![]() |
If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. |
|
|
Thread Tools | Display Modes |
|
#1
|
|||
|
|||
![]()
On 08 Sep 2004 22:36:53 GMT, Krztalizer wrote:
Also, to what extent can good simulators replace flying time? It still doesn't entirely replace flight hours, it only augments them. There are darn few "good simulators" that can remotely compare to the real thing, and this was over 30 years ago, Presumably they are better now than then. in computing's dark ages. Even the 9/11 ****s had to get genuine flight training and even then, they nearly tore the wings off the second 767. Flying is not only complicated - its dangerous. Simulators can't trick you all the way, so you are always missing some component of the actual flight. 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. In the Navy, we had a minimum of 4 hours per month that we were required to ride along in any capacity that we could. On some shore duty locations, meeting that would take genuine effort, but I didn't encounter that situation. I got 660 helicopter flight hours one year, and when I got back to the states, my squadron scheduled my first mission as a sortie in the WST. I guess they didn't see the irony. I slept through the entire "flight". Hey, how was that for a simulation? ![]() What's a WST? -- "It's easier to find people online who openly support the KKK than people who openly support the RIAA" -- comment on Wikipedia (Email: zen19725 at zen dot co dot uk) |
#2
|
|||
|
|||
![]()
It still doesn't entirely replace flight hours, it only augments them.
There are darn few "good simulators" that can remotely compare to the real thing, and this was over 30 years ago, Presumably they are better now than then. The last simulator I was in was for the F-15 up at Edwards. Still a video game, albeit on a GIfrickinGANTIC screen, compared to the real thing. What's a WST? Navy-ese for simulator - "Weapons System Trainer". v/r Gordon ====(A+C==== USN SAR Its always better to lose -an- engine, not -the- engine. |
#3
|
|||
|
|||
![]()
Also, to
what extent can good simulators replace flying time? Krztalizer wrote: It still doesn't entirely replace flight hours, it only augments them. There are darn few "good simulators" that can remotely compare to the real thing, and this was over 30 years ago, phil hunt wrote: Presumably they are better now than then. snippage 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. Jeff |
#4
|
|||
|
|||
![]()
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 |
#5
|
|||
|
|||
![]()
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 |
#6
|
|||
|
|||
![]()
Subject: fighter pilot hours?
From: "Jeff Crowell" Date: 9/10/2004 7:45 AM Pacific Standard Time We've seen it again and again--try to save money in the training environment and you guarantee increased losses in combat. Jeff Too bad Rumsfeld doesn't read this stuff. Arthur Kramer 344th BG 494th BS England, France, Belgium, Holland, Germany Visit my WW II B-26 website at: http://www.coastcomp.com/artkramer |
#7
|
|||
|
|||
![]() "ArtKramr" wrote in message ... Subject: fighter pilot hours? From: "Jeff Crowell" Date: 9/10/2004 7:45 AM Pacific Standard Time We've seen it again and again--try to save money in the training environment and you guarantee increased losses in combat. Jeff Too bad Rumsfeld doesn't read this stuff. You have evidence that Rumsfeld is cutting flight training hours? If so, provide it--if not, shut up, 'cause you are lyin' again. Brooks Arthur Kramer |
#8
|
|||
|
|||
![]()
Subject: fighter pilot hours?
From: "Kevin Brooks" Date: 9/10/2004 10:36 AM Pacific Standard Time Message-id: "ArtKramr" wrote in message ... Subject: fighter pilot hours? From: "Jeff Crowell" Date: 9/10/2004 7:45 AM Pacific Standard Time We've seen it again and again--try to save money in the training environment and you guarantee increased losses in combat. Jeff Too bad Rumsfeld doesn't read this stuff. You have evidence that Rumsfeld is cutting flight training hours? If so, provide it--if not, shut up, 'cause you are lyin' again. Brooks Arthur Kramer When it comes to flying or any military aviation subject you are not qualified by experience to take part in the conversation. Desk jockey's who avoid combat not needeed here. Arthur Kramer 344th BG 494th BS England, France, Belgium, Holland, Germany Visit my WW II B-26 website at: http://www.coastcomp.com/artkramer |
#10
|
|||
|
|||
![]()
On Fri, 10 Sep 2004 08:45:59 -0600, "Jeff Crowell"
wrote: Sims are great for buttonology and procedures, and can be a lot of fun (and they can scare the hell out of you sometimes). I loved the sim segment from the short-lived and by-me-lamented TV series on the American Fighter Pilot (or whatever the name). Our hero had all the red buttons flashing at him at once. I'm glad to hear your comments on the million-dollar flight sim. I have a pal who believes that the Microsoft version on his home computer has qualified him as one of the Few in the Battle of Britain. all the best -- Dan Ford email: (put Cubdriver in subject line) The Warbird's Forum www.warbirdforum.com Expedition sailboat charters www.expeditionsail.com |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
AOPA Stall/Spin Study -- Stowell's Review (8,000 words) | Rich Stowell | Aerobatics | 28 | January 2nd 09 02:26 PM |
AF investigators cite pilot error in fighter crash | Otis Willie | Military Aviation | 0 | January 9th 04 09:55 PM |
Questions Regarding Becoming a Marine Fighter Pilot. ? Thanks! | Lee Shores | Military Aviation | 23 | December 11th 03 10:49 PM |
USAF = US Amphetamine Fools | RT | Military Aviation | 104 | September 25th 03 03:17 PM |
Effect of Light Sport on General Aviation | Gilan | Home Built | 17 | September 24th 03 06:11 AM |