Recently I had the good fortune to spend some time flying a
real Hornet simulator thanks to the Royal Australian Air
Force (RAAF), so I thought I would share this experience
with those of you who fly computer simulators so you will
have some idea of the similarities and differences of the
two.
To give you a quick background on myself, I
am currently a serving officer in the Royal Australian Navy (RAN),
however I am changing over to the RAAF in 1998 to commence
pilot training. My computer is a Pentium 166 with 48MB of
RAM, with a Diamond Monster 3D card (3Dfx Voodoo chipset)
and the full Thrustmaster
FLCS/TQS/RCS setup for the ultimate in fighter
simulator realism. OK, enough of me, now for the
comparison.
The first obvious difference between the PC
and the real thing is price! Whereas my setup cost me
around AUD$4,000 the real simulator cost millions and has
an ongoing maintenance budget of hundreds of thousands of
dollars each year plus more if you add any upgrades. So
what do they get for the money?
The physical simulator system consists of
the actual cockpit and monitors (note that this simulator
was not of the full dome variety that the United States
has), the control room which is where the supervisors
'control' the Hornet's systems and opposing aircraft (with
every conceivable malfunction known!), and the computer
room which houses all the hardware that runs the system.
Compare this then to your average PC which is housed in one
small case and has one monitor, with no cockpit to speak of
unless you are an absolute diehard who is also rich enough
and has the room to custom build
your own.
Flying the real Hornet (sim!) is definitely
a new experience though. I began the day by sitting in the
control room watching a real Hornet pilot take the aircraft
through some touch and go's, seeing his view out the
cockpit through the duplicate monitors in the room.
The control room mirrors all the cockpit
instruments as well as having graphical representations of
the aircraft's flight profile for instant appraisal of
glidescope accuracy etc. It gave me a feel for the
instrumentation of the cockpit and HUD symbology, and what
to look for in the approach.
Although I don't own the game F/A-18 Hornet
3.0 from Graphic
Simulations Corporation (I intend to buy FA18:Korea which will have 3Dfx
enhancements) I have seen it played and can attest to its
cockpit accuracy. Bitchin' Betty sounded exactly the same
(she was bitchin' to me quite often during my first
approach!), the scopes looked the same, and generally all
the system lights and instruments are completely accurate
in the GSC sim.
After watching this for some time, I got my
turn in the cockpit for some hands on flying. The
instructor gave me a quick appraisal of the buttons and
controls I would need for flying and landing, then I closed
the canopy and spooled up the engines. The operator placed
me at the start of the Sydney runway (for some Sydney Tower
buzzing!) and I pushed the throttles forward for takeoff.
At this point I need to mention the graphical aspects of
this particular simulator - they weren't as good as the PC!
My favourite simulator is EF2000,
and I fly it most days to keep 'current' on dogfighting and
general handling. With the TACTCOM addition and the 3Dfx patch
applied, this simulator is about as close as you can
currently get to realistic handling speed and dynamics, and
as a bonus the graphics are fantastic, smooth and realistic
with nice fog effects and great distance fade.
A screen shot from F/A18 Korea...
None of this was present in the real Hornet
simulator though, and I was flying in a twilight world
where there were polygon buildings and lots of lights and
stars, but no real terrain or atmospheric effects to speak
of. The only benefit of the real thing over the PC was that
it had multiple monitors for a wrap-around effect, enabling
you to turn your head naturally to follow ground features
etc.
Given that PC technology is slowing making
this possible thanks to the VR headsets currently on the
market and better models to come, I have to say that the PC
wins this aspect hands down. A proper dome simulator may
turn this around a bit, but I can only write on what I
know, and having seen pictures of these I still think that
PC's have the edge.
Back to the cockpit, and as I approached
takeoff speed I rotated the nose gently to lift off. Now my
'training' with EF2000 started to pay off, as I kept the
nose at about 5 degrees above the horizon to gain speed and
altitude whilst cycling the landing gear and flaps before
the speed caused any damage to the aircraft. At about
400kts I did a quick aileron roll to gauge the roll rate,
then commenced a steep turn through 270 degrees to line up
with Sydney Tower. My EF2000 experience paid off as I was
able to correct for the 'pitch bobble' effect that occurs
after a steep turn before it happened. A new aspect to
turns was that although the Hornet is a fly-by-wire
aircraft, the stick does reproduce force effects to let you
know how the aircraft is loaded in flight, so pulling
around in a steep turn actually required effort to do,
especially in a high G turn. Speed bleed off is fairly
similar to the effects in EF2000, and I remembered to
increase throttle power to compensate.
By now I was at about 10,000ft and doing
550kts, so I opened the speed brake and throttled back
whilst at the same time pushing the stick forward to enter
a dive towards the Sydney Tower and the Opera House. Due to
the speed I discovered, much like EF2000, that it is quite
hard to just push the aircraft forward into a dive, so I
rolled inverted and pulled it into the dive instead. This
was much more responsive and once again I was reminded of
just how good PC sims have become in the physics modelling
of real fighters. They will only get better too!
