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Flight simulator
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A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they react to applications of flight controls, the effects of other aircraft systems, and how the aircraft reacts to external factors such as air density, turbulence, wind shear, cloud, precipitation, etc. Flight simulation is used for a variety of reasons, including flight training (mainly of pilots), the design and development of the aircraft itself, and research into aircraft characteristics and control handling qualities.[1]
The term "flight simulator" may carry slightly different meaning in general language and technical documents. In past regulations, it referred specifically to devices which can closely mimic the behavior of aircraft throughout various procedures and flight conditions.[2] In more recent definitions, this has been named "full flight simulator".[3] The more generic term "flight simulation training device" (FSTD) is used to refer to different kinds of flight training devices, and that corresponds more closely to meaning of the phrase "flight simulator" in general English.[4]
History of flight simulation
[edit]In 1910, on the initiative of the French commanders Clolus and Laffont and Lieutenant Clavenad, the first ground training aircraft for military aircraft were built. The "Tonneau Antoinette" (Antoinette barrel), created by the Antoinette company, seems to be the precursor of flight simulators.
World War I (1914–1918)
[edit]An area of training was for air gunnery handled by the pilot or a specialist air gunner. Firing at a moving target requires aiming ahead of the target (which involves the so-called lead angle) to allow for the time the bullets require to reach the vicinity of the target. This is sometimes also called "deflection shooting" and requires skill and practice. During World War I, some ground-based simulators were developed to teach this skill to new pilots.[5]
The 1920s and 1930s
[edit]
The best-known early flight simulation device was the Link Trainer, produced by Edwin Link in Binghamton, New York, United States, which he started building in 1927. He later patented his design, which was first available for sale in 1929. The Link Trainer was a basic metal frame flight simulator usually painted in its well-known blue color. Some of these early war era flight simulators still exist, but it is becoming increasingly difficult to find working examples.[6]
The Link family firm in Binghamton manufactured player pianos and organs, and Ed Link was therefore familiar with such components as leather bellows and reed switches. He was also a pilot, but dissatisfied with the amount of real flight training that was available, he decided to build a ground-based device to provide such training without the restrictions of weather and the availability of aircraft and flight instructors. His design had a pneumatic motion platform driven by inflatable bellows which provided pitch and roll cues. A vacuum motor similar to those used in player pianos rotated the platform, providing yaw cues. A generic replica cockpit with working instruments was mounted on the motion platform. When the cockpit was covered, pilots could practice flying by instruments in a safe environment. The motion platform gave the pilot cues as to real angular motion in pitch (nose up and down), roll (wing up or down) and yaw (nose left and right).[7]
Initially, aviation flight schools showed little interest in the "Link Trainer". Link also demonstrated his trainer to the U.S. Army Air Force (USAAF), but with no result. However, the situation changed in 1934 when the Army Air Force was given a government contract to fly the postal mail. This included having to fly in bad weather as well as good, for which the USAAF had not previously carried out much training. During the first weeks of the mail service, nearly a dozen Army pilots were killed. The Army Air Force hierarchy remembered Ed Link and his trainer. Link flew in to meet them at Newark Field in New Jersey, and they were impressed by his ability to arrive on a day with poor visibility, due to practice on his training device. The result was that the USAAF purchased six Link Trainers, and this can be said to mark the start of the world flight simulation industry.[7]
World War II (1939–1945)
[edit]
The principal pilot trainer used during World War II was the Link Trainer. Some 10,000 were produced to train 500,000 new pilots from allied nations, many in the US and Canada because many pilots were trained in those countries before returning to Europe or the Pacific to fly combat missions.[7] Almost all US Army Air Force pilots were trained in a Link Trainer.[8]
A different type of World War II trainer was used for navigating at night by the stars. The Celestial Navigation Trainer of 1941 was 13.7 m (45 ft) high and capable of accommodating the navigation team of a bomber crew. It enabled sextants to be used for taking "star shots" from a projected display of the night sky.[7]
1945 to the 1960s
[edit]In 1954 United Airlines bought four flight simulators at a cost of $3 million from Curtiss-Wright that were similar to the earlier models, with the addition of visuals, sound and movement. This was the first of today's modern flight simulators for commercial aircraft.[9]
A simulator for helicopters existed as the Jacobs Jaycopter as means of “Cutting helicopter training cost.”.[10][11][12] The simulator was later sold as a funfair ride in the 1964-65 New York World's Fair.[13]
Today
[edit]
The simulator manufacturers are consolidating and integrate vertically as training offers double-digit growth: CAE forecast 255,000 new airline pilots from 2017 to 2027 (70 a day), and 180,000 first officers evolving to captains. The largest manufacturer is Canadian CAE Inc. with a 70% market share and $2.8 billion annual revenues, manufacturing training devices for 70 years but moved into training in 2000 with multiple acquisitions. Now CAE makes more from training than from producing the simulators. Crawley-based L3 CTS entered the market in 2012 by acquiring Thales Training & Simulation's manufacturing plant near Gatwick Airport where it assembles up to 30 devices a year, then UK CTC training school in 2015, Aerosim in Sanford, Florida in 2016, and Portuguese academy G Air in October 2017.[14] Global Training Schools like Aerosim also offer aircraft-specific simulators, such as for the Airbus A320.[15]
With a 20% market share, equipment still accounts for more than half of L3 CTS turnover but that could soon be reversed as it educates 1,600 commercial pilots each year, 7% of the 22,000 entering the profession annually, and aims for 10% in a fragmented market. The third largest is TRU Simulation + Training, created in 2014 when parent Textron Aviation merged its simulators with Mechtronix, OPINICUS and ProFlight, focusing on simulators and developing the first full-flight simulators for the 737 MAX and the 777X. The fourth is FlightSafety International, focused on general, business and regional aircraft. Airbus and Boeing have invested in their own training centres, aiming for higher margins than aircraft manufacturing like MRO, competing with their suppliers CAE and L3.[14]
In June 2018, there were 1,270 commercial airline simulators in service, up by 50 over a year: 85% FFSs and 15% FTDs. CAE supplied 56% of this installed base, L3 CTS 20% and FlightSafety International 10%, while CAE's training centres are the largest operator, with a 13% share. North America has 38% of the world's training devices, Asia-Pacific 25% and Europe 24%. Boeing types represent 45% of all simulated aircraft, followed by Airbus with 35%, then Embraer at 7%, Bombardier at 6% and ATR at 3%.[16]
Applications
[edit]Pilot training
[edit]
(view as a 360° interactive panorama)
Most flight simulators are used primarily for flight training. The simplest simulators are used to practice basic cockpit procedures, such as processing emergency checklists, and for cockpit familiarization. They are also used for instrument flight training,[17][18] for which the outside view is less important. Certain aircraft systems may or may not be simulated, and the aerodynamic model is usually extremely generic if present at all.[19] Depending on the level of certification, instruments that would have moving indicators in a real aircraft may be implemented with a display. With more advanced displays, cockpit representation and motion systems, flight simulators can be used to credit different amount of flight hours towards a pilot license.[20]
Specific classes of simulators are also used for training other than obtaining initial license such as instrument rating revalidation, or most commonly[21] obtaining type rating for specific kind of aircraft.
