform flawlessly unless and until you decide to allow for failures to take place via the MCDU.
From this page, you can set a new failure and its activation conditions:
• First, select the empty brackets on the left with the LSK 1L
to get a list of available failures (1).
• SPD (2) – Enter a value for knots IAS. Precede the value
with a + symbol to create “at or above”, or a – symbol for
“at or below”.
Valid range: 0 -399 (kts)
Further options:
• You can also create a random time at which the failure will occur by inserting a time delay condition. To do this, use
the ‘OVFY’-key (located at the bottom right of the MCDU keyboard) to insert the OVFY-symbol instead of a number
value. This will create a random time delay between 0 seconds and 8 hours at which the failure will be triggered.
• The systems are categorised using the industry standard ATA numbering system. You may enter a chapter number
into the empty brackets on the left side, which will display just the failures for that chapter.
• If you wish to get a randomly chosen system to fail with the condition you set, you may do so by placing the ‘OVFY’-
symbol into the empty brackets on the left side. This will then display as ‘RANDOM FAILURE’.
• Use the ‘OVFLY’-symbol followed by any number from 1 to 5 to choose the number of random systems to fail.
• You may also choose a random system within a specific chapter by specifying the ATA chapter number:
Example: D2ATA 24
This will choose 2 random systems within the electrical power category (ATA24). Note that there is a space required
before the chapter number.
CLEARING A FAILURE
• To clear an armed or an active failure, display either the armed or active list and use the ‘CLR’-button to delete the
desired failure.
• A ‘CLEAR ALL’ command is provided to clear all failures on the armed OR active list.
Weather Radar
Weather radar is functional in the FSLabs A320-X when P3D is run in conjunction with ActiveSky Next or ActiveSky 2016 by
HiFi-Sim.
For more information including buying options, please go to the HiFi Sim website at: www.hifisimtech.com
When coupled with ActiveSky Next, the A320-X will display weather radar returns on its Navigation Display indicating
precipitation intensity. The radar will also provide you with information on turbulence as well as predictive wind shear
avoidance. The radar system can be adjusted for Gain (sensitivity) as well as Tilt (position of the radar antenna up or down).
TILT – (3)
Adjusts the radar antenna’s tilt. MULTISCAN – (6)
When set to AUTO the radar will adjust gain and tilt
GAIN – (4) automatically. With this setting the GAIN and TILT selectors
Adjusts the receiver’s sensitivity. have no effect.
Walk-Around
While it is unnecessary to perform a walk around as the types of abnormal conditions a pilot is looking for are not simulated,
if you decide to venture outside the aircraft before the flight, you will discover more of the depth of the FSLabs A320-X’s
external visual and aural modelling.
TEXT LABELS
All text labels on the outside of the aircraft are designed to be legible from various distances. You will find accurate labelling
around equipment, on access panels, on nose wheel and cargo doors and engines.
SOUNDS
The FSLabs A320-X provides an innovative 3D sound design that lets you experience sounds spatially. This means that how
you hear various sounds will be dependent on what your proximity is to those sounds. For example, the sound of a running
APU will be much louder if you are underneath the A320-X’s tail than it will be under the nose. As you move left and right or
front and back from the source, the sound will change. This is so realistic that if you have the brake fans running while checking
the main gear, you will wish you had brought ear protection!
This aural experience is also carried into the cabin. Sounds will be heard wherever they are audible in the real aircraft.
Payload Settings
This option page allows for dynamic adjustment of the
aircraft’s payload, by either adjusting the ZFW entry, or by
making separate adjustments for each cabin section and
cargo compartment. 1 4
The following functions are available: 2
Zero Fuel Weight (ZFW) – (1)
Set the desired ZFW. The load will be distributed 5
automatically. 3
Crew Complement – (2)
Sets the number of crewmembers. 2 is the minimum value.
Gross weight, ZFW CG and current CG are also displayed.
Passenger Compartments – (3)
The total number of passengers is 168.
GW/CG – (4) Cargo Compartments – (5)
Displays gross weight and current Centre of Gravity (CG). For cargo loading the A320 features 4 compartments. CP1 is
The CG is calculated by the FMGC by utilising the fuel load located forward of the wing while CP3, 4 and 5 are located aft
and payload distribution. of the wing.
You may set any desired fuel amount, either by entering a value
at the individual fuel tanks (1), or by setting the total amount (2).
