The Hungarocopter HC-02 is an innovative, two seat ultralight helicopter, powered by Rotax 915iS. It is the first helicopter developed and manufactured in Hungary.
The Hungarocopter HC-02 was designed and manufactured using state-of-the-art technology, with the combined result of excellent handling characteristics, high payload, passenger and crew safety compared to empty weight. These properties and the relatively high power available together place it in a category higher than its size, even when operating under unfavorable air density - altitude conditions. Another significant advantage is the low maintenance requirement.
Dimensions: Overall Length: 7310 mm Overall Height: 2570 mm Main Rotor diameter: 7010 mm Total Fuel capacity: 60 lt
Weight: Full load weight: 600 kg Empty weight: 350 kg Payload: 250 kg
Performance: VNE: 209 km/h / 110 Kts Cruise speed: 160 km/h / 87 Kts Max. Range: 400 km Max. Endurance: 2.5 hours Max. Operating Altitude: 4800 m / 15700 ft Hovering IGE (ISA): 2750 m / 9000 ft Hovering OGE (ISA): 2250 m / 7200 ft Rate of Climb: 1500 ft/min Fuel consumption: 18 - 25 l / hour
Weekend Window has ended.
For full details, enter the HC-02 page at the VSKYLABS Aircraft Center.
The VSKYLABS Cockpit-Builders Assignment Layer enables direct assignment of switches, buttons, levers, and other interactions via the X-Plane 12 assignment interface, replacing the previous slider-based convention.
This significantly improves integration with external hardware and streamlines cockpit setup workflows.
Available via latest package download (v3.1.0, released 23 March 2026).
Now centralized in the VSKYLABS Aircraft Center. That includes Manuals, update change-logs and related documentation.
It is recommended to log into your store account and download the latest build (for updated internal structure and links).
Post-SkunkCrafts routine:
Use the Aircraft Center as the primary reference.
Check the VSKYLABS Magazine for announcements.
Follow your VSKYLABS aircraft product forum at the X-Plane.org
This infrastructure update is part of setting a new VSKYLABS operational baseline, which includes higher product stability, consistency, and reliability.
All product packages have been updated. It is recommended to log into your store account and download the latest build!
[VSKYLABS Development News] issued 17th March 2026
Hello VSKYLABS Test-Pilots!
The VSKYLABS Cockpit-Builders Assignment Layer has matured and became a core element of the VSKYLABS development framework. It was already implemented in about 50% of the existing VSKYLABS products, now being deployed to the rest of the fleet.
The Assignment Layer introduces a standardized interaction framework, unifying how cockpit/aircraft elements respond to user input across all supported aircraft.
It provides a straightforward assignment-system for all aircraft switches, knobs, and interactions via a dedicated X-Plane 12 assignment layer, interfaced via X-Plane 12 built-in assignment screens, eliminating the need for using 3rd party plugins for binding commands into hardware switches/knobs/levers/buttons etc...
As part of this process, legacy VSKYLABS interaction methods are being phased out and replaced with current VSKYLABS interaction and assignment logic.
Key outcomes include:
Consistent interaction behavior across the VSKYLABS fleet.
Expanded and seamless control assignment options.
Improved compatibility with custom cockpit hardware setups.
Streamlined interaction logic and response.
The VSKYLABS Cockpit-Builders Assignment Layer update is scheduled for implementation in the remaining products starting the very near future.
Remaining VSKYLABS products which are expecting the update:
Attached down below are selected VSKYLABS Cockpit Builders Assignment Layer Feature Cards, of already-implemented aircraft.
Completion of this implementation across the remaining VSKYLABS fleet will mark a significant milestone in VSKYLABS aircraft integration with X-Plane 12.
[VSKYLABS Development Notes] issued 14th March 2026
In this article, I will introduce an important phase and practice in the development of virtual simulation models. In our case, this refers to VSKYLABS development of aircraft for the X-Plane Flight Simulator.
True scaling of the virtual cockpit:
To make a long story short, scaling the virtual aircraft so it represents the real-world aircraft in a true 1:1 scale is maybe the most fundamental process in the virtual aircraft development process. In X-Plane, proper scaling of the aircraft is not only crucial for proper aerodynamic calculations... it is also crucial for providing a realistic flying experience in the virtual cockpit.
During development, at some point, flight testing is flown in the VR (Virtual Reality) environment. This takes place in a relatively early state of the project, where things are tight enough, yet not fully completed.