Other uses
[edit]During the aircraft design process, flight simulators can be used instead of performing actual flight tests. Such "engineering flight simulators" can provide a fast way to find errors, reducing both the risks and the cost of development significantly.[22] Additionally, this allows use of extra measurement equipment that might be too large or otherwise impractical to include during onboard a real aircraft. Throughout different phases of the design process, different engineering simulators with various level of complexity are used.[23]: 13
Flight simulators may include training tasks for crew other than pilots. Examples include gunners on a military aircraft [24] or hoist operators.[25] Separate simulators have also been used for tasks related to flight, like evacuating the aircraft in case of a crash in water.[26] With high complexity of many systems composing contemporary aircraft, aircraft maintenance simulators are increasingly popular.[27][28]
Qualification and approval
[edit]

Procedure
[edit]Before September 2018,[29] when a manufacturer wished to have an ATD model approved, a document that contains the specifications for the model line and that proves compliance with the appropriate regulations is submitted to the FAA. Once this document, called a Qualification Approval Guide (QAG), has been approved, all future devices conforming to the QAG are automatically approved and individual evaluation is neither required nor available.[30]
The actual procedure accepted by all CAAs (Civil Aviation Authorities) around the world is to propose 30 days prior qualification date (40 days for CAAC) a MQTG document (Master Qualification Test Guide), which is proper to a unique simulator device and will live along the device itself, containing objective, and functional and subjective tests to demonstrate the representativeness of the simulator compare to the airplane. The results will be compared to Flight Test Data provided by aircraft OEMs or from test campaign ordered by simulator OEMs or also can be compared by POM (Proof Of Match) data provided by aircraft OEMs development simulators. Some of the QTGs will be rerun during the year to prove during continuous qualification that the simulator is still in the tolerances approved by the CAA.[31][17][32]
US Federal Aviation Administration (FAA) categories
[edit]- Aviation Training Device (ATD)[33]
- FAA Basic ATD (BATD) – Provides an adequate training platform and design for both procedural and operational performance tasks specific to the ground and flight training requirements for Private Pilot Certificate and instrument rating per Title 14 of the Code of Federal Regulations.
- FAA Advanced ATD (AATD) – Provides an adequate training platform for both procedural and operational performance tasks specific to the ground and flight training requirements for Private Pilot Certificate, instrument rating, Commercial Pilot Certificate, and Airline Transport Pilot (ATP) Certificate, and Flight Instructor Certificate.
- Flight Training Devices (FTD)[34]
- FAA FTD Level 4 – Similar to a Cockpit Procedures Trainer (CPT). This level does not require an aerodynamic model, but accurate systems modeling is required.
- FAA FTD Level 5 – Aerodynamic programming and systems modeling is required, but it may represent a family of aircraft rather than only one specific model.
- FAA FTD Level 6 – Aircraft-model-specific aerodynamic programming, control feel, and physical cockpit are required.
- FAA FTD Level 7 – Model specific. All applicable aerodynamics, flight controls, and systems must be modeled. A vibration system must be supplied. This is the first level to require a visual system.
- Full Flight Simulators (FFS)[35]
- FAA FFS Level A – A motion system is required with at least three degrees of freedom. Airplanes only.
- FAA FFS Level B – Requires three axis motion and a higher-fidelity aerodynamic model than does Level A. The lowest level of helicopter flight simulator.
- FAA FFS Level C – Requires a motion platform with all six degrees of freedom. Also lower transport delay (latency) over levels A & B. The visual system must have an outside-world horizontal field of view of at least 75 degrees for each pilot.
- FAA FFS Level D – The highest level of FFS qualification currently available. Requirements are for Level C with additions. The motion platform must have all six degrees of freedom, and the visual system must have an outside-world horizontal field of view of at least 150 degrees, with a collimated (distant focus) display. Realistic sounds in the cockpit are required, as well as a number of special motion and visual effects.
European Aviation Safety Agency (EASA, ex JAA) categories
[edit]These definitions apply to both airplanes[3] and helicopters[36] unless specified otherwise. Training devices briefly compