Title: Flying the F-16 Simulator / Trainer By: Bubba 'Masterfung' Wolford Date: 1997-10-30 2256 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
PART I
Background:
The F16 is a single-seat lightweight
fighter and attack aircraft. It was originally designed to
compete in the Lightweight Fighter (LWF) prototype program.
Of the origianl five contracts awarded; only those
submitted by General Dynamics and Northrop were chosen to
build prototypes. The General Dynamics company built the
YF-16 and the Northrop design was the YF-17, respectively.
The first YF-16 flew on 20 January 1974. In
January of the following year, the Secretary of the USAF
announced that the design from General Dynamics had won the
contract and full-scale production would begin soon. The
original requirement of the F-16 was as daytime
air-superiority fighter was expanded to include a equal
amount of air-to-ground mission capability. This would make
the F-16 a true multi-role fighter in the similar but
vastly superior likeness to the venerable F-4 Phantom.
There were going to be a few "firsts"
achieved by the F-16. One was that it would be the first
complete fly-by-wire (FBW) aircraft. Another first was that
it would be not only lightweight but very low cost.
Estimates of the original F16's cost run around 15-20
million. Meanwhile, the F-16's big brother, the
twin-engined F-15 was still in mass production. This
air-superiority fighter was costing the USAF around 40
million per plane!
The first development F-16A flew on 8
December 1976. The USAF indicated it's original intent to
purchase 1,388 F-16s. The first production F-16A flew in
August of 1978 and by the end of 1996 over 4000 F16's had
been built. For some reason (still fully unexplained) the
USAF decided to indicate different version of the F-16 as
"block models".
To date there have been nearly 10 different
block models bought by the USAF. While the incorporation of
fly-by-wire was understood as "futuristic" another computer
driven innovation was quickly being brought to the
forefront. Simulators had finally come of age with the
rising power of processors capable of "simulating" a fully
functional and modern combat aircraft.
1st Generation Military Simulators:
When I was first offered the chance to fly
a simulator at a local ANG base close to my hometown I
jumped at the opportunity. Fortunate for me was that I knew
someone who had access to a F16 simulator. Ramsey Hammad
had been a friend of mine for nearly 8 years and he and I
had traversed through military school (MMA) together.
Upon graduating (different years) we became
even closer since leaving school. He soon joined the USMC
Reserve and was later transferred to a Command Post job at
the ANG base where I would (to date) accumulate over 12 F16
simulator hours.
Upon entering the room where the sim was
stationed it was quite a thrilling site. The room was hot
due to all the "computers" running. The cockpit was
identical to what I had seen in pictures and I was told
that I was going to fly a block 15 F16 that had been
upgraded to Air Defense Variant (ADV) status which meant
that this version F16 was a air-to-air specialist. These
pilots trained for dogfighting alone. The sim was on "rent"
from General Dynamics and along with it came an operator.
He was an older, very friendly gentleman named Jim.
He quickly greeted me and after exchanging
pleasantries rolled back the seat of the F16 (the seat was
on rails. It would "roll back" to allow the pilot to slip
into the seat so he did not have to try and climb over all
the controls.) and I sat down. I was rolled forward and
there were controls on the right panel behind and to the
right of the stick to allow me to "adjust" the seat up and
down.
There was a knob (just like some cars) near
the front of the seat that would allow the pilot to move
the seat forward and back. Jim stood just to my left and
where a small control panel with a lighted touch pad screen
was located. From this position he could "load" any
simulation that I wished to experience.
My first impression of the sim after being
"wheeled" into it was one of awe. To actually put my hands
on the throttle and stick was absolutely thrilling. For
those of you who have the Thrustmaster FLCS and TQS you can
rest assured that they are "exact" replicas of the F16
stick and throttle. Switches and dials literally surround
the pilot and I know that all F16 pilots must be able to
reach behind them, without seeing or turning and by "feel"
know what they are and where they are located.
The screen was similar to those used by big
screen TVs. It must have measured approximately 60" and had
a deep blue/black screen which was concave. There were 2
MFDs and one "radar" screen. The radar screen sat sight
between my legs and was exactly like those seen in Back to
Baghdad, Hornet 3.0 or Falcon 3.0. Jim showed me how to
change radar modes on the throttle, how to change the
elevation of the radar (also on the throttle), how the
afterburner "engaged" and explained some of the elements of
the FBW system.