Enter the amount of fuel via the MCDU’s numeric keypad. The
amount will be displayed on the MCDU’s scratchpad. To enter 1
the amount of fuel to an individual tank, click the appropriate
1
Line Select Key next to the fuel tank. If you are entering a total
fuel amount, click the 6L LSK. The total fuel will automatically
be distributed between all five of the A320-X’s fuel tanks.
The refuelling panel is only accessible through a web browser. Currently, FSLabs supports the following browsers: Microsoft
Internet Explorer, Edge, Mozilla Firefox and Google Chrome. Apple iPad, iPhone and OSX users may download the Google
Chrome browser from the App Store. The browser can be located on the same computer as P3D or any PC, tablet or phone
that is connected to the same network as the computer running P3D.
Note: In order for the refuelling to work, the aircraft’s engines must be turned off and external or APU power established.
Remote MCDU
The FSLabs A320-X offers you the ability to run the MCDU remotely as well. As the Remote Refuelling Panel described above,
the remote MCDU unit is only accessible through a web browser that can be on the same computer as P3D or on a networked
PC, tablet or other device. Currently, FSLabs supports the following browsers: Microsoft Internet Explorer, Edge, Mozilla
Firefox and Google Chrome. Apple iPad, iPhone and OSX users may download the Google Chrome browser from the App
Store.
These functions (called “AOC” functions) are available on the actual A320 aircraft and are replicated in FSLabs’ A320-X to
provide the user with an easy way of generating a realistic flight plan along with the possibility to do fuel planning.
(2) Entering a Flight Number. This will look for a pre- (3) Entering a Company Route Designator. This will load
filed or filed flightplan on the VATSIM or IVAO a previously saved flightplan using its corresponding CO
network servers. Enter the exact flight number ROUTE designator.
including the airline identifier for a filed or pre-filed
flight on VATSIM or IVAO into the scratchpad (for
example AEE880). Press LSK 3L to enter it into the
FLT NBR field (Note: You should NOT enter anything
into the CO RTE or FROM/TO fields).
Check the tutorial at the end of this document to learn how to transfer
a flightplan from PFPX to the A320-X.
Note: Engines need to be off for this to work. Also make sure that
you enter the route as complete as possible including the SID and
expected STAR and approach. This will allow for a precise 1
calculation.
Using the Fuel Planning function only computes the required fuel
estimates.
You must separately load the fuel as in the real aircraft! See
Chapter 5 for detailed instructions.
Note: To increase the number of possible stored routes, go to the FMGC options page. For details see chapter 4.
METAR REQUEST
Note:
For this to work, P3D needs to be connected to any tool or network 1
providing real weather to P3D. The A320-X will look for the weather in
the following order: 1. Active Sky 2016, 2. Active Sky Next, 3. VATSIM,
4. IVAO, 5. NOAA weather.
6 5
ATIS REQUEST
Note:
For this to work, P3D needs to be connected to either VATSIM or
IVAO. Furthermore, there needs to be an active ATIS on the airports
you intend to receive data from. 1
The ATIS request function is similar to the METAR request
function described on the previous page:
4 5
MANAGING DESCENTS
by X24 (Christopher Allan)
60T GW is a convenient median value, above which we know we're starting to feel the weight more and all that implies. We
make a point of mentioning that fact during the arrival briefing - gets harder to slow down if you have a tailwind at the top of
the ILS for instance, which is pretty typical around Melbourne. Vls can be a problem if you haven't anticipated this - she won't
go down and slow down so you have to get in early. Then there's short runways = hot brakes, etc.
Conversely, below 60T, lighter, don't mind so much when ATC asks you maintain 180 kts till 6 miles, clattery landings, cooler
brakes, quicker to turn around 'cos not so many passengers so the cabin crew are a little less frazzled, and it means the
weather's good 'cos we have less fuel remaining.
Because you only get half speed brake with the autopilot engaged, you can disengage the AP, use full speed brake, then re-
engage the AP. Done that a few times. Here are some numbers most of my colleagues seem to use to assess how the descent
profile is looking. Once you get used to this you can tell quite quickly if you're starting to get high or low or it looks like you're
going to. We don't necessarily always trust the flight guidance implicitly, and these are really useful raw data gross error cross-
checks.
In round figures, 1000/IAS = miles per thousand feet. So at 300 knots, very close to 3 miles per thousand (3.3), at 250 knots
- 4 miles per thousand, and 200 knots - 5 miles per thousand. Those are easy to do in your head. That's clean - 200 will be
pretty close to green dot at medium weights. As you slow down, the glide flattens out. Green dot is best lift/drag speed. They
say it takes a mile in level flight to lose 10 knots, bit less if you're light.
