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00 THE ItMFPCT OF TECHNOLOGY
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FLGTSIMULATIO ELECTE
MAR 1 3 19870
ANTHONY j OI
BYCOLONEL
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ALABAMA
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U- 4 MAXWELL PaR FORCE AE
AIR WAR COLLEGE
AIR UNIVERSITY
The Impact of Technology
on
Fl ight Simulation
by
Anthony J. Tol in
Colonel , USAF
A RESEARCH REPORT SUBMITTED TO THE FACULTY 9;.
IN
FULFILLMENT OF THE RESEARCH
REQUI REMENT
RESEARCH ADVISOR: Colonel Cecil C. Robins
For
Acce~To 7-Tc
NTIS CRA&I
DTIC TAB LI
MAXWELL AIR FORCE BASE, ALABAMA Unannourjt ;cod
MAY 1986
By
Availab.1ity Codes
Dilst IAvaip a'dl or
Dist Sp~C'dI
Nspecia
x Lk
'p,
DISCLAIMER-ABSTAINER
This research report represents the views of the author
and does not necessarily reflect the official opinion of the
Air War College or the Department of the Air Force.
This document is the property of the United States
Government and is not to be reproduced in whole or in part
without permission of the Commandant, Air War College,
Maxwell Air Force, Alabama.
4W
;,",,p
am
iiI
AIR WAR COLLEGE RESEARCH REPORT ABSTRACT
TITLE: The Impact of Technology on
Flight Simulation
AUTHOR: Anthony J. Tol in, Colonel, USAF
Remarks on the debate of flying time versus simulator
time introduce a discussion on the impact of technology in
flight simulation. A brief look at the history of flight
simulators is followed by a more detailed analysis of where
the Air Force is today with regard to flight simulation.
AThis analysis looks at the advantages of simulators, the
choice between motion and visual systems, and addresses
several problems and issues. After a discussion of the
future in flight simulation, the conclusion that simulation
is here to stay as a complement, not a replacement for,
actual flying hours is developed.
I i
BIOGRAPHICAL SKETCH
Colonel Anthony J. Tolin (M.A., LaVerne University) is
a command pilot with nearly ten years and 2500 hours
• ,involved directly in the training of new pilots and new
fighter pilots. He has instructed in numerous simulators
over his 19 years in the USAF. Additionally, he
participated in the OT&E of the Simulator for Air-to-Air
Combat (SAAC) at Luke AFB. Arizona. He is a graduate of
Squadron Officers School, Air Command and Staff College, arid
the Air War College, class of 1986.
-0
=ii
4\..
*mm
iv
4
Table of Contents
CHAPTER PAGE
DISCLAIMER - ABSTAINER .................... ii
ABSTRACT .................................. iii
BIOGRAPHICAL SKETCH ........................... iv
I INTRODUCTION .............................. I
II HISTORY ................................... 3
Ill FLIGHT SIMULATORS TODAY ...................... 5
Advantages ........................... 7
Motion and Visual Systems .............. 9
Problems and Issues .................. 11
IV THE FUTURE ................................ 14
V CONCLUSIONS ............................... 17
LIST OF REFERENCES ........................ 19
7,
-4, . . . ., .- - - +,- - -,, . - - - . • p + . ,. % % % - %
CHAPTER I
INTRODUCTI ON
Websters defines a simulator as "a device or apparatus
that generates conditions approximating actual performance
or operational conditions." The USAF dictionary further
defines many different types of simulators and training
devices to include: part task trainer; cockpit procedures
trainer; operational flight trainer; and weapons system
trainer. For the purposes of this paper, I will use the
generic term "flight simulator" to refer to those devices
which both simulate flight and are designed to provide an
environment in which aircrews learn, develop, and improve
the techniques associated with their c ew position in a
specific aircraft.
The simulation of aircraft characteristics has been
going on for more than 50 years. During those years it
seemed logical to speculate that someday the simulators
might become so sophisticated that the use of the airplane
for training might become unnecessary. Parallel with this
apparent logical thought process has been the much-debated
question of the actual relation between flying the aircraft
and "flying" the simulator. The real question boils down
to, Can simulator time replace flying time?
