Newsgroups: rec.aviation,austin.general,dfw.general,houston.general,tx.general Path: mythinc!moon!pixar!uupsi!psinntp!rpi!zaphod.mps.ohio-state.edu!wupost!cs.utexas.edu!milano!cactus.org!rdd From: rdd@cactus.org (Robert Dorsett) Subject: REVIEW of AIR COMBAT Message-ID: <1992Jul14.225611.23142@cactus.org> Organization: Capital Area Central Texas UNIX Society, Austin, Tx Date: Tue, 14 Jul 1992 22:56:11 GMT Lines: 193 As promised, here's my review of AIR COMBAT. Name: AIR COMBAT Address: 921 Six Flags Drive, #117 Arlington, TX 76011 817-640-1886 Cost: $35/person. I went up to Dallas last weekend, and tried out the service of a two- month-old company called "AIR COMBAT." Their newspaper ads and brochure claim to feature a combat flight simulator "experience," against a variety of opponents. The sessions take from an hour to an hour and a half, and are split up into a "classroom" session, a "training" session, and a 30-minute flight session. This is a review/account of the experience. I will withhold any major "spoilers," and concentrate on the questions/concerns I had, prior to entering the place (such as: would it just be a projection-screen version of Falcon and a couple of joysticks?). The session is designed for two people. While they encourage two-pilot groups, they also attempt to match up single-parties. Reservations are encouraged. Spectators are welcome; a row of six or seven airliner seats are provided in front of the simulators. Family/accompanying guests get first-shot at the seats. They're located in a shopping center about 500 feet from the Six Flags main entrance. They are not part of Six Flags, proper. There is a small reception room, the "classroom," and a large simulator room. At first arrival, one is free to tour the facility and "take a look," before paying anything. They are permitting visitors to watch the flight session, although viewing it from the outside doesn't really give a positive impression of the experience. If one decides to take the course, one is then showed into the classroom. The pilots are told who they are and what they will be flying. They are then told the "rules of engagement," and which radio calls to make at various points of the flight. This completed, military- style flight suits are donned over regular clothing, and the pilots are taken into the simulator room. The simulator room is a bit of a shock. It's surprising to see this in a simple shopping center, to say the least. It's dominated by two simulators. These are constructed from the actual cockpit sections of an F-4 Skyhawk and an F-8 Crusader. They are mounted on full motion systems, and face the same direction. A motion picture screen is mounted on the front of each cockpit; this comprises the visual system. The rear part of the canopy is "blackened out," so the pilot is essentially restricted to an out-the-front view. But this doesn't really matter, from the perspective of the simulation. Also present are a "controller" table, in front of the simulators, an "ejection" mock-up, and a chair intended to produce the effects of vertigo. First comes the "ejection" test, which is another cockpit section, this time of an F-100. It essentially lets the pilot practice an "eject." The canopy superstructure flies open and the chair shoots up about four feet on a rail, offering a good kick in the pants. After this comes the vertigo chair. This is an interesting assembly, also military-looking: the pilot is essentially strapped into the chair, and told to don "blacked-out" goggles and noise-suppression headgear. He's then told to bend over, and rotate his head to point away from the direction the cair will be spun. The "instructor" then spins the chair for a dozen or two revolutions. When he stops, he tells the pilot to straighten slowly. Complete disorientation follows. It's an interesting experience. Next are the simulators. The A-4 Skyhawk plays the role of fighter; the F-8 is a fighter-bomber. The airplanes are each accessed by their own ladder. The pilot is given a parachute harness to put on, and then is helped into the cockpit. At this point, another instructor appears. They independently strap the pilots in, hook up the helmets and radios, and provide basic instruction on the use of the joystick, pedals, and throttle. Other user-accessible devices are the gear-handle and gunsight switch. The latter draws a bulls-eye on a glass "heads-up" display. Most of the rest of the instrumentation does not work, but is installed. There are no cardboard cut-outs or art-work: it's all "the real thing." The actual flight is interesting. It's conducted in blacked-out conditions, with only red cockpit lighting. One essentially flies through a pre-recorded set of scenarios, zig-zagging on the tails of various airplanes. It concludes with a "dogfight" between the two simulators. The flight is pretty easy, but provides a lot of opportunities for maneuvering. It is nowhere near as complex as "real" air combat maneuvering--no complex tactics to learn, no deflection shooting, etc. But the motion system, plus the completely enclosed feeling of the cockpit, and the good sound system, gives a *very* enjoyable ride. During the fight, the pilot communicates with the controller via a helmet-microphone and headset, and is required to use the push-to-talk switch on the throttle, in order to talk. When both pilots talk at once, there's a feeback loop, producing a "crossed-mike" effect, just like real life. The controller maintains a steady prattle with both aircraft, almost flawless. To "fire", one uses the command "guns, guns, guns" (which was described in the briefing as "permission to fire"); the controller then confirms a hit or not. The controller varies the "chatter" according to how well a student's doing, mainly to increase workload, and, thus, the overall effect. The "audio" portion is a major component of the success of the simulation. The pratter, a low-key "background" sound-track, the engine noises, the noises and feel of the motion system, and the scratchy radio communications all serve to complete the illusion. The players are provided with a tape cassette copy of the session, afterwards. Conclusions: The entire setup is an absolutely remarkable example of what can be done with "smoke and mirrors." "Simulation" is, perhaps, too strong a word for the experience. There wasn't a single computer in sight; the entire effect is accomplished by a very clever distortion of one's *perceptions* of reality, using a lot of real military-surplus equipment, and a lot of analog innovation. It's an opportunity, as the brochure says, for an interested party to sit in a jet cockpit, mounted on a motion system, and "turn and burn" for a while. And it's worth it. Some of it seems hokey, especially the combat session, when viewed from the *outside*, but from the *cockpit*, it's very effective. The motion system, sound, professionalism of the staff, and, simply, the opportunity to sit in a fighter cockpit section-- which most of us will never otherwise have an opportunity to do--makes it worthwhile. There are no age-related limitations, that I can identify. There is, however, a height- requirement of 48", Mainly to reach the rudder pedals. There's nothing overwhelmingly "technical" about the flight. No "real-world" ACM, no electronic environment per se to contend with (although the instructor may "shoot" a couple of SAM's to liven things up). I went with two nephews, 10 and 13; one can barely keep a PC flight simulator straight and level and neither were sure they'd be able to do it, going in. However, the staff was extremely considerate, spent a lot of time with them during the pre-flight stage, and maintained almost constant communication with them during the flight stage, over the radio. The children got *completely* into it, and were snowed over by the whole thing. What improvements would I like to see? A digital capability, and real-time, real-world graphics and ACM capability, even within the confines of the motion system. It's attainable, but expensive (although I'd be willing to spend substantially more for an hour in such an environment, once a year). Talking to the staff and the owner, Ed Bandley, I was told that they plan on incrementally upgrading the system. A "carrier" scenario is in the works for later this year, and will apparently feature working instruments, G-suit, and other things. Bandley also mentioned a possibility of introducing a higher-G ejection trainer, as well as possibly a survival pool. They are in the process of bringing an F-111 simulator online, using much the same type of experience as the A-4/F-8 simulators. I see a potential role for static "procedures" trainers--simply take the "total" environment, and provide a detailed, technical introduction to the fighter--or, alternately, if a digital-hydraulic simulation is unworkable, simply provide a static digital simulation, with high-fidelity, real-time capability. Each would be time-consuming, and expensive, but would likely satisfy a lot of die-hard enthusiasts, without the need of supporting and maintaining a motion system. Overall impression: thumbs-up. As a flight simulator afficionado, I was apprehensive, at first, but what can I say, but that it WORKS. Obligatory disclaimer: I have no personal or financial interest in the success of AIR COMBAT; I'm just a very satisfied customer, and would like to see more of this sort of thing. --- Robert Dorsett rdd@cactus.org ...cs.utexas.edu!cactus.org!rdd