'Man-Machine' integration:
Real cockpits are tailored around a human pilot, providing seamless 'integration' with the aircraft (in most cases...). If there's a switch that should be reached by the pilot during aircraft operation and flight, the average pilot should simply reach his hand and touch it.
This goes for levers, buttons, dials... In many cockpits, some of the systems are located around the pilot: overhead panels, below the seat, behind the other seat, between the legs. These should be reachable as well in VR... replicating the real-world configuration.
Another 'Man-Machine' integration aspect that is evaluated in this process is the overall geometry of the panels, padding and the canopy cut-outs, which should align properly (with some adjustments) to pilot height, providing an authentic line-of-sight with the world.
Exploring/evaluating the virtual cockpit:
When I first sit in the WIP virtual cockpit, in VR, it must simply 'feel right'. I use the touch controllers and set my hands over the throttles, going through all levers and switches... all should perfectly fit. This is the ultimate scaling validation of the cockpit and its ergonomic design, which should reflect the real-world aircraft.
Then, I place the touch controller on my seat cushion, just between my legs. The virtual and the physical cushions should 'align', and the touch controller should 'sit' on the virtual cushion.
Looking outside, around... I seek the familiar 'cockpit feeling'... try to sense the depth of the aircraft floor, trying to read the instruments... see that all fits right.
Then, I take it for a short ride, looking for unexpected issues of line-of-sight and field of view. Some aircraft are amazingly surprising when transitioning from a 2D display to VR. The combination of peripheral vision and natural head movement brings the flying experience to a whole new level of realism. In most cases, when flying in VR, it is much easier to see the runway through caged canopies during taxi, takeoff, and landings, or to manage taxiing in a tail-dragger, where the nose is set high above the runway when looking forward. In VR we can look 'over the shoulder' and past cockpit obstacles and notice ultimate peripheral cues with peripheral vision.
In the following video - cockpit operation and landing in Full-VR environment. I'm flying the VSKYLABS F-19 Stealth Fighter, in full VR environment (touch controllers and physical pedals, no physical Joystick or switches).
The VSKYLABS F-19 cockpit was designed and modeled following the F-18 late cockpit design, with only a few adaptations. All cockpit elements which were designed for human interaction in the F-18, are in full and comfortable each of the pilot in VR.
Lets set the focus on the caged cockpit of the F-19. When flying in X-Plane using 2-d display, landing the aircraft becomes a bit challenging due to the canopy cage structure, similar to the SR-71. However, when flying in VR, the addition of peripheral vision and natural head movement results with a straightforward operation, visuals with the runway and judgement to the touch-down zone.
The SR-71A Blackbird Cockpit and Canopy Geometry ALL WRONG??:
Here is a fascinating 'behind-the-scenes' story from the early stage of the VR scaling validation process.
During the development of the VSKYLABS SR-71-TB, extensive operations were tested in VR. At the time, the development of the 'synthetic' aerial refueling session was nearly complete, and since all components had been modeled in 1:1 true scale, I wanted to see how it would feel inside the cockpit in VR.
During the 'synthetic' refueling, I noticed a severe problem. Hey! This does not feel right!
The air refueling is set as a kind of a 'baked' phase (no actual formation flying). The SR-71 and the tanker are aligned, geometrically speaking, as closely as possible to the real-world conditions. Yet, even in VR, when sitting in the virtual cockpit of the SR-71, I could hardly see the designated area on the tanker that should be observed during the refuel, if it were a real-world formation flying segment.
*To note that I've 'been there, done that' for real, yet obviously not in the SR-71...still...I knew what to look for...
This was a serious issue. I re-checked everything, inspected the 3D model, the drawings, tons of references. All seemed right, yet... realistically, sitting 'in-place' with the tanker didn't feel right. It felt almost impossible to fly formation and see the tanker signals if it were an actual aerial refueling.
At the time, I was in close contact with Ret. Lt. Col. BC Thomas. We discussed many of the real-world SR-71 operational aspects with a focus on systems and flying practices. In one of our conversations I asked him: BC, something doesn't fit when I am sitting in the SR-71 model, observing the tanker... I can hardly see the tanker signal area... if I were flying this in real-time formation, I could not see the tanker's belly clearly. Was it that hard to fly formation with the tanker? Or...is it a serious modelling issue...?
His reply was amazing, and solved the issue instantly: he told me that during aerial refueling sessions he had to lower the seat so much that the stick almost hit his chin (as he described it) to see the tanker properly. He told me that once sitting lower, flying the aerial refueling was quite smooth and straightforward.