One school of thought insists that the dramatic growth
in flight simulation technology has made zero aircraft time
for training a reality under some circumstances.(1:49) The
other school of thought is emphatic that any simulation time
must be in addition to flight training. To an extreme, this
IN
S.W
WINi V 75.
i
group contends that replacement of flying time with
simulator time " ... moves us toward the position where our
wartime mission capability will approximate our peacetime
flying program and you can't kill the enemy with a
simul ator."(2:10)
The official Air Force position is that flight
simulators are needed and they should complement the flying
training program. The Air Force has successfully used
different levels of flight simulation over the years. The
training associated has been broken down into two distinct
types. The first is safety-of-flight training which
consists of procedures training and coordination. The
second is warfighting training for those combat tasks that
can be trained effectively in a simulator. The second type
* adds directly to combat readiness.
Proponents 'of more simulator time and less flying time
continually refer to the rapidly escalating costs associated
.3[. with the purchase and operation of military aircraft. At
the same time they point to the relatively cheap "flying
hours" in a simulator.
This paper will first take a discuss the history of
simulation. Next will be a discussion of where we are
today, the advantages/disadvantages of simulation, and
VIN.,. problems within the current simulator program. Finally,, I
will look at the future of simulation with specific
reference to the impact of technology.
''
% ,' ' , . .' 4 " , " , ' : .. .. - '. ' , - . . ' % -, . -. .. , - . . . . .. ' - " .,
0 4b 2
CHAPTER II
HISTORY
Simulators and simulation techniques have been employed
both by military and civilian agencies for many years.
Flight simulation can be traced back to the late 1800s; with
the first flight trainer originating in England in 1910.
That first trainer was a replica of early aircraft and was
mounted on a base which allowed limited movement in pitch!
roll, and yaw.(3:3)
Common to the vocabulary of all aircrews is the name
"Link." Link simulators have been "flown" by literally
millions of people. As early as 1931, the U.S. Navy
purchased Link trainers for pilot training at Pensacola
Naval Air Station, Florida.(3:38)
The need for "mass-producing" pilots during world War
II gave simulation a real boost. Thousands of pilots were
trained in the C-8 type trainer during and after the war.
Both training time and training aircraft were in short
supply. The conclusion was that programmed practice in the
C-8 could significantly reduce the time needed and cost
required for basic flying skills. One study concluded that
five to seven hours of trainer time equated to approximately
three hours of actual flight instruction time.(3:67)
To this point in time, training devices were
characterized by a generic, open cockpit device, mounted on
a pedestal for movement (pitch, yaw, bank), and having
standard light aircraft instrumentation.(4:29) However!
progress in analog computer technology made possible a new
3
V, %
generation of flight simulation. In 1949, the first trainer-
.!! to simulate a jet-powered aircraft was built. This trainer
~was the early version of the T-4 and T-7 trainers still in
. use for undergraduate pilot training in the T-37 and T-38
,
9-. i, jJ aircraft, respect ively.(3:79)
. jBut most of the major advances in simulation technolog>,
iihave taken place in the last 25 years. In the sixties, the
.- first attempts were made to develop visual simulation and
.-. sensor simulation. This period also saw the introduction of
.. the photo-transparency approach for radar land mass
~simulation. Later versions of this development are still in,
• use today. Motion systems also came into being in the late
. .- sixties. By 1970, helped by the rapid growth in digital
. .- ,computers, we had refined motion systems and computer-image
c,..%.4
..-. generation capabil ities.(5:14-15)
"S- By the mid seventies, we saw the introduction of
. simulators where the pilot could fly an air-to-air scenario
., againist the computer or against another pilot located in a
.. second simulator. Additionally, simulators were introduced
to tec frato flying inundergraduate pilot training
. . .and to practice weapons delivery techniques for fighter
.'-'.crews. All these simulators have wide fields of view (from
-if . near 110 degrees in the weapons del ivery simulator to rnear-
,'"."360 degrees in the air-to-air simulator).(4'18-23)
.,,".'"Today we have a whole new generation of simulation
~available, and the future is indeed promisingi.
4,4
h
CHAPTER I I I
FLIGHT SIMULATORS TODAY
Flight simulators are used widely for purposes of
training and evaluation, limited at one time largely to
undergraduate pilot training, their use extends now to
advanced training for high performance fighter aircraft in
both the air-to-air and the air-to-surface mission areas.
Additionally, they are used to complement training in areas
such as aerial refueling, formation flying, and procedures
training. The well-known reasons for their use include
lower operating costs; safety; independence of weather, air
traffic, and geography; and their excellent amenability to
performance measurement.
