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Interview: David Molyneaux

 

Interview with David Molyneaux

MSFS Aircraft Developer

 

 

Development

David, when did you begin developing for flight simulators and what got you started in it?

 

It all started around 2002 with my membership in a virtual airlines group called Timberwolf Airways. I had just retired and had a bit of time on my hands, and so I decided to create a few aircraft repaints for the airline. I thoroughly enjoyed doing this, so much so, that I considered creating additional aircraft. However, prior to designing aircraft, I had dabbled in creating add-on scenery for airfields.

 

 

Auster_Model_C.jpg

 

 

What made you decide to focus on aircraft, rather than scenery?

 

My scenery was mainly built to add realism to the airfields on a series of weekly multiplayer flights. When they changed, I decided to try aircraft building instead.

 

David, could you tell us about the nature of your designs and what you do?

 

The aircraft I produce now are all freeware, designed for FS2004, but made to work so that they perform in FSX at an acceptable level. It normally takes me about three to five months to produce an aircraft (depending on outside influences) so two per year is about my maximum output.

 

What do you consider your best or most popular work?

 

Judging from the number of downloads here at FlightSim.Com, I'd have to say my Blackburn B2 biplane trainer. This has enjoyed quite a large number of downloads in a relatively short period of time. One of the reasons for this is probably the fact that the real aircraft is well known, and part of the Shuttleworth Collection at Old Warden. From a personal level, I am pleased with the finished result as creating her presented quite a number of challenges; the metal finish, being one example.

 

 

Blackburn_B2.jpg

 

 

 

Auster_MkJ1.jpg

 

 

 

Trago_Mills_Sprint.jpg

 

 

David, how close to the real aircraft is your FS2004 model?

 

Very close if I may say so! I was helped along by many highly detailed photographs of the real aircraft. These were sourced on the internet and were a tremendous help in its design. This was especially true for the cockpit; I'm quite proud of my rendition of that. I was intrigued by the polished aircraft on my first visit to the Shuttleworth Trust and straight away, put it on my 'must-do' list.

 

What do you find to be the most challenging aspect of a project?

 

That's an easy one...getting the model to fly in a realistic manner! Fortunately for me, I have irreplaceable help with the aircraft.cfg and .air files by my good friends, Brian Horsey and Keith Paine.

 

What have been your favorite projects so far?

 

Without a doubt my series of Taylorcraft Austers. Over a few years I produced 20 different Marks. As well as the Austers, I'm also fond of my Supermarine Walrus amphibian.

 

 

Auster_AOP9.jpg

 

 

 

Boulton-Paul_Balliol.jpg

 

 

 

Boulton-Paul_Defiant.jpg

 

 

David, what makes the Taylorcraft Auster such a special aircraft?

 

Special to me? Well, one of my very first flights was made in one, off a beach, if you can believe it! As well as this fond memory, the aircraft were built in a factory about 10 miles down the road from me. For this reason, I considered them to be almost local.

 

What software packages and tools do you use to develop?

 

All of my aircraft are modelled in Gmax. It's difficult to learn initially (took me six months solid to grasp) but once learnt, you'll find it's an incredibly versatile tool. Texturing is done in CorelPaintshop Pro X3, converted to F.S. formats with DXTBmp. FSPanelStudio is a 'must' for the panel and gauges work.

 

Who would you consider to be your mentors or inspiration in the development world, if you have any?

 

In the fourteen plus years that I have been developing, there have been numerous individuals from the world of flight simulator that have aided me. In particular I would like to mention the late Leif Harding, who originally encouraged me to publish my work. To him I am most grateful.

 

The Team

David, do you work alone, or do others help you in your projects?

 

I like to work alone as this enables me to enjoy other aspects of life, like spending time with my wife. However, when needed I do call call upon the help of others.

 

 

DH_Dragon.jpg

 

 

 

DH_Fox_Moth.jpg

 

 

 

Fairey_Fulmar.jpg

 

 

What other developers have you worked with and what were their roles?

 

As mentioned, the help of Brian Horsey and Keith Paine are invaluable. Martin Pengelly has also provided essential information, in particular for the Auster projects. I must also mention Peter Watkins and his great repaints of my aircraft.

 

Real Life

Do you have any experience in real aviation?

 

I have no real experience other than a few glider flights and minimal stick-time in some prop aircraft. My most memorable flight however was in an Auster Aiglet Trainer which I was allowed to pilot - pure bliss!

 

David, what started your interested in aviation?

 

Looking back, I can't remember a time when I wasn't interested in aviation. As an eleven year old boy I experienced my first ever flight; this was in a De Havilland Fox Moth, and again, off a beach!

 

Before I entered the world of flight simulation, I was an avid model builder. I used to build radio-controlled models ostensibly for my sons and we had great fun together! My first serious encounter with 'simming was with FS2000. Prior to that I had dabbled a bit with FS5 and FS98.

 

 

Foster-Wickner_GM1.jpg

 

 

 

Heston_Phoenix.jpg

 

 

 

Miles_Gemini.jpg

 

 

When your head is not buried in development, what else do you like to do in your free time?

 

My main outdoors relaxation for 30 years has been playing golf (never a hole in one) and I've always been a keen photographer, especially at airshows!

 

David, have you ever considered developing full time?

 

My wife would answer that I already do! I seem to have exchanged my full-time employment as a packaging development engineer for computer-aided design instead.

 

Future

How do you choose your next new design or project?

 

First I choose an aircraft I'm interested in. If it hasn't already been modelled I start gathering as much information as I can on it. The more the better, including the all-important 3-view drawings plus many photos.

 

What simulators do you design for now and which ones do you plan to develop for in the future?

 

I've always designed for FS2004 but try to ensure that my models are also compatible with FSX, where possible. In the future I can see myself designing FSX native aircraft so they can also be used for Prepar3D.

 

 

Shorts_Scion.jpg

 

 

 

Supermarine_Walrus.jpg

 

 

 

Thruxton_Jackaroo.jpg

 

 

Your Thoughts

What can sites like FlightSim.Com do to support you and the hobby better?

 

Having a well known site to publish my aircraft is essential as are the helpful and friendly forums. Keep up the good work!

 

How do you feel about the future of flight simulation in general?

 

I think it will remain fairly buoyant for the foreseeable future, especially if a new simulator is developed. Long term, who knows...

 

What are some of the most important things a site or community can do to help the developers?

 

Number one, feedback! It's rare to receive anything other than the occasional short comment. The comment box with each download is a very useful place to add constructive comments for the developer, so I hope members start using it.

 

Lastly David, what would you like people to know about your work?

 

That I am a freeware developer producing models I like in my spare time. I enjoy creating aircraft and hope others enjoy them too. However, as much as I enjoy developing, I must also leave time for some actual sim time. I have to enjoy the aircraft as well you know!

 

David Molyneaux
Download David Molyneaux's files

 

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