Soon Jim was loading up my first mission,
which was just a rudimentary takeoff. I was looking through
the HUD (which was smaller than I had anticipated, causing
me to have to further "maneuver" my seat to adjust) when
the screen came alive. I must admit that my first
impression of the actual graphics was that I was not
impressed. The runway was just a green highlight with
everything else on the screen black. No graphics to speak
of at all! Of course, I had to remember that this sim was
probably built som etime around 1978 or so; which caused me
to concede that during it's time the simulator was probably
the best around.
Part II
Soon Jim was loading up my first mission, which was just
a rudimentary takeoff. I was looking through the HUD (which
was smaller than I had anticipated, causing me to have to
further "maneuver" my seat to adjust) when the screen came
alive. I must admit that my first impression of the actual
graphics was that I was not impressed. The runway was just a
green highlight with everything else on the screen black. No
graphics to speak of at all! Of course, I had to remember
that this sim was probably built som etime around 1978 or so;
which caused me to concede that during it's time the
simulator was probably the best around.
Taking off, I had my first chance to manipulate the
throttle. It was much easier to move that I had imagined.
It was much like a wheel on a power-assisted car in that
the slightest touch would cause it to throttle up or down.
After contemplating heavy G maneuvers the pilots perform
while attempting to throw the throttle back and forth
between idle and afterburner, this "easiness" made more
sense to me.
I throttled up to military power first and then made the
move to full afterburner soon afterwards. To reach
afterburner the throttle must be manipulated in a special
way. Upon reaching full military power, the throttle meets
an "end" of sort s. Upon meeting this "end" the pilot must
lift the throttle slightly and "kiss" it to the left where
the throttle hitches onto a new thoroughfare, and can be
pushed up through afterburner. When pulling the throttle
out of afterburner it would make a loud "pop" as it moved
back into "dry" thrust.
As I pulled back on the stick I got another thrill. The
stick itself is truly amazing. Having it only move 1/16th
of an inch was a WEIRD feeling. As the flight wore on, I
found myself fighting with the stick constantly. There were
times when I was bleeding speed like a madman and I would
pull on the stick as hard as I could, but to no avail. The
F-16 does not like to dogfight without energy and thanks to
my heavy pulling, my right arm became VERY tired. I always
find that when my arm becomes tired in the F-16, I have a
tendency to want to lift out of my seat (hehehe.. this can
ONLY be done in a simulator) and use my body to try and
compensate for my weakness/tiredness. Through all my
flights in the F-16, I have only one drawback (if there is
one) that remains constant, my right arm is always sore and
tired when I get out and drive home.
In terms of sound, there was a helmet with a voice actuator
that I could don, but it had no sound effects to listen to
unless you consider you own voice echoing in your ears
"effects". However, I was barred from wearing it (after I
took off) because unde r the "Sidewinder" missile mode the
wearer of the helmet could hear the different and
distinguished "tones" of the AIM-9 's IR seeker which are
still considered classified. Thus the all flights have been
without sound.
After taking off, I reached to my left (equal to my left
breast in height) and flipped the gear lever up. As I
climbed up I flew through a sort of blackness. Jim asked me
to perform a left-hand traffic pattern and attempt to land
the plane. On my first attempt I landed but not straight
and rolled off the runway. I was placed back on the runway
and after taking off again, successfully performed two
landings. In comparison, they were about equal with EF2000.
The plane tended to "flutter" more and thus was harder to
line-up but after my initial failure, I knew more of what
to expect.
The rotation and landing speeds were on par with EF2000
too. I rotated at about 170 knots and landed near 150
knots. The brakes were located on the toe of the rudder
petals with the air brake located as a thumb switch on the
throttle. Another thing I found to be interesting was that
it seemed like I was always using the afterburner to keep
my speed up. I kept asking Jim if my speed brakes were open
but repeatedly, they were not. Now I can understand why
many F-16A pilots referred to it as a bit of a "pig".
