Can only those who've "been there and done that" be trusted
when it comes to sims?
Let's face it-many among our ranks are snobs! Guys that fly
air combat sims generally tend to snub their noses at GA
(General Aviation) sims. Similar examples of sim snobbery
materialize in WWI sims vs. WWII sims, props vs. jets, guns
vs. missiles, fly-by-wire vs. cable, realistic vs. arcade,
Glide vs. D3D, PC vs. Mac, etc., etc., etc.. Maybe it's
just that those that gravitate towards combat sims are more
likely to have more aggressive/ confrontational
dispositions.. but let's refrain from going off on a
tangent.
Then there are the real life experience vs. sim player
factions. There are those (mostly new sim'ers) that stick
their noses in the air when someone without real world
flight or combat experience even writes about a sim.
Although it isn't new to have real life pilots on the
development end, some people tend to put extraordinary
value (sometimes it seems like mostly marketing people
though, doesn't it?) on real life pilot participation as
well.
There's no argument that real flight and/or combat
experience can help enhance realism and accuracy in a sim
during development. And on the media side, real world
experience can definitely add perspective to criticism and
tips articles-but it isn't the end-all that at first glance
that many believe to be. To paraphrase Lt. Col. George
Wargo, USAF (ret.) (ex-F15 driver and consultant on Jane's
recent F-15 title), he once said that if real flight
experience was all that were required, the ultimate flight
simulation would have been created years ago.
To add a little more perspective to the Colonel's profound
insight, he made that statement way back when he was a
consultant on the F-15 Strike Eagle series put out by
Microprose. (Some of you veteran sim'ers may remember how
long ago that was!).
Regardless of how realistic sims become, sims are not real
life. No matter how realistic a sim may seem, the fact is
sims and real life are different and that's unlikely to
change for quite some time. A real combat pilot's physical
attributes (20/20 or better eyesight, good physical
condition to resist G forces) can net an advantage over the
enemy, but in simulations these advantages are wasted. In
fact when it comes down to sims, real pilots tend to find
themselves at a disadvantage-hardware/software limitations,
simulation viewing systems, controller differences (travel,
force, layout), lack of motion, and familiarity with
controller command assignments all have to be re-learned
and/or compensated for.
Then due to the design focus of air combat sims,
enthusiasts generally have more combat time (actually
dodging bullets and missiles-albeit simulated) than most
real fighter pilots. This isn't to say that sim pilots know
more about combat, but just from the ability to live
through hours of sheer trial and error you're able to
develop tactics that work out to advantages in sims that
real pilots would never encounter (or even try!) in the
real world. But the issues involved here really go beyond
these trivial observations.
So how much does a real life pilot help add to realism or
accuracy?
As Albert "Musterfung" Wolfold's review of NovaLogic's
latest release F-16 Multirole Fighter makes evident-it
varies. One can't help but wonder how Lockheed Martin's
Chief Test Pilot for the F-16 Flight Test Program could
miss the rudder turns at greater than 450KIAS, or the
manual flaps operation (the F-16 does have an ALT FLAPS
switch, but it operates differently). Was this just a
licensing deal where NovaLogic passed a check to
Lockheed/Martin for their logo? Did the test pilot actually
fly the thing and gave it a cursory approval which the
marketing people took to extremes? Or are any lapses in
realism due to limitations in the game engine?
Having sat in on brainstorming sessions between a sim
developer and military contractor test pilots in the past,
it's most likely somewhere in between. But the biggest
(read most correctable) problem seems to be the result of a
lack of a serious game player's input. It's understandable
that a real test pilot may miss something obscure as rudder
effectiveness at 450KIAS+. That's not something you'd
normally try in the real thing, yet sim players do that and
hundreds of other "no-no" things all of the time. But
therein lies the answer.
Believe it or not Jane's Combat Simulation's honcho, Andy
Hollis is not a pilot-yet he consistently puts out the
industry's most realistic flight sims. Why? Andy is a game
player. Unlike many of his peers in other companies, he's
played just about every flight sim out there since the
early days, but the difference is he knows them well. He's
actually played them. The old saw about "game players make
the best games" rears its head once again-something that
many developers seem to be missing. Instead those with a
masters degree in Business or real flight experience are
given the jobs of designing sims.
If you're still not convinced that real life flight
experience isn't everything here's another example. After
talking with a number of real fighter pilots over the
years, you may find it surprising that real WWII pilot's
actually knew less about their opponents and the
performance abilities of their own aircraft than today's
run-of-the-mill hardcore air combat sim affectionados. Of
course in modern sims, real fighter pilots hold a bit of an
edge here because many things are "classified," so they
couldn't be written about or modeled in a sim properly
anyway, so that advantage really becomes moot.
There are no doubt advantages to having experience in the
"real deals," but whether it designing sims or writing
about them, regardless of real experience, it's rather
obvious that those that fly simulations regularly do tend
to know more about sims and about what matters to sim'ers
than their real life counterparts. That's the bottom line.
Then again, perhaps we're preaching to the choir here-you
wouldn't be here on Combatsim.com if you thought otherwise!
-Ben Chiu
Ben Chiu, a multi-engine and instrument rated pilot, is a
popular simulations columnist and author of seven books on
air combat and civilian flight simulations.