True Full Fidelity Simulators

CRMDEEN_at_aol.com
Sat, 2 Aug 1997 22:37:02 -0400 (EDT)


The task of simulators is simple: train the human.
The challenge is that the human responds to certain senses: sight, sound,
taste, touch, and smell. A REAL simulator would create ALL of those
sensations. Unfortunately, today's "high tech" sims don't survive
in unpure air. An older style of trainer we used to use in C-130 training
had smoke generators. At the flip of the instructor"s switch, real, visible,
stinking smoke would come out from behind the insturment panel. The crews
knew beyond a doubt that they needed to put on oxygen masks, and find the
source of the smoke, while they maintained aircraft control.
Today's training missions aren't the same when the instructors must
announce "simulate there is smoke in the cockpit", and the crews then
simulate they have their masks on. The sight, smell, and taste just isn't
REALLY there. (although I have found that a "crewmember" on hot mike with a
really loud and persistant, choking, cough can increase the tension level
somewhat).
Another kinestetic sense aviators respond to is pressure. Isn't it
interesting that a crew can spend hours in a simulator and not notice the
cabin pressure gauge showing an excessively high cabin?
Sight, sound, motion, pressure, and smell: now THAT'S a human factor
simulator!

Greg Deen
HTI