Then he loaded up some enemy MiGs and after directing me
where to point the nose of the aircraft toward a lonely
MiG. I vigilantly watched the little tick mark move right
and left at the bottom of the radar screen as the radar
antennae scanned the skies for my lonely MiG. Soon I had a
square blip on the screen and using the small dish-like
thumb switch on the throttle, maneuvered the " " on the
radar screen over the enemy plane and simultaneously pushed
a thumb switch on the stick to lock him up. I was using
Range While Scan mode (RWS) and his vital information was
available for me to peruse.
On this flight I was not allowed to fire any missiles
(these planes were still equipped with AIM-7 Sparrows and
the US standard IR missile, AIM-9 Sidewinders) but I was
allowed to use guns on the enemy planes. I was very curious
to see what the enemy planes would look like and was again,
disappointed to see only a red triangle representing the
enemy MiG. He was flying straight and level and made no
attempts to engage me in combat as I pulled around on his
six after our initial merge.
I had been in the Beyond Visual Range (BVR) mode while
tracking him but flicked a thumb switch on the throttle and
moved it from the top position to Air Combat Maneuvering
(ACM) mode which was the lowest selection to gun him. Just
as in most flight sims, ACM mode must be selected before
the guns will fire (the other (middle) mode was for AIM-9
Sidewinder shots). The rounds went very quickly and were
fired using the trigger, which is different for missiles,
which are fired by the top, left-most thumb switch on the
stick. I was limited to about 5 seconds worth of ammo due
to the quick firing rate. The opposing red "triangle"
vanished when he was hit which brought little satisfaction.
After my initial one hour "flight", I would return to this
simulator on another four occasions where I would acquire 8
more hours of flight time and learn to become quite
comfortable with all the functions and controls of this
simulator. Many times other pilots would come in and
critique my landings and engagements and offer all sorts of
tips and advice on combat situations. I was always asking,
where was this and what is that and often times got the
dreaded "can't tell you that" answer.
Soon I had collected and remembered quite a bit (probably
too much) about all the switches in the F-16 and had
simulated starting the engine (even "hot started" it once
where after putting the throttle all the way back and
"tucking" it in a special corner similar to the way it
enters afterburner but back behind idle power, you "pop" it
out of it's starting position and (should) immediately pull
it back to idle. However, when it "hot starts" the RPMs
climb above 17,000 before the engine has completed it's
warm-up and the pilot must shut it down and start the
procedure all over again).
This simulator was only the first of three I would get to
fly. The next one was many times more advanced with a true
color display; actual displayed aircraft, and full effects.
This new simulator made sims like EF2000 look like child's
play. I'll explain my experience with this sim and how it
compares to modern flight sims in part 3.
Part III
Background:
It had been nearly six months between my visits to the F16
simulator. Since then, my local ANG group had gone through
a conversion. They were now flying F16C block 25 upgraded
to block 32, software L2 standards. Although their F16's
were still officially designated as ADV's, their new Vipers
were equally proficient at Air-to-Ground as Air- to-Air.
Their old F16A's were being prepared to be sold to former
Soviet allies in Eastern Europe or any other buyers
interested.
The new conversion brought about new
training for the pilots and new simulator equipment.
Although the simulator equipment was used, it was clearly
more advanced than what they had been previously using and
was very impressive. The former General Dynamic's
representative had since retired and everything relating to
the F16 had been sold to Lockheed, which soon became known
as Lockheed Martin. The new simulator was owned and
maintained by the base. It had reportedly been bought by
the base from another USAF base for a reportedly low price
of $1,000,000.
2nd Generation Simulators
Soon after the purchase of the new simulator, I got a call
from my friend Ramsey and he mentioned that I would be
allowed to fly the simulator on certain dates and times.
Soon, we had made an agreement for a specific date and
time. Upon returning to the base I was surprised to find
that the previous 60" screen was now reduced to an approx.
17" monitor, although the cockpit itself remained the same
size. Ramsey had warned me not to let the size of the
screen fool me because it was FAR superior to what they had
been flying before.
Ramsey also went on to explain that as long as any one who
did not have TOP SECRET clearance was in the simulator
room, someone who has clearance must accompany them. Thus,
Ramsey would stay with me while I was using the simulator.
