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On Fri, 10 Sep 2004 08:45:59 -0600, "Jeff Crowell"
wrote: phil hunt wrote: Simulators -- assuming a good mathematical model of the airplane -- should be able to correctly simulate how it would respond to anything the pilot does. The visual part of simulation is mostly solved these days due to good computer power. The hard thing, as I see it, is simulating the effect of the aircraft's movements on the pilot. A very nontrivial challenge. When positive G is modeled by inflating your g-suit and negative G by inflating a "whoopie cushion" under the driver's butt or dropping the sim a foot or two, that ain't very useful. Numerous crashes have been attributed to pilots flying the airplane too soon after being in the sim (Miramar had a mandatory delay between 'flying' the WST and getting in a real airplane). Your body gets used to what ought to happen to it in the Real Thing (tm), then gets confused by the sim. Minutia such as rate of G application get missed by the sim but have tremendous significance in flight. Sims are great for buttonology and procedures, and can be a lot of fun (and they can scare the hell out of you sometimes). But they do NOT teach you how to really push the plane to its and your limits (low-level flight in a non-permissive environment, for one simple example), and that's the key to surviving in the Real World. We've seen it again and again--try to save money in the training environment and you guarantee increased losses in combat. I agree to a point. It's a difficult task to simulate accelerations on the body that occur in flight using some sort of six-degree of motion ground-based gadget. It works fairly well in low acceleration systems such as air transports, but not in high-g operations like tactical aircraft. But (you were waiting for that, I know), a lot depends upon what you are trying to train. One can do a pretty good job of cockpit procedures training without much high-tech whiz-bang. And, one can teach instrument procedures pretty well with moderate tech sims. And, if you spend the money, current state-of-the-art can give you a pretty good aircraft pilot qual without ever burning a pound of JP-8. It's when you get into the weapons employment phase that things get confusing. Exactly as you describe, there's the proprioceptive cues that are part and parcel of every highly qualified operators input. You can't recreate those (yet) with the desired level of accuracy. And, you can't--without huge investment--recreate the total combat environment. You can't get the total combination of airplane, flight, strike package, support systems, enemy counter, enemy sensors, enemy IADS, electronics, etc. etc. etc. For that matter, you can't very easily or economically do "war" in training. One of the things we were working on with the ATF (F-23) program was low-cost desk-top trainers networked with both dome simulators and computer-generated entities to create a combat scenario. While the fidelity was unbelievably low if compared to actual flight, the task wasn't to teach airplane/weapon operation but to try to teach situational awareness--that "big-picture" or sixth sense that good air warriors carry in their heads. Surprisingly, a group of Fighter Weapons School, Top Gun, flight test and operational USAF/USN aviators quickly found that they could get immersed in the battle and almost forget that they were sitting at a 25" video monitor with a stick grip mounted on a desktop. I used to compare it to watching a football game on a small screen TV. Once you start watching you will often forget how small the display is and you're simply concentrating on the game. Tactics, maneuver, weapons employment, flight management, navigation, systems operations, etc. could all be practiced. The only thing that was missing was basic "stick-and-rudder". Ed Rasimus Fighter Pilot (USAF-Ret) "When Thunder Rolled" "Phantom Flights, Bangkok Nights" Both from Smithsonian Books ***www.thunderchief.org |
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In article ,
Ed Rasimus wrote: One of the things we were working on with the ATF (F-23) program was low-cost desk-top trainers networked with both dome simulators and computer-generated entities to create a combat scenario. For a look at a Swedish variant of this, see this: http://www.flsc.foi.se/index_eng.html It can be noted that one of the, if not the, most expensive pieces of hardware are the system controller/throttles. -- Urban Fredriksson http://www.canit.se/%7Egriffon/ "Failure requires effort. That's why some people never fail." -Bengt Anderberg |
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