From 10,000 ft, a 4x profile works really well for the A320, i.e. 4 x the alt in 1000's of feet, so at 5000' you want to be at 20
miles, 4000 at 16, 3000 at 12-13 and aim for green dot at 13 miles.
This makes it easy to see if you're getting high or low. If low, we might VS it to match the blue bottom of descent arrow with
the white continue descent arrow. If high, so OP DES, tweak the speed up a few knots, bit of speed brake, watching the blue
arrow to see where bottom of descent will be so as to try and have a bit of a level segment to wash the speed off rather than
try to do it while descending. In rare cases, getting slowed down and held up because of traffic, I've had flaps 1 out at 7000
feet.
We'll be around 17 miles out doing 230, when ATC tells us to reduce to 190. As soon as the brakes are out (and remember
you only get half deflection with the AP engaged), the Vls begins to climb and as it reaches our indicated speed of 230 we
back the brakes off a bit to control the Vls, and once below 230 knots, select flaps 1 which then causes Vls to quickly reduce.
- Part 2 -
To comply with ATC speed requirements, I generally select the speed (rather than MACH), especially below the Mach/SPD
crossover altitude. SPD rather than MACH also makes it easier to achieve RTAs accurately.
Once the winds have been put in, it gives the FMGS a forecast cross-section of the atmosphere for predictions - the operative
word being "forecast". A managed descent out of a 160kt tailwind that suddenly drops off can result in an over-speed if you're
not ready for it, and the aeroplane will quite happily allow this. Surprisingly given that it is fly-by-wire, i.e. software-driven, there
are noticeable differences between airframes when it comes to speed handling. If high on profile with speed and descent
managed, some aircraft will put their heads down and allow the speed to overshoot the top end of the buffer and get right up
to the bottom of the "bricks", still accelerating. Speed-brake is usually enough to prevent an over-speed and cause the nose
to pitch up and the speed to decay if you get in early. Otherwise, I've seen people have to disconnect, close the thrust levers
and manually level off. This can all happen very quickly, particularly at higher altitudes, especially descending out of a strong
tailwind that reduces rapidly with altitude. I typically start descent 5-10 miles early, which starts off nice and gentle at 1000 fpm
and with no surprises.
Also, being within 2-300' of an altitude restriction on a STAR is considered satisfactory by the aircraft. Accordingly, to meet a
limiting STAR requirement of at or below 9000', I put in -8700. Murphy's Law states that if you don't amend the altitude, it will
go through at 9300 feet, and if you do, it will go through at 8700 feet!
- Part 3 -
Fuel is a huge cost to us, so we operate at CI 15, and depending on weight and wind, the FMGS will often program a descent
speed of .76 - .77/270 - 280. If less than 280 knots, company policy is to enter /280 on the DES PERF page. Descending
early, say 5 - 10 miles, initiates a descent at 1000 fpm. The behaviour of the thrust depends on whether the descent winds
have been entered and how the actual winds compare to the entered winds. The FM uses this to decide if it is high or low and
adjusts thrust and/or pitch accordingly. If low, the speed will tend to reduce to the bottom of the speed bracket - target minus
20 - but because ATC expects us to maintain a certain speed, we generally then select 280, or 250 if below 10,000'.
Initially, when commencing the descent, thrust will reduce to idle to stop the aircraft accelerating, but once the FM has had a
chance to evaluate the profile, thrust may well increase again. In a managed descent, the FMA quite often flickers between
THR IDLE and SPEED as it tries to maintain the profile and the programmed speed.
MANAGING DESCENTS
by Flyingspanner
On the A320, when managed descent is initiated before the calculated descent point, the aircraft will put you into a 1000ft/min
descent until the calculated rate meets the current profile for the descent. The aircraft will then adjust its thrust for the descent
mode. The FMA call for this on the A320 is "THR IDLE" - HOWEVER, this is not actually a true statement. Actually, some
thrust is kept on to maintain the descent profile and keep the green profile dot in the middle. This can cause speed to build up
to almost reaching the descent speed +20 upper band (around the +15-17 mark). it is only then that the the engines actually
go back to an idle setting, confirmed by the flashing IDLE on the Upper ECAM in-between the 2 engine EPR displays. Once
it reaches this point, the aircraft then tries to slow down and maintain the calculated profile, slowing down to the target airspeed,
sometimes with varying degrees of accuracy depending on the descent winds etc.
