ABSTRACT

Introduction In the preceding chapters, the simulation of the visual scene, whole body motion, control loading, sound and related phenomena were discussed in some detail. Stimulating the pilot's sensory systems in a manner comparable to that which they would experience in the aircraft is perhaps the essence of what most would consider 'realistic' simulation. In analyzing the requirements for this sensory stimulation of the pilot, however, it becomes increasingly evident that much of what is provided in modern flight simulators is often unnecessary. Only selected elements of the visual scene that is available to the pilot at any time are actually needed to accomplish the flying task. While the aircraft is capable of highly complex motion, only a small segment of the motion cues available to the pilot are ever used. These examples and many others are illustrative of the active selection of information that occurs during the piloting task. It is the need to support the many and varied tasks that an individual pilot or an aircrew need to accomplish that is the real essence of flight simulator design. Beyond the provision of sensory stimuli, flight simulators increasingly need to provide a task environment which requires the pilot to exercise complex, cognitive skills.