At present, the development of flight simulator
training devices for the Air Force concentrates heavily on
high-realism, full-mission systems. The B-52 mission crew
trainer is illustrative of one weapon system's minimum
requirement for a training device. It is capable of
operating as a trainer for individual crew stations as well
as providing a complete crew with the opportunity to improve
total crew coordination by training as a unit. Its
sophistication allows it to duplicate every aircraft
function from start-up to shutdown.(6:54-55)
Fighter simulators, while usually configured around
only a single seat, represent an even higher state of the
art. At the upper end of the spectrum is possibly the
McDonnel Douglas simulator center. Principally designed for
use in the development of new fighter concepts, it can
5
U.4
axit
AOLWATh I~
.
simulate a complete air-to-air, multi-aircraft, combat
secnario. Up to 12 aircraft can engage in air combat, and
A'- up to 32 missiles can be tracked ard scored simultaneously.
Surface-to-air missiles streak past the fighters, air-to-air
missiles fill the sky, and "killed" fighters blow up. The
entire event is monitored by instructors and is complete
•"- with such features as "freeze" and "replay."' :17-l:S,
Today's flight simulators and simulator programs
continue to be controversial , are plagued wAi th problems, and
. are strongly supported by some while being strongly retected
by others. But, it is perfectly clear that :n one form or
another, flight simulators are here to stay. Current
<--'-. Department of Defense pol icy is "... to maintain or increase
combat readiness to the extent possible through the use o'
simulation, miniaturization, and substitution."(8:23)
. With
l the great amounts of control that the U.S.
LON Congress can exercise over DoD budgets, it is interesting to
note Georgia Congressman Newt Gingrich's views on flight
'. simul ators:
As technology collapses the time and distance of
combat while expanding the complexi ty and capabi 1 i ty of
the systems used to fight, it becomes more and more
difficult to practice to the point of proficiency with
the systems and even more difficult to recreate the
i . interaction of these systems with meaningfful
maneuvers. To avoid the costly mistakes of the past,
and to better prepare for the inevitable high speed.
7.. high technology, real time decision-making type of
warfare, it is vital that we turn to simulators.
Simulation was or-icinal >' developed in the mi I i tar" and
was only later taken up by civilians, mostly airlines.
who are primary users today. Among the three [Link]
services the U.S. Army retains its historic lead in :he
use of simulation. The Army"s intensive use of
simulators, particularly at Ft. Pucker with the
development of hel icopter training programs, is a majcr
- . . -.- .-
breakthrough. The objective of simulation is to elevate
the competence of the trainee -- not just familiarize
him with the system, but also to enable him to dominate
it. We have focused too long on the hardware element
in our security equation, ignoring the vital element
that only capable people make the equipment work
effectively. Simulation gives us the means to achieve
the goal of operational preeminence over our
enemies. (8:29)
Advantages
The effective use of simulators gains its maximum
advantage in training by demonstrations which are
impossible, or at least unacceptably expensive to
demonstrate in an actual aircraft or other weapon system.
Thus, for example, flight simulators are used to teach
emergency procedures, flight through dangerously bad
weather, devastating enemy attacks, very low-level and
high-speed flight and other potentially hazardous conditions
without risking aircraft, lives or property.
Among the many other advantages of simulators is their
ability to substitute simulated for actual firing of
missiles and other armaments. Very large cost savings in
both missiles and targets are achieved through simulations.
Simulators can be effectively used for tactics
development. Air Combat Maneuvering (ACM) simulators form a
unique complement to aircraft flight testing. Aircrews can
assess methods for defeating enemy-fired missiles and then
train using these concepts. Since it is impossible to
visually simulate a deployed missile in an operational
environment, the tactics development and subsequent training
of this task are best handled in ACM simulators.(9:11-12)
7
Simulators can provide many economics. They are great
energy savers since the fuel used in the aircraft and all
s support functions (maintenance vehicles, fuel trucks,
starting units, etc.) is saved. Safety advantages are
obvious. Simulators can't crash into one another or into
the ground. Their armaments can't explode because of
defects, hangfires, and the like (unless you want them to'.).
The extensive costs of manpower and materials needed to keep
the actual equipment up for safe and effective training are
real factors as well.
With respect to operating cost, the Institute for
Defense Analyses (IDA) published a study just two years ago
•" concluding that:
1. The average variable operating costs of 39
simulators in operation in the FY 1980-1981 time period
-fall within a narrow range ($116 to $170 per operating
N.: hour), despite the diversity of simulator type and
*. associated aircraft missions (e.g., bomber, fighter,
cargo), sizes, or types (i.e., fixed-wing or
rotary-wing).