Lastly, in the airline I work for, we are using a variable cost index, which alters the descent speed. For example, a CI of 50
gives a descent speed of around 320kts. If you are kept high (by ATC), this does not give much speed allowance to make a
fast descent to regain the profile. I generally like to use a descent speed of around 290kts. That way if kept high, I can go fast
to get down and then slow down (my old instructor used to say: "its easier to go down, then slow down than to slow down and
go down!" We also use an Idle Performance percentage to reduce the computed track miles for descent on the profile by
about 15 miles to try and maintain a higher altitude for longer before the descent.
MANAGING DESCENTS
by Aerlingus231
Managed descents are a quite inconsistent to be honest. As a rough guide, it responds slowly initially to deviations but then
will progressively reduce the pitch up to the point where it'll quite happily put you in a dive of death in excess of -4500 fpm with
no qualms to try and regain the computed profile. Descents are quite the dark art in the A320, In most jets to be fair, the
computer will only roughly put you in the ball park and will quite often need intervention in the form of VS/Op Des and manually
adjusting the speed to accurately manage your profile.
Entering the actual spot winds on the way down can help, particularly in the case of tailwinds on the descent. But invariably,
most of the time, the winds we have are spaced in gaps of 8,000' +, and the computer will consider that the wind changes
evenly across those 8000' from the first level to the next. In reality, the swing tends to happen across 2,000-3,000', meaning
the computer gets a bit of a surprise, and in turn, gives us a bit of a surprise with its attempts to regain the profile. I agree with
the general concept though that it does reduce the severity of its inconsistencies and does better plan the track millage required
for the descent.
I keep the crab all the way until about 30 feet, then kick it straight with rudder (if it's really strong leaving 5 degrees crab on
touchdown) simultaneously when bringing out the crab applying enough sidestick to prevent the wing lifting. Again, if the wind
is really strong, I keep about 5 degrees drift and a small amount of wing down at touchdown.
Once on the ground the aircraft tends to track down the runway pretty easily, and is easily controlled with the peddles. The
autobrake makes our life easier (particularly in the simulator); in real life it seems to want to stay straight better than in the
simulator.
PS: you see a lot of people saying the airbus is tricky in a crosswind, personally I have not found this to be the case - even
in a maximum crosswind (38kt)
http://forums.flightsimlabs.com
• Introduction Guide
The document you are reading right now. Contains information on how to install, configure and use the A320-X.
• Flight Checklist
Use this checklist on every flight you do. You will notice that it is a very slim checklist. This is because many items
are handled or displayed by the avionics and therefore do not need to be on paper anymore.
The backside offers many limitation figures helping you during the operation of the aircraft. Other limitations are either
displayed on the screens or printed right onto the main panel.
Should you have access to a paper lamination device, this would be the perfect document for that. It gets tossed
around quite a bit during daily operations but needs to be readily available at any time.
• Normal Procedures
Follow these procedures to fly the A320 exactly the same way as the airline pilots do.
Note that the ultimate goal would be to know all content of this document by heart. The more you fly the A320, the
easier this will be.
• Basic Tutorial
A tutorial flight covering a short flight across Europe from Vienna (LOWW) to Copenhagen (EKCH).
Current generation PCs have become fast enough to handle much more complex aircraft and high definition textures utilised
in today’s modern scenery. However, while new hardware allows P3D to remain smooth and perfectly flyable with good frame
rates, the memory restrictions remain in place. This results in limiting the amount of complexity and texture resolution you can
load into the simulator to avoid memory issues.
Since the FSLabs A320-X is one of the most sophisticated and highly complex add-on aircraft available today, it too needs its
fair share of memory to run. In order to prevent you from suffering out of memory-errors (OOM), you will find some helpful
recommendations below on how to configure your simulator in order to ensure the best experience with the A320-X.
CLOUD TEXTURES
There are texture replacement add-ons on the market that improve the visual quality of cloud textures. Many of them give the
option to install “ultra high resolution” textures, or in other words a cloud texture size of 4096x4096 pixels.
Using these texture resolutions will have a huge impact on available VAS, especially if used together with a sophisticated
weather tool injecting numerous layers of different clouds.
