Aviation & Real-World Flying 4 min read

What are typical Airbus A320 take-off speeds?

Typical Airbus A320 take-off speeds for V1, VR and V2 in flight simulators, plus what changes them and how to get the right numbers.
Ian Stephens

In flight simulators, typical Airbus A320 take-off speeds are roughly V1 130-150 kt, VR 133-153 kt and V2 138-158 kt. Treat those as ballpark figures only. The correct numbers come from your aircraft's performance calculation for the actual weight, flap setting, runway length, wind and temperature.

What do V1, VR and V2 mean?

V1 is the decision speed, VR is the rotation speed, and V2 is the take-off safety speed you protect after lift-off. All three are indicated airspeeds in knots, not groundspeed.

SpeedTypical ballpark in many A320 sim departuresWhat it means in practice
V1130-150 ktDecision speed on the roll; after this, you normally continue the take-off.
VR133-153 ktBegin a smooth rotation.
V2138-158 ktMinimum safe climb target after lift-off, especially with one engine in mind.

They are often close together. Seeing only a few knots between V1, VR and V2 is normal on an A320, so do not assume the add-on is wrong just because the numbers are tight.

Why do my A320 V-speeds change between flights?

A320 take-off speeds change because the aircraft is not taking off in the same condition every time. The main drivers are:

  • Take-off weight: more fuel and payload usually push VR and V2 upwards.
  • Flap configuration: different Airbus take-off flap settings change the speeds.
  • Runway available: V1 in particular can move because accelerate-stop and accelerate-go limits change with runway length and slope.
  • Weather and airport conditions: temperature, pressure altitude, wind and any anti-ice or pack penalties all affect performance.
  • Aircraft model: an A320ceo, A320neo and different add-ons will not always produce identical values.

A mistake we see constantly is sim pilots copying V-speeds from another aircraft, tutorial or loadsheet and using them everywhere. That can work by luck on a long runway, then bite you on a hot, heavy departure or a short field.

Can I use one standard A320 take-off speed?

No. There is no single normal Airbus A320 take-off speed that is correct for every simulator departure.

If you are flying a simpler aircraft that does not calculate performance for you, a rough set of typical speeds can get you moving, but it is only a fallback. Keep plenty of runway margin, use the correct flap setting, and do not treat those numbers as real performance data. For older or basic aircraft in legacy sims, our FSX V-speed calculator download can help you generate more sensible starting figures.

Where do I find the correct V1, VR and V2 in a simulator?

The right place is your aircraft's own performance system: usually an EFB, tablet, dispatcher or the MCDU/FMS take-off page.

  1. Set payload and fuel first. If you change the load afterwards, the V-speeds you already noted may be wrong.
  2. Choose the runway and take-off configuration. Flaps, anti-ice and thrust setting all feed the calculation.
  3. Read the computed speeds from the aircraft. If you need help with the departure setup, our guide to programming the A320 MCDU/FMS before departure shows where the performance entries fit into the flow.
  4. Cross-check them on the flight instruments. On better A320 add-ons, you will usually see speed cues on the PFD speed tape; our explainer on the main A320 cockpit displays and controls helps if you are not yet comfortable reading those cues.

On the take-off roll, call V1, rotate at VR, then fly the initial climb using the flight director and managed guidance. If you want the full roll, rotation and clean-up sequence in one place, see our step-by-step Airbus A320 take-off and climb guide for Microsoft Flight Simulator.

What mistakes cause bad A320 take-offs in sims?

The most common A320 take-off speed mistakes in simulators are simple, but they create ugly departures fast.

  • Rotating at V1 instead of VR. V1 is the decision speed, not the cue to pull back.
  • Watching groundspeed. Use the PFD indicated airspeed tape, not an external camera readout or map window.
  • Reusing old figures. A fuel change, flap change or runway change can invalidate the speeds.
  • Pulling too hard at rotation. Hitting VR does not mean yanking the sidestick; use a smooth rotation to avoid a tailstrike.
  • Assuming the add-on is broken because the speeds are close together. Tight spacing between V1, VR and V2 is normal.

If the aircraft feels unwilling to lift off even though you reached VR, check the obvious first: an incorrect flap setting, stale MCDU data, poor control calibration in simpler aircraft, or a reduced-thrust take-off entered without the matching performance calculation.

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