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Flight-Simulator Enthusiasts Confident of Real-World Skills (wsj.com)

Two anonymous readers share a report: When the ground-services employee who stole a turboprop airliner last week declined air-traffic controllers' piloting advice, saying he had played videogames, it was no surprise to some devotees of intricate home flight-simulation programs [Editor's note: the link may be paywalled; an alternative source wasn't immediately available.]. Such software can mimic many phases of aircraft operations, including takeoffs, as well as how to respond to heavy weather and emergencies, pilots and software makers say. The simulators are also more affordable than pursuing a pilot's license and can help satisfy a lifelong obsession with flying.

Last year, two million units of vehicle-simulation games for PCs and consoles were sold world-wide, the most common being flight simulators, according to the market-research firm NPD Group. Home programs have evolved over more than three decades. They can represent all types of aircraft, from wartime bombers to modern-day passenger airliners. A setup can cost a few dozen dollars for a videogame to thousands for software with intricate renderings of cockpits and real-world environments. A new conference called FlightSimExpo held in Las Vegas in June drew around 1,100 people, its organizers said. FlightSimCon held its sixth annual gathering in Dallas in June, according to its website. Many hobbyists say they don't think of simulators in the same vein as traditional videogames, because they aren't trying to rack up points or compete. They simply focus on flying.

16 of 179 comments (clear)

  1. To be fair, he did pretty well... by SuperKendall · · Score: 4, Funny

    Not only did he manage to do a few barrels roles, but he really stuck the landing!

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:To be fair, he did pretty well... by K.+S.+Kyosuke · · Score: 3, Informative

      Any suicidal landing you can't walk away from is a good one.

      --
      Ezekiel 23:20
  2. Real Pilots train in them... by bobbied · · Score: 5, Insightful

    Of course they are useful to non-pilots for training, real pilots train in simulators, especially for practicing the dangerous or simply procedural things. I learned how to fly various IFR approaches, going though the procedures at home instead of paying for flying hours in real aircraft. Saved me a bundle.

    However, they do not train you on what it really looks, sounds and feels like when you fly. There is a lot of information you need when flying that comes from the seat of your pants and though the windscreen that is really hard to simulate at reasonable cost at home. Also, it's really hard to accurately simulate the visuals during approach and landing, especially when you get into the ground effect just before touch down. It's just not the same.

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    "File to fit, pound to insert, paint to match" - Aircraft Maintenance 101
    1. Re:Real Pilots train in them... by jellomizer · · Score: 3, Insightful

      There is the human factor as well. While using a simulator, there is no fear of death or injury. When you are actually flying, then the gravity (no pun attended) of the situation is in play. A muscle memory action in a simulator becomes a deliberate action in real life. Where shaking from turbulence or g-forces from the flight will affect you in ways that actual real life practice is needed.

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      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    2. Re:Real Pilots train in them... by chill · · Score: 3, Informative

      This isn't exactly true. The average person uses "video game" to describe flight simulator software all the time. The FAA permits the use of flight sims for pilot training. That means X-Plane, where you can get the non-FAA certified version, fully tricked out, for under $2,000 -- including the beefed up PC But, you can START for just $60 -- and there isn't much real difference.

      In a final rule published on April 11 (2016), the agency increases the aviation training device (ATD) hours pilots can credit toward an instrument rating. The FAA now allows up to 10 hours credit in a basic aviation training device and up to 20 hours in an advanced aviation training device, not to exceed a maximum of 20 total hours under part 61. The previous maximum allowance was 10 hours in an FAA-approved aviation training device.

      The FAA Certified version is mostly a USB dongle that enforces frame rate control and a bunch of settings. You can do all that manually on the $60 version.

      https://www.x-plane.com/pro/

      --
      Learning HOW to think is more important than learning WHAT to think.
    3. Re:Real Pilots train in them... by Solandri · · Score: 5, Interesting

      Someone who was learning how to fly hired me to put together a computer system for him to run X-Plane as a trainer/simulator, complete with touch-screen for the instruments and controls, a second monitor for the view out the window, and stick and pedal controls. I put it together and got it all running, but for the life of me I couldn't get the joystick calibrated right. It kept wanting to pull to the left, and the amount of x-axis offset adjustment to the joystick necessary to keep it centered seemed to keep drifting.

      After struggling to fix the issue for two days, I called the client and told him I would miss the delivery date and that he'd have to wait a few more days while I exchanged some defective hardware. He asked me what the problem was, and I explained how it was pulling to the left. He swore, and said he didn't realize the simulator was going to be that realistic - the real plane he was training on did the same thing. That's when I realized the torque and gyroscopic effects from the single-engine plane was what was causing the yaw to the left, and X-Plane was faithfully simulating it.

    4. Re:Real Pilots train in them... by bobbied · · Score: 4, Informative

      Of course they are useful to non-pilots for training, real pilots train in simulators

      Yes, (some) real pilots train in simulators. The article however is about video games - which are to those simulators like a skateboard is to a F1 racer. Still useful for some things, but not even remotely the same thing.

      I trained using a video game, as a private pilot going for my IFR rating. So Yes, real pilots train in video games, I did. I will note that my "procedure training" was NOT logged as simulator time in my log book, but I used it as a study aid. I punched up my local airport and setup to fly the various approaches as a learning tool. I flew every approach I could in the possible exam area as preparation for the check ride too. This repetition fixed the process, frequencies to tune, headings to fly in my head. It was of great help to be familiar with all possible approaches the examiner could ask me to fly.

      I also did a lot of partial panel flying in the video game, though I found that to be much less valuable w/o having the motion. It was helpful for compass only flying, where the DG and artificial horizon was out of service, but I found partial panel flying proficiency really required air time.