A pilot briefed me on what I was and was NOT able to do in
the simulator. I was again told NO missile shots (the
planes were now AMRAAM capable) and no donning the helmet
to hear the growl of the Sidewinder.
As the computers were spinning up to speed, I was able to
slip into the cockpit. The chair was again on rails, so I
was "railed" up to the cockpit. The knobs and switches for
moving the seat were the same so I quickly became
comfortable. However, with the advent of the new "C" model,
I noticed quite a few changes in the cockpit. There were
now only two displays, and these were MFD. I was told not
to "mess" with the MFD's so I left them alone. One
displayed my radar data while the other showed me my
weapons loadouts. Another change (no changes were made to
the throttle and stick) was to the chaff/flares button
which was now located on the side of the cockpit just to
the left of the throttle allowing the pilot to "slap" the
button with the back of his left hand as needed.
Interestingly enough, the back of the pilot's hand could
not reach the chaff/flares button if he had maneuvered the
throttle into afterburner. In addition, the pilot can
select how to drop his countermeasures. A toggle switch on
the right side of the cockpit allows for single chaff or
flares drops, drop in pairs, or they can be "programmed" to
drop at certain intervals. Also, a new up-front controller
was now added. It had access to all the air-to-air and
air-to-ground buttons as well as other functions.
Graphically, this simulator was not what I had pictured due
to it's small monitor but with the additions of the color
and detail I was still thrilled and very curious to see
exactly how things would look. The runway was the first bit
of detail I noticed and it looked quite real, albeit too
colorful, similar to many flight sims. The next thing I
noticed was the speed at which the simulator ran. It was
COMPLETELY FLUID. The sense of speed I could not compare to
ANY flight sim. For example, in EF2000 one of my biggest
gripes is that head-on gunshots are a farce. This does not
actually happen when two air superiority fighters are
closing in at each other near or over 1000 knots. This was
confirmed to me soon thereafter as a MiG-23 and I made a
head-on pass at high speed. By the time I could actually
see something more than a dot in the sky, we had already
merged.
In EF2000 and other flight sims, the planes seem to "float"
toward each other especially if the speed is closer to 900
knots. This is especially apparent during network King of
the Skies or Base Defense missions versus other human
pilots. It's just not accurate. Any attempt to gun my
opponent in his MiG-23 would have met with a head-on
collision so fast that death would have been instantaneous
with no chance to avoid the impact.
One thing that I did notice is that my >1000 hours of
networked time in EF2000, and close personal reading of
Fighter Combat: Tactics and Maneuvering (Robert L. Shaw)
had properly taught me good dog-fighting techniques. This
was apparent after the MiG- 23 and I performed our
nose-to-nose merge and using a number of small High Yo-Yo's
and lag pursuit rolls, I successfully pulled on the
MiG-23's tail in lag pursuit.
At this point I had my first opportunity to evaluate the AI
of this F16 simulator. The MiG, realizing my superior
position, attempted a number of defensive maneuvers. The
first and most numerous (the AI performed many maneuvers
and some several times) was flat scissors. After I had
achieved my lag pursuit, the MiG noticed me closing in
behind him attempting to achieve pure pursuit for a
gunshot. As soon as I would close to near 2500 feet, he
would pop his brakes and drop idle thrust. His speed would
drop dramatically and he would begin the familiar, right
and left hard turns to "sway" me into the scissor.
Again, my experience with flight sims taught me what was
happening and as soon as I noticed my closure rate was
shooting up I hit my own brakes and began a series of
defensive turns and pulls. After about 10 minutes of
performing offensive and defensive maneuvers, an F16 pilot
came into the room and began critiquing my moves. I had
already selected ACM and my "snake" was wiggling all
around. When the MiG was not performing defensive maneuvers
he was usually in AB while executing a shallow left-hand
turn. As soon as I would attempt to move closer he would
begin the series of moves to shake me off his tail.
I was in perfect AIM-9 range but since I was forbidden to
use them, I had to force a gunshot. Furthermore, my
previous experience with the F16 simulator taught me that I
had only five seconds of ammo to bring down my opponents
(of course I could easily be reloaded using the computer
just as my fuel had been "frozen" so I did not run out).
With the high FPS rate, having to concentrate so much on
keeping my speed up to match that of the MiG-23, and
keeping him from "losing" me, I was having trouble getting
him "perfectly " lined up. I was trying to simulate "real
life" as much as possible, so I did not fire until I felt
hits were infallible.
Invariably, this took more time than I had anticipated and
proved very difficult. Even when I finally did get him
lined up hits were hard to come by. Even with coaching, it
seemed I was always just "a bit" off (no more arcade style
gun "hits"). I ended up having to be reloaded 4 times and
finally I achieved a kill when the MiG was attempting to
pull underneath me. I successfully performed a Spit-S and
gunned him when he pulled through my "snake". There were no
explosions or parts flying off (which was a bit
disappointing) only the lone MiG disappearing when the
"kill" had been recorded. The fluidity of the simulator is
indescribable.
I would later dogfight a MiG-21 and finally a Su-27
Flanker. Although in the latter case the Flanker was put
just in front of my nose and thus after a few maneuvers,
was an easy kill. I keep searching for something to compare
it to but nothing I know of can convey how smooth and fast
the frames were moving. Detail levels might have been
slightly superior to EF2000 but the sense of speed made the
experience FAR senior in addition to the haze and sun
reflections that were also present. The Graphics Plus
upgrade made up for some of this shortcoming but I would
guess that EF2000 G+ on a P200 MMX with a 3DFX card was
still not as fluid. In terms of speed, I would say closure
rates mimicked in EF2000 at a 900 knots are only about 1/12
of the actual speed. Perhaps now the significance of speed
I am trying to indicate is understood.
Of all the planes I was dogfighting, the detail of the
MiG-23 was most astonishing. Not only did it look exactly
as pictures but also there were many times where I could
see the wings sweep back and forth to emulate the speed of
the aircraft. At first, I was so amazed that I forgot to
continue to fly the plane. It was reminiscent of all those
times when I was with my network partners while we were
reviewing a new game and upon noticing something new or
detailed would all stop flying and talk about what we had
just seen. Once I got close enough it's Soviet "star" was
even apparent and in full color. The ground was very
detailed and included many buildings and multiple runways
(I do not know where the simulator "simulated" my F16
experience. My best guess would be to say it might have
been West Germany) and tons of trees on rolling hills. Most
of my time was spent between 15,000 and 30,000 feet. Only
when I was coming into practice landings was the ground
really apparent.
I was only able to spend a couple of hours on this
simulator and this was my only visit. I had heard "rumors"
of its replacement that was supposedly currently being
assembled and would be new, unlike the first two simulators
at the base.
In my final series of articles I will describe the latest
in "non-movable" F16 military simulators. Although the
simulator above was an evolution in simulations and would
easily satisfy any flight simmer's dream; the new simulator
with it's advances in detail, and "experience" made the
newest simulators even an F16 pilot's dream.
Part IV
Background:
The F16 is a single-seat lightweight fighter and attack
aircraft. It was originally designed to compete in the
Lightweight Fighter (LWF) prototype program. Of the
original five contracts awarded; only those submitted by
General Dynamics and Northrop were chosen to build
prototypes. The General Dynamics company built the YF-16
and the Northrop design was the YF-17, respectively. For
more information on prototypes and development see Part One of this series.
In part 1 of this series, I explained what my first
experiences were with an F16A simulator. Since that time I
have flown two other F16 simulators at the same ANG base.
Each one was generations more advanced than the one before
it. The second simulator was about on par with EF2000 in
terms of graphical orientation and presentation but in
terms of "speed" the actual simulator was FAR superior.
However, my most recent experience was jaw dropping.
When I was again offered the chance to fly the new
simulator, the room, which has housed each of the
simulators, had gone through some drastic security changes.
The room was now monitored by a state-of-the-art video
camera and the door was now made of padded steel and
protected by a coded entry box. It was a beautiful Sunday
and I had just witnessed a great airshow during the day and
was going to get a few hours on the new simulator. As it
turned out, I was offered a chance to witness some pilots
flying it a few hours before I was to have my scheduled
time on the simulator.