Rolling right way up once more I increased
the throttle to full and leveled off at about 800ft, aiming
to the right of the tower..... and then it was gone, all
the windows no doubt shattered by my (by then) supersonic
flyby! Pulling up hard I went vertical to about 15,000ft,
then levelled off for some aeros. After a loop and another
aileron roll I decided to try a landing back at Sydney's
Kingsford Smith airport. To save time, the operator was
able to slew the aircraft so that it was on finals approach
at about 5 miles out, and this procedure reminded me a lot
of the Microsoft
Flight Simulator slewing method, with the graphics
whizzing past.
Back to normal mode and the slew tactic
suddenly presented a problem - I still had the throttles at
100 percent! Quickly I pulled them back to idle and
deployed the speed brake, but it shook me up a little and I
spent the rest of the approach trying to get the correct
speed and power settings for the throttle. This was made
more difficult by the fact that my home setup uses a
Thrustmaster TQS, which has an arced throttle movement and
sits forward on my desk, whereas the real thing is of a
sliding nature with a fair range of movement, as well as
being a split throttle and not quite as ergonomic as the
F-16's.
This throttle also sits down by your left
side, which is much more comfortable than my home throttle,
but meant that I was not used to the movement. I can
definitely say that having now played with both, I can see
why the F-16's HOTAS setup is widely regarded as the best
in the world. People, if you want the ultimate in
ergonomics and function, with the design development thanks
to the multi-million dollar budget of the US Government,
the F-16 series joysticks as copied by Thrustmaster are THE
BEST, not just in games but in the real world too!
The culmination of all this fiddling and
over-correction was that I messed the landing up big time
and pancaked the aircraft just short of the runway. Oops!
Even Navy hardened landing gear can only take so much
before it collapses. The operator was kind enough to put me
back at the start of finals again, and this time I was much
more prepared for the speed and sink rates at different
power settings, and actually managed to land it quite well!
One nice bonus of the Hornet's HUD over
that of EF2000 is that it has a true nose direction caret
(for nose up angle) as well as the flightpath caret, with a
descent rate display above the altimeter on the HUD,
meaning that you can calculate in your head the likely time
to landing. It might sound complicated but in practice it
works almost intuitively and definitely helped me get down
in one piece, especially in the simulator environment where
visual cues are not so accurate.
There is also a glidescope indicator on the
HUD as well as a power setting bar which helps you apply
the correct amount of power for a smooth descent. The
Hornet's carrier landing design certainly shone through,
and with practice I am sure I could have gotten much better
and precise than I did in the limited time available to me.
A feature of the simulator that really
heightened the realism was the simulated motion. I say
simulated because the simulator is actually on a fixed
base, but the seat has had air bladders inserted in the
cushions which pump up or deflate to simulate forces on the
body. This system may sound low tech, but in practice it
worked very well and I can see it becoming part of the
Force Feedback concept on PC's in the next five years or
so.
By varying the bladders, roll sensations
and G's can be simulated with some accuracy, although it
obviously won't match a moving base simulator which can
provide much stronger motions. However, in tandem with the
graphics it provided a very immersive experience and I
certainly felt it work on my first landing!
Overall the experience left me amazed at
just how real PC simulators have become. It also allowed me
to appreciate the advance of technology in cockpit
management. The Hornet was the first glass cockpit fighter,
even though it consisted of just three CRTs and a bunch of
backup dials, switches and warning lights.
Contrast this with the EF2000 displays (they
are quite accurate, I have seen the real thing at an
airshow) and then another generation again, the F-22, and you realise that pilots are
getting ever better feedback with less confusion and more
situational awareness. With the next generation of PC
simulators modelling hundreds of individual systems,
accurate damage, real time weather, true dynamic campaigns
and ultra-realistic graphics, I have to say that we are
entering a time when the line between PC and real life is
becoming very blurry indeed, just going on what I have seen
of current technology.
I am sure that future pilots will use PC
simulation to supplement their flying hours in the real
thing, enabling instrument practice and many other facets
of real flying in the comfort of their own home. Many of
the rudimentary tactics now available in PC simulators are
true to life, and will get increasingly complex and more
realistic in the next generation of sims such as F22:ADFand Falcon
4.0. It's not everyday you get the chance to sit in on
a real life 2 v 2 ACM brief as I did and understand exactly
what is going on! This is testament to the accuracy of some
of the sims out there today.
Incorporate force feedback devices and
better VR technology and you are looking at such a
suspension of disbelief that you will truly feel like you
are in the cockpit of a real jet fighter. The good
simulations will become increasingly complex, however to
those of you who wish to become pilots in real life Air
Forces around the world, I can say that you will stand
yourself in good stead if you buy the realistic ones and
master them. I did, and it has paid off with my acceptance
into the RAAF to fly the real thing.
If only some company would now work on a
simulation of the aircraft used in military flying schools
around the world (PC-9/A
anyone?), with proper instrumentation and instructor voices
to guide you (hint hint games companies! Janes Longbow is
the only one doing this so far).....