2. The median ratio of the 39 military
simulator-to-aircraft operating costs is eight percent
in FY 1980-1981.
3. The simulator-to-aircraft operating costs ratios in
*the FY 1975-1976 and FY 1980-1981 time periods are
essentially the same.(10:4-15)
All of these important considerations are worthwhile,
but none are as important as the realistic training that can
be provided by simulators. For example, Space Shuttle
astronauts Truly, Engle, Young, and Crippen experienced
nothing new when they completed their first two
S-. history-making flights in 1981. The only difference between
the actual flight and their shuttle simulation, noted the
N-
astronauts, was a longitudinal vibration that was less than
expected. That minor discrepancy was quickly corrected on
the simulator.(11:24-25)
While the Space Shuttle simulator may be a special
case, other examples are readily available. A 1981 study by
the USAF Human Resources Laboratory compared a "control"
group of A-10 pilots who had been through simulator training.
with one which had not. The simulator pilots scored
dramatically better on all fronts, an advantage they
retained through all phases of A-10 training.(12:13)
Motion and Visual Systems
The current U.S. Air Force position was stated in a
Tactical Air Command message, dated 20 May 1982, indicating
the decision "to pursue acquisition of current
state-of-the-art limited-field-of-view visual systems for
A-10, F-15, and F-16 simulators."(13:72) The Air Force
defines a limited-field-of-view as anything less than a full
360 degee continuous visual image. The decision was
reinforced in July 1984 at the completion of an Air Force
evaluation of limited-field-of-view visual system training
effectiveness. The evaluation concluded that the visual
system was capable of substantially enhancing training and
that l imted-field-of-view visual systems would continue for
fighter training in simulators.(14:87-91)
6 9
This decision was an economical one in that full visual
systems were deemed t
oo expensive for the relatively small
amount of gain in realism and training effectiveness.
Controversy has surrounded motion ever since its
introduction. In 1968, Air Force Systems Command studied
the presence versus the absence of motion for simulators and
concluded that the Air Force should not purchase
sophisticated flight trainers unless they had adequate
S motion systems.(15:8)
In the 1970s, some simulators had really sophisticated
motion systems. The Simulator for Air-to-Air Combat,
mentioned earlier in this paper, was mounted on six-post
hydraulic, synergistic motion bases.(5:18) Motion was hotly
debated throughout industry, not knowing where the users
were headed. But the answer to the motion or no motion
question was found in visual systems and the creation of
other motion cues such as g-suits and g-seats.
-. The visual display is now the dominant element in any
simulator system and full motion functions are beginning to
disappear as their cost is displaced by the visual system.
"Pilots
4- have discovered that a good visual system, combined
-' with the motion cues of g-suits and g-seats, make it
virtually impossible to tell when the motion is, or is not
a, operative.(13:74-75)
In a recent vanguard analysis performed by the Air
Force, visual systems were established clearly as the number
one priority for future development. Interestingly, some of
the most advanced simulators, such as General Electric's
10
01 , 4 -~~*a - 4 ~ .~.N .** ~ . % ' h' 5.
F-5E system for Thailand, delete motion entirely based on
the perception that acceleration cues through g-suits and
g-seats are more useful; but their visual systems are the
most advanced available for their cost.(6:56)
Problems and Issues
The Air Force faces a number of problems, whose
continuing nature and increasing effect tend to further
emphasize the need for cost effective training devices.
These problems include: the increasing complexity of
weapons and other equipment; increasing enemy capabilities,
non-technical trainees; increasing dependency on automatic
and computer controlled devices; and rising costs. High
fuel costs have been of sufficient importance to interest
Congress in backing an accelerated acquisition program for
flight simulators for the military.(16:15)
The 1982 Defense Science Board (DSB) Summer Study on
Training and Training Technology had some interesting
findings. In their report to the Secretary of Defense, the
following problems pertaining specifically to simulators
were identified:
1. Many training devices and simulators are over
designed and over engineered. They are required to
meet standards and specifications intended more for
field and combat conditions than for the instructional
environment in which they will be used. Substantial
time and money can be saved by eliminating excessive
design/manufacturing requirements.
2. A chronic complaint from the training and user
community alike is that training packages/devices
arrive too late for effective use, often months or even
years after the weapon system has been fielded.(17:8)
Overspecification has been, and continues to be, a
problem in the acquisition process. This is true despite
high level emphasis on readiness and sustainability. The
extra "bells and whistles" push cost and schedule to the
right. With respect to specifications, program baselining
and discipline are a must.