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      "File to fit, pound to insert, paint to match" - Aircraft Maintenance 101
  3. VR tiddies = competence by PopeRatzo · · Score: 4, Insightful

    I'm sure people who jack-off a lot to porn think they'd be pretty good at sex, too.

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    You are welcome on my lawn.
  4. RIP Skyking by ArylAkamov · · Score: 4, Insightful

    He is a snapshot of the state of society. For that hour, he was more free than any of us will ever be.

    1. Re:RIP Skyking by Anonymous Coward · · Score: 5, Insightful

      Disagree. He was one of the many people of the present day who think that being sad is a legitimate excuse to commit a serious felony and cause a massive public calamity. Let's not forget that he destroyed a multi-million dollar piece of machinery because he was sad and wanted attention, in a way that could have killed hundreds of people.

      Not to be a dick, but I don't think we should be condoning behavior that essentially boils down to "if you're ready to end your life, then it's totally fine to turn life into a game of grand theft auto and cause a massive and absurdly dangerous calamity that might kill people."

    2. Re:RIP Skyking by kaizendojo · · Score: 4, Insightful
      Not to be a dick, but your comment "because he was sad and wanted attention" is completely dickish.

      There's a major difference between 'being sad' and suffering from depression and having a psychotic break, which is what happened to this poor bastard. Despite obviously not thinking clearly, 90% of his flight time was over uninhabited areas and water. That's not to say that there wasn't a risk or that he didn't spend any time of areas where people were, but going out in a blaze of glory and taking people with him was clearly not his intention and if you listen to the actual ATC radio in its entirety, you can hear him say so as well as apologizing to everyone.

      I don't think anyone was condoning his behavior, but to say he used "being sad is a legitimate excuse to commit a serious felony and cause a massive public calamity" is not only a dick thing to say, it's misunderstanding the REAL issue at hand, which is the sad fucking state of mental health in this country.

  5. Re:Trainers by Monster_user · · Score: 3, Insightful

    Flight Simulators include training on the controls, mechanics, and physics. The goal of flight sims are to be as true to life as possible. The interfaces used by Flight Sim players are typically very similar to the real thing. All of this means that skills acquired in a flight sim are supposed to translate to skills in actual aircraft, that is the point.

    Most shooters are not simulating the aiming and firing of a weapon. They are merely doing an entertaining "arcade" variation where a targeting cursor appears in the middle of the screen. At best you might argue that there is some training in maneuvers and teamwork, but these are most often against unconventional enemies which require different tactics. Furthermore, most tactics are, over the course of time, highly optimized for specific situations or maps, and are not designed to improve survival and success outside of that specific scenario. This is kind of like the difference between studying for a test and studying for success. Additionally, the "respawn" mechanic drastically reduces the cost of "death", encouraging extremely risky tactics on the battlefield (such as using explosives to achieve greater height when jumping).

    TL;DR, Flight Sims are documentaries, FPS games are unrealistic action movies.

  6. Re:Trainers by sabri · · Score: 4, Informative

    All of this means that skills acquired in a flight sim are supposed to translate to skills in actual aircraft, that is the point.

    Except that it doesn't really do that. I hold a pilot license, a PPL. I also have an elaborate FSX setup with pretty much all the gear Saitek sells, including 9 of the little LCD screens. Yes, it's fun to "fly" a 737 in the Alps in the fog. Yes, it's fun to position a fighter jet at 60,000ft and see it tumble until the "air" is dense enough to create some lift.

    But nothing on a consumer grade flight sim will provide you with any skill. I once had to land with a pretty decent crosswind in a 172. About 6 months after earning my license. Me and the pregnant misses on board. No FSX will be able to recreate the stress-induced focus that I needed to put that plane down safely. Just me, one hand on the throttle, one hand on the yoke, two feet on the pedals, and the runway in front of me.

    The one and only exception to that would be that the sim helped me with my ground school. Ground school you say? Yes: especially navigation. Have your wife, bf, gf or friend position your plane in a random position in the country at 5000ft, and try to determine your position using ADF or VOR/DME. It really helps you understand those navaids.

    To me, FSX/X-Plane is just for fun.

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    I'm not a complete idiot... Some parts are missing.
  7. If it should ever come to that. by Impy+the+Impiuos+Imp · · Score: 4, Funny

    Hmmmmm...I've done many simulations of sex with stewardesses online. I think I will be good at it too!

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    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  8. Re:Trainers by lgw · · Score: 3, Informative

    At best you might argue that there is some training in maneuvers and teamwork,

    The US Army evaluated first-person shooter games for any real-life skills they might teach, as part of making their own game. They found that the only useful skill learned was to be mindful of ammo remaining, and reload as soon as practical.

    The America's Army game was designed to emphasize teamwork and communication, hoping that could be helped as well. You do see that in normal games as well, but it's pretty rare. Competitive play in CS was all about teamwork and communication, as least when I used to follow it, but competitive CS play looks nothing like normal CS play. Even in those two, though, they miss just how hard it is for the human voice to be heard over gunshots.

    --
    Socialism: a lie told by totalitarians and believed by fools.
  9. Re:Trainers by mschuyler · · Score: 5, Informative

    I'm also a private pilot. Flight simulators these days are remarkably accurate and have the "feel" of flying. I'm not talking about flying a 737 through the Alps in the fog--just basic VFR flying. It is insanely easy to get an airplane off the ground and a flight simulator does a good job of teaching you how to do it.

    It's the landing that is tough.

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    How about a moderation of -1 pedantic.