The ANG base now owned this simulator and the pilots all
helped maintain it. Each individual who does not have a TOP
SECRET clearance had to be "escorted" into the room and as
long as they remained there, must never be left there
without your respective "observer". My observer was one of
the pilots I had befriended while spending time on the
earlier simulators. After witnessing a few pilots
"hot-dogging" on it, they all showed me where the
differences were in the new simulator as opposed to the old
ones.
My first impressions on seeing it were that I was literally
speechless. The simulator itself was exactly like the one I
described in part 3, but the computer running it was "with
the times" in that it reflected the new technology offered.
It was smaller than the old style six feet high 70's style
supercomputers and had "Silicon Graphics" pasted all over
it. It's monitor sat on a desk showing an F22 ADFAWACS style view of
all terrain and threats in the area that also allowed each
pilot to customize the simulation in a very user-friendly,
mouse driven, interface. The sims graphics were literally
photo-realistic. Smoothness of the sim is beyond
description. The cockpit is moved within inches of the
screen thus creating an IMAX type view, which increases the
total immersion feel dramatically. Although watching the
simulator was fantastic, it only made my wait for the time
when I would get my opportunity to get on, that much
longer.
After looking at my watch for what seemed like years, my
call to action finally came at around 1600. I met the pilot
that I knew in front of the door to the sim. Steve had
already started the simulator and had the plane positioned
on the runway awaiting a pilot. As I approached the sim on
the left, it had a small step-up ladder to enable me to
climb into the cockpit. Steve commented that I was not to
step on the seat as it was made of materials that would
bend and thus deform its shape. So I carefully stepped into
the cockpit and quickly made myself comfortable with the
controls, moving my seat all the way down and moving it
forward some. At this point Steve told me that he was on
Alert duty and if the siren were to sound he would have to
bolt from the room and that I was to immediately exit the
room and close the door. I nodded and voiced my acceptance
of his directions.
He then instructed me to go ahead and take-off. I moved the
throttle to full military power and the jet roared down the
runway. This was my first actual "appointment" with a pilot
and Steve would be critiquing my performance full-time and
is able to take notice of my previous experience. Although
I told him I had "hours" on the previous simulators he was
going to consider me a beginner on the sim for part of my
time. After take-off I climbed to near 6000 feet. At that
point Steve began to give me the low-down on all the
switches and controls in the cockpit. We went over most of
the controls on the throttle and stick. The chaff/flares
button is clearly shown in the picture to the left of the
throttle, easily "slapable" by the back of the pilots left
hand.
Steve then loaded in my first "bandit" which was a Tu-195
"Bear" bomber. He directed me to its location and after
performing a quick fly-by looped over and killed it with
guns. Right away Steve commented that I looked "very
comfortable" with the controls and thus began a
conversation about my sim experience. Realizing that I was
a more advanced user, and after hearing about how EF2000
simulates refueling, he asked me to try and perform a
simulated refueling from a KC-10. As I approached the
tanker (the sim does not, unfortunately, actually model
refueling but the pilots do practice "approaches") Steve
was firing off calls to help me position the aircraft
better. Soon I was where he considered the primary
placement of my F16 and called me off from the refueling.
Seconds later he instructed me to put a Sidewinder up it's
tail. I obliged and after two AIM-9's the KC-10 was gone.
Graphically, the AIM-9 "wiggled" on its way to the plane
and after the first one impacted a LOT of debris fluttered
with a few puffs of smoke which reminded me of my 3DFX
cards emulation of smoke. That was very impressive but when
the second Sidewinder impacted and the "kill" was scored,
the plane simply vanished from view.:(
Next he asked me to try some low flying over the airbase
and I had a chance to get a sense of speed for the sim. It
was pretty good but when I mentioned it to Steve he
commented that to get a "real" sense of speed they really
needed more "scenery" which would constitute more Silicon
Graphics servers. I chuckled and performed a high speed
subsonic pass over the airbase at 100 feet in full
afterburner. This experience gave me my first really good
feel for the smoothness of the sim in a first-hand basis.
It is beyond words. Nothing is comparable. Just like the
simulator before it, I can't describe how smooth the
graphics moved. Total liquidity I suppose would be as close
as I could describe it.