Air Force Regulation 50-11 states that we will field
simulators concurrently with the aircraft. Air Force
% Regulation 57-4 states that simulator mods will be
accomplished simultaneously with aircraft mods. Despite
improvements in this area, simulators continue to be
late-to-need and modifications are either late or not made
at all. The following examples were briefed to the Air
Force Council during the annual Simulator Program Review in
1984:
1. A-10 -- Tried to build the simulator with full
tactical visual system. When the visual system became
too tough and expensive ($500m) to build, the Air Force
salvaged a "cockpit trainer" two to three years
late-to-need.
2. F-16 -- Tried building block approach (cockpit,
radar, EW, visual). This approach resulted in the
basic simulator two to three years late-to-need and
safety of flight updates two to four years lagging.
3. KC-10 -- Turned to industry for a training program.
The result was an on-time product because industry had
an existing DC-10 program with simulators and
instructors. (18:11-12)
It is interesting to note that the Strategic Air
Commmand is in fact buying three KC-10 simulators, the first
of which became operational in February of this Year.K19:68)
Negative training is a direct impact of simulators
being late-to-need and late-to-mod. It is not unusual for
12
------- . C
." . . r.•" .
an aircrew to "fly" the simulator having to make allowances
for differences between it and the aircraft sitting on the
ramp. Differences typically include switches in different
cockpit locations, different types of gauges (i.e., dial
versus digital), and the absence of newly added equipment.
Another problem has haunted the flight simulation
equation since the beginning. That problem has to do with
pilot/aircrew acceptance. Simulators have often been viewed
as a threat to flying time and sorties. Aircrew experiences
(4 with inferior simulators, simulators not in good repair, and
simulators late-to-need don't help the cause for simulation
at all. The type of opposition I am referring to was
typified in a 1974 Air War College paper, later published in
the Air University Review, which concluded that increased
simulation would result in "... a potentially serious
dilution of airpower" and that simulation was "... a per!.
to tactical airpower."(2:1,6)
N1
CHAPTER IV
THE FUTURE
While the simulation of aircraft characteristics has
-taken place for more than 50 years, it was not until the
advent of computers that they reached their present
sophistication. Technological advances in computers,
electronics, [Link] systems have made it possible to
virtually duplicate an aircraft's performance and that of
its weapon systems through sight, sound, and feel. And the
growth in computer science is passing on the type of
economics seen in pocket calculators. In all l ikelihood,
the technology revolution will continue its self-sustaining
momentum into the forseeable future.
Key developments contributing to improved simulation
and simulation effectiveness in the near future fall into
three primary areas: visual technology; distributed
processing techniques; and artificial intelligence
technology.
The simulation of visual information is the most
rapidly advancing area of flight simulation, and with good
reason. The human visual sense is by far the most rich in
information. There are more cues available from the visual
sense than from taste, smell, hearing or touch. At the same
time, the military requirement for advanced visual systems
grows stronger. Needs include better resolution for
air-to-air type scenarios and the effecti'je simulation of
low-level nao-of-the earth missions. And just down the road
in visuals is holography, the science of producing
.4 14
S.%
three-dimensional images through the use of lasers.
General Electric, for example, is concentrating on
improving resolution without reducing the field of view.
This has been a fundamental limitation of most image
presentation. Through the use of very large-scale
integration, General Electric expects to shrink the system,
resulting in reduced costs and increased training
capabiities. Initial work in this area will be seen in
visual imagery for West Germany's Panavia Tornado
strike-reconnaissance aircraft simulators.(20:239)
Link, the household name in flight simulators, is
concentrating on visual and software development. The
company is moving toward application of distributed
microprocessor technology to the overall simulator, not just
the visual portion of the system.