Once we ended that conversation, I launched the VSKYLABS SR-71 in VR and flew to the aerial refueling phase. Then, I lowered the seat (using the down arrow, in VR)... and... once positioned quite a few inches lower, the view was perfect! This 'lowering of the seat' action was an actual real-world SR-71 pilot technique, and it validated the cockpit geometry of the model...using VR...amazing isn't it?
VR is not only powerful for the pilot. For the developer, it becomes an engineering tool, allowing cockpit geometry and human-machine integration to be validated. It is a crucial human-factors validation tool in cockpit geometry development.
[VSKYLABS Test-Flight report] issued 9th March 2026
Hello VSKYLABS Test-Pilots!
A simple, yet fascinating experience in X-Plane 12, reflected here from the VSKYLABS cockpit.
I took the Mini-500 for a short hop.X-Plane version 12.4.0-r2.
Above is an edited video showing segments from that flight, which took about 4 minutes.
Very long time since the last time I flew the Mini-500. Most of my flying these days are test and evaluation flights; usually short, mission-oriented segments that are highly focused. In many cases they are repetitive: flying the same segment again and again until the results are satisfactory.
My last flight in the Mini-500 was (very) long ago, so I considered this experience as 'fresh'.
My flight window was short, so I started the flight in 'Engines Running' mode. Everything was already set; cyclic, collective, pedals. Up we go...(raising collective and tickle the pedals).
My first thought was: Oh gosh… this is so under-powered...man...have I missed a flight-model update in X-Plane???
*Reminder - I developed this helicopter for X-Plane, and people may be flying it as we speak!
I was pulling collective and almost nothing happened...well, almost nothing. I continued raising it for a clear lift-off. Anti-torque input was very responsive, yet predictable (phew...). Once airborne, I could confirm: a very weak helicopter. As I pulled the collective just a bit higher, I could practically hear the engine being stressed, the RPM struggling to hold 100%....NICE!!!
The Mini-500 is powered by a Rotax 582 / 67 hp engine. So this drive-train behavior was expected, and obviously was one of the core aspects in development. But as noted...I haven't flown it for a very long time.
Since I only had a few minutes for this hop, I moved into a clearer area and gently pushed forward to gain airspeed and actually fly. At this point I noticed the drive-train strain again as I raised the collective gently for forward flight. As a side-note I'll add that demonstrating this Man-Machine interface was one of the core objective in the development of the VSKYLABS Mini-500. I hadn’t flown it for many months, yet it felt just right.
I love under-powered aircraft. Flying them forces the pilot to manage the engine, controls, and energy (airspeed, altitude, sink rates...) with constant attention.
A few seconds later I crossed the dark side of the Height-Velocity envelope while accelerating.
The flight took place at Base-8, which provides quite a few references and 'positive distractions'. I decided to follow one of the inner roads and headed toward the Ramp Compound area. The combination of low sun angle and haze looked immersive. It was one of those moments that occasionally happen when flying in X-Plane 12 under 'interesting' weather conditions.
As I got close to the ramp compound, which is a kind of a confined landing area, depending on the approach, I slowed down and descended while performing a quick 180° turn to position myself just in front of the snowy ramp.
During that combined descent and turn there was a moment when I had to raise the collective and add anti-torque input quite significantly. I felt that I might not make it. The RPM was stressed, and I recognized an unintentional drop in altitude as I raised the collective higher than expected.
It was one of those moments:
Raise the collective higher… or wait for the power.
I waited for the power, while keep losing a bit of altitude.
RPM gained 100% and the situation was controllable again. Phew. No crash...
I accelerated again and headed to the nearby unpaved landing strip, performing a fast fly-by. It was pretty fun and the Mini-500 felt spot-on. It really 'comes alive' above 60 knots...
I pulled up gently and made a large 360° turn above the paved runway area, coming back for landing. Final approach was a bit 'hotter' than planned. Again, I found myself managing the power curve a bit too late and low with a slightly higher sink rate. I guess that this is was due to the fact that I've flown powerful VSKYLABS helicopters lately, and for me, this flight was in fact a kind of an adaptation flight...getting back to my old 'Mini-500 skills'...
Just like over the ramp compound, the power-train eventually provided the needed power though during the maneuver I had my doubts...again...
Landing was predictable, gentle and...safe.
End of flight.
I conclude the experience as very satisfying. Both in a sim-pilot and a developer perspective.
What I enjoyed the most was the interaction with the Mini-500 from the controls-perspective. It is an under-powered helicopter, and that characteristic is noticeable both in handling (how it feels on the controls), and in the sound feedback.