After Steve commented on my "passes" he posted my first and
only bandit. It was a MiG-29. It was setup 20 miles away
and so when Steve made the call I had already positioned my
nose toward the bandit and after Steve called its altitude,
I moved the "wheel" and adjusted my radar altitude. Quickly
the Fulcrum was on my scope and were moving at each other
near 1000 knots. At about 5 miles (things were moving VERY
QUICKLY and I was already suffering from cockpit saturation
due to the high pace of the engagement) I saw a quick flash
and I was dead. Steve laughed and commented that a AA-10 C
ALAMO had just impacted my airplane. After we laughed and
discussed what had just ensued, he started the simulator
from where we had left off. Quickly the MiG-29 and I merged
(blinked, I like to say now). I pulled hard right and
turned into a shallow high Yo-Yo. Due to the fact that I
had no way of seeing what the Fulcrum was doing, Steve
played as my eyes and guided me. Soon after a few high
Yo-Yo's I was on the Fulcrums tail. Detail was ASTONISHING!
I played with the MiG-29 for about 3 minutes just looking
at the detail of the plane. I could see the surfaces moving
as the MiG-29 attempted a few vertical scissor moves which
almost got me killed again but each time I managed to
regain my energy before the MiG-29 could slip away. After
one such maneuver, the MiG-29 sped up quickly and pulled a
hard 9G right-hand turn. Up until that moment the AI had
been trying to trick me into a slow speed knife fight which
I was trying to avoid. Even though I could have dispatched
the Fulcrum with a Sidewinder at any moment, I was having
fun checking him out. A second after the Fulcrum began his
hard turn I was attempting to stay on his tail. The next
thing I noticed was that Steve was giggling and chuckling
and had moved what had been an invisible joystick from
behind a small monitor, to the palm of his right hand. He
was now in control of the MiG-29 Fulcrum and had entered
into direct combat with me.
The Fulcrum quickly roared past my Viper and I took a quick
gunshot using the "funnel" but missed to the rear of the
top-side of the Fulcrum. I allowed a second of time for him
to keep pulling so I could regain some energy and started a
split-S to acquire Steve's Fulcrum that had pulled past me.
After diving in front of my Viper in a 9G right-hand turn
he quickly moved to the vertical (he had one advantage over
me besides the obvious, in that he had a monitor showing
all my precious HUD information) and was trying to pull
around on my six. He dispatched me with an Archer and froze
the simulation.
After we discussed what happened and possible
moves/countermoves he started the simulation again. I
quickly reversed my previous position and slapped the
chaff/flares button several times to confuse the seeker on
his Archer as much as possible. He allowed the computer to
retake the MiG-29 and soon thereafter I had moved to the
MiG-29's rear quarter. Slewing the Sidewinder's seeker up
and to the right (YES the Sidewinders' seeker can be
slewed!) I pulled hard on the stick and wound up getting an
acquisition on the Fulcrum and got a Sidewinder shot off on
his tail. He disappeared with some debris falling free,
confirming my kill. After this bit of fun Steve mentioned
that he was going to have to be getting some work done soon
so he directed me back toward the base where I successfully
performed a touch-and-go followed by a left-hand traffic
pattern and finally successfully landed the Viper just past
the numbers.
This incident took place about 5 weeks ago and I had this
article all set to go on to Len. Then talking to my friend
Ramsey last Saturday night revealed that my F16 pilot
friend Steve was back on alert duty. He got on the phone
and after a brief conversation, asked me if I was ready to
get back on the sim for some more action. Without
hesitation, I gave a brief, "HELL YES" and was invited to
come back the next day (Sunday) for more F16 stick time.
Only difference was that this time Steve knew I could
handle the plane and promised to really get down and dirty
with me; teaching me mid-air engine restarts, dead-stick
landings after engine failure, ILS landings with 1/16 mile
visibility in bad weather, and throwing EVERY modern
Russian at me to see how well I could dogfight in 1V1, 1V2
and even a 1V3 engagements (although the 1V2 and 1V3 were
versus F16's in BVR!). he also chuckled that me might very
well take me on H2H again and was not going to show me "any
mercy". In part 5, I will cover what happened in what
EASILY became my most exotic, exciting, and fulfilling time
on the simulator. I am still trying to recall all of what
we went through!