A major problem with increasing the visual
field-of-view is resolution. One way to overcome this
problem is to concentrate on the fine detail in the area of
interest. Hin-Man Tong, Link's director for visual systems
reports that:
Link is developing a new visual system that
provides an area of high-resolution imagery, covering
about 20 degrees, that moves to wherever the subject's
eyes are directed within the overall visual
scene. (20:243)
The next generation of simulators will undoubtedly
feature the integration of more "smartness" through the
arrival of artificial intelligence. An example of the use
of artificial intelligence would be in performing emergency
procedures. If the trainee deals with a certain emergency
15
very well, the computer might make the problem even more
difficult. On the other hand, if the trainee has difficulty
with the emergency, the computer would not compound the
problem. This can be appl ied across the spectrum of
training in the simulator. The computer will continuously
rate the trainee's performance and adjust the scenario in
order to optimize the learning. Taken to the next logical
step, the computer could manage individual training by
adapting future training based upon the "remembered" past
performances.(21:78-81)
Soon, the "flight" simulator will be joined by the
"in-flight" simulator. This is possible by "hard-wiring"
the real aircraft such that the cockpit can be turned into a
I simulator. For example, the simulation could present the
pilot with the appearance of attacking enemy aircraft or
other emergency procedures. Through pure simulation, the
problems would have to be dealt with in the world of actual
fl ight.(19:68)
To deal with the impact of technology on flight
simulation, the Air Force appears to be ready. The recently
'.
published Program Management Directive for Advanced
Simulator Technology states that:
Advanced Simulator Technology is a continuing
program to improve Air Force capabili ties through the
design, development, and fabrication of prototype
simulation systems that lead to improved,
Vcost-effective flight training simulators.
The objective of this program is ... to provide
advanced and enhanced visual system capabilities in the
4,9 1990s ... to select the most promis ng simulation
technology for continued development into demonstrable
V simulator subsystems ... recognizing that simulator
training can act as a force multiplier.(22:1-3)
@4 16
.1Nt
e 'r4~' Y~Y Y.")-47-u~~'v'~
*CHAPTER V
CONCLUSI ONS
Given the evidence, I don't believe there is any doubt
that flight simulators are here to stay. But their very
a" existence provokes a couple of questions. The first
question that might come to mind is, Are simulators needed?
I belie-ve that the answer is, emphatically, yes. The second
question, which is far more important and relevant, is, How
sophisticated should they be?
Today we still try to build a simulator that does
everything the aircraft can. This was our goal in the 1970s
when we tried to replace hands-on flying time with simulator
flying time. Unfortunately, the excitement of simulation
and rapid advances in technology have continued until
industry can produce far more simulator than the Air Force
can afford.
I believe that the Air Force (all the Services for that
matter) should make a concentrated effort to match the
simulator to the task(s) being trained and not buy the
* highest capability simulator industry has to offer. We need
to separate safety-of-flight type training. Simulators for
warfighting task training should do just that, and nothing
more. The Tactical Air Forces (TAF) decision £zr
limited-field-of-view visual systems for F-15, F-16, and
A-10 simulators is a step in the right direction. The ideal
flight simulator would enable a pilot or aircrew to debut in
combat feel ing they had been there before. But, in my mind,
the objective of a flight simulator is to provide sufficient
17
-. ",- -,
Jig.
capability for realistic training at an affordable cost.
Something must be done to correct the problems of
-4.-
simulators arriving late-to-need and modifications lagging.
It is very important that aircrews have simulators when they
are needed (i.e., fielded along with the aircraft) and that
the simulator be as current as the aircraft (i.e., modified
whenever the aircraft is). Correcting these problems would
go a long wax toward aircrew acceptance of simulators -_
well as improving training capabilities.
The ultimate goal is increased combat capabi l i ty
through training. As Admiral Isaac C. Kidd, Jr. (USN
Retired), Chairman of the 1982 DSB Summer Study on Traiinicj
and Technology noted:
Training is the force multiplier most critical to
our combat capabilities that can now give us a very
large return in relatively shorter time than it takes
to introduce new systems. It is, in fact, one of the
soundest ways to get the fastest positive returns from
so many of the weapon systems and manpower investments
we have already made.(23:7)
%
I believe that flight simulators should continue to
complement Air Force flying hour programs. Simulation can
-,' add an extra dimension of realism to operational training.
Simulators don't substitute for flying hours, but they make
the actual hours flown count more. Simulators have the
potential, especially with rapid technological advances, to
yield even greater benefits as our training requirement
becomes more complex. The bottom line is that everyone
stands to lose if aircrews are not given the very best
training thac technology has to offer.
0.
18
*L.4'LC
LIST OF REFERENCES
1. Seidenman, Paul and Spanovich, David J. "Advanced
Simulation." National Defense, November 1984, pp. 47-5,4.
2. Goodall, Lieutenant Colonel Harry A. Simulation: P-
Peril to Tactical Aviation. Maxwell AFB, Alabama: Air War
College, 1974.
3. Kelly, Lloyd L. The Pilot Maker. New York: Grosett
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