In addition to the VAS demand, larger texture sizes often give clouds an over-sharpened appearance with edges and contours
much more defined than real clouds. FSLabs recommends a cloud texture size of 512x512 pixels for cirrus clouds. We think
that this setting offers an optimal balance between visual appeal and utilization of a minimal amount of memory resources.
Note that it is not enough to simply limit the “Texture Resolution” setting in your P3D settings to 1024. You must go into the
settings of your texture replacement program and select the lower texture size. If you don’t, then the 4096 pixel textures will
still be read and loaded into memory before being displayed.
SCENERY TEXTURES
Another trend for ultra-high resolution textures is sceneries. Developers tend to use them as a marketing tool and to be able
to show stunning screenshots of areas no one will ever fly or taxi the aircraft into.
Larger (4096 pixels) scenery textures can make sense with some parts of an airport, such as aprons and runways. However
it has been proven that textures this large on buildings will only be visible in full detail when the user is right in front of the
building. This is something that is not possible while taxing or even parking an aircraft. While the highest level of detail is
invisible to the user, it is still loaded into P3D, consuming valuable VAS.
It is therefore recommended to avoid using 4096 pixels (and even 2048 pixels, if possible) textures with airport sceneries as
this level of resolution will not always provide a visible difference which justifies the increased memory usage. If an airport
scenery developer offers a “light” texture package with lower resolution, you should always try it and see if you are satisfied
with the visuals before opting for the higher resolution textures and the increased VAS usage it will entail.
AI TRAFFIC
AI Traffic has become more detailed over the years, offering more complex visual models and numbers of aircraft, often
matching real world traffic and schedules into major airports. Therefore, AI traffic has evolved into another consumer of
valuable VAS.
Recently, some AI Traffic models have been made available with optional 4096-pixel textures offering an incredible amount
of detail. As is the case with scenery textures above, it is recommended to stick to a maximum of 2048 pixels with AI Traffic
textures.
P3D RESTART
P3D is not very good at flushing data that has accumulated during a flight or from a previously loaded aircraft. When you
switch aircraft or even change the livery of the current aircraft in the same session, P3D does not release all memory that has
already been used. By loading the new aircraft (or changing livery) you are actually using up even more of the limited VAS
memory.
This insufficient clearing of used data may also require you to restart P3D between flights. While you might be able to fly from
point “A” to point “B” and then back to point “A” (or on to point “C”) without issue, this will be highly dependent on your settings
and the scenery you are using. For example, you may use a good amount of memory flying between two highly detailed add-
on airports on your first leg. If you plan on flying back to your first departure airport or onto another highly detailed airport, you
may run into memory issues since P3D won’t release all the memory it has already used.
FSLabs strongly recommends that you restart P3D if you want to switch from one A320-X livery to another or from another
complex add-on aircraft to the A320-X. This is also recommended if you plan on making multiple flights. Restarting P3D is the
only way to flush that accumulated data and start with the maximum amount of available VAS.
Credits
The following individuals have all contributed to the A320-X and helped making it reality:
Jesper Larsen
Frederic Nadot
Panagiotis Panagiotonakos
Kostas Terzides
Oskar Wagner
Urs Zwyssig
APPENDIX A
1.
2.
Populate the respective fields using the details from the basic tutorial flight, and click the “Save” button.
3.
4.
Populate the respective fields using the details from the basic tutorial flight, and then click the “Build Route” button.
5.
6.
Select/Highlight the built flight and click the “Release Flight” button.
7.
Select/Highlight the built flight and click the “Print Flight Plan” button.
8.
Select either of the following listed printers:
9.
After a few seconds the flight plan will automatically be loaded to the selected MCDU, indicated by the uplink message.
Press the ‘F-PLN’ key to check the flightplan.
1.
2.
Populate the respective fields using the details from the basic tutorial flight, and click the “Save” button.
3.
4.
Populate the respective fields using the details from the basic tutorial flight, and then click the “Build Route” button.
5.
6.
Select/Highlight the built flight and click the “Release Flight” button.
7.
Select/Highlight the built flight and click the “Print Flight Plan” button and select “Save OFP…” option.
8.
Navigate to the folder …P3D\FSLabs\AOCService\Uplink and for the Captain MCDU, select the folder with ‘300-‘ in the folder
path name or ‘301-‘ in the folder path name for the F/O MCDU.
9.
After a few seconds the flight plan will automatically be loaded to the selected MCDU, indicated by the uplink message.
Press the ‘F-PLN’ key to check the flightplan.