From rosso Thu Jul 16 21:57:57 1992
From: rosso@mythinc.UUCP (Ross Oliver)
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Date: Thu, 16 Jul 92 21:57:55 PDT
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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