Flying aircraft by the sounds they make is one of the most satisfying experiences.
(Depending on the aircraft, this characteristics is implemented in many VSKYLABS aircraft, indicating stall, airspeed over the canopy, high Alpha buffet and so forth).
This handling and feedback combination triggers certain instincts in real-world pilots, regardless of what aircraft they fly.
A Self-Diagnostic Overview for Flight Simulation Pilots
By Huss, VSKYLABS 'Virtual Aviation Medicine Department'
Are you spending more time scrolling your aircraft menu than flying? VSKYLABS diagnoses "Add-On Fatigue Syndrome" and offers the 'clinical cure' for flight simulation burnout. If this is related to you, keep on reading!
OK..
Thing is...that the modern sim-pilot has access to more aircraft than ever before in history.
Which, ironically, is exactly where the problem begins.
In the past decade, VSKYLABS developed nearly 40 different aircraft add-on products for X-Plane Flight Simulator. Aircraft projects are diverse, covering a huge range of aircraft type and categories: GA, Twins, Trainers, Historic/Iconic aircraft, Jets, Rockets, Gyros, Helicopters, Gliders, RC Models airplanes...Home-built, Concept aircraft...Jet-Fighters...and more.
If you do the math, that is a new aircraft product every few months.
Obviously, in addition to VSKYLABS, other developers in the X-Plane Eco-system develop and release new aircraft add-ons continuously. Over time...aircraft selection in the Eco-system becomes 'Ultimate'.
At some point around 2023, I realized that due the situation I described above, a new product turns 'old' very quickly...and goes down into the oblivion of the Eco-system/flight simmers huge aircraft hangars, resulting in loss of interest of the simmer, not only in the specific add-on, but also generally in the flight simulation platform. This leads to 'No-Fly time', sometimes pretty long!
So...What Is Add-On Fatigue?
Add-On Fatigue Syndrome appears when a simulator pilot owns so many aircraft that choosing one becomes unexpectedly difficult:
Your hangar is full.
Your aircraft are excellent (freeware, payware...your own designs).
And yet you scrolls through the aircraft list thinking: “Hmm… nothing interesting to fly tonight!"
You are overloaded, lacking flying motivation...all your sim activities feels 'useless'...you stop flying...
———————————————————————————————————————————————
Early Warning Signs:
You scroll through the aircraft menu repeatedly.
You load an aircraft… then exit the flight a few minutes later.
You browse the store occasionally.
You download almost every freeware aircraft at the X-Plane.org...
At this stage you may already be experiencing 'Hangar' or 'Flightsim' Saturation.
In some cases, you haven't flown some of your favorite aircraft, for months...possibly years.
———————————————————————————————————————————————
The Four Phases that may lead to AFS:
Phase One: I call it "The Honeymoon" A new aircraft is acquired and flown enthusiastically. You open the Manuals, explore the cockpit. Everything feels exciting!
Phase Two: Wow, Another Release Another aircraft appears. Curiosity cycles and your hangar grows.
Phase Three: New Release and Update 'Frenzy' Aircraft accumulate faster in your hangar, faster than they can be properly explored. You start looping through the hangar looking for the next spark of excitement.
Phase Four: Total Burnout Your virtual hangar contains dozens of aircraft of all kinds...freeware, payware...You say: "There’s nothing interesting to fly"... "What's the point...this is boring"...
At this point, you are probably deep in the AFS...
———————————————————————————————————————————————
The Cure
Don't fight AFS. Embrace it!
Take a time-out!
Go fishing, or have quality time with your family.
Go outside and let your tired eyes some infinite-focus time.
VSKYLABS has completed the consolidation of all aircraft projects information, specifications, development notes and update logs into a dedicated fleet platform:
This infrastructure provides a solid, long-term archive of the VSKYLABS fleet, designed for improved exploration and search capabilities, centralized documentation, and scalable growth in the light of the future expansion and variety of the VSKYLABS fleet.
The new platform is expanding on a daily basis as additional aircraft data, technical references and project media are being gradually integrated across all projects pages. The increase of coverage scope includes extended real-world aircraft specs, reference and information side by side with the virtual ones.
The platform is fully interconnected with the VSKYLABS Specialized Centers, the Magazine, and the Official Website & Store, allowing cross-centers reference.
Quick navigation in the interconnected VSKYLABS centers can be done on the fly, using the quick links in the Left-Hand side bar of each center.
The VSKYLABS Aircraft Fleet platform marks in important milestone in the evolution of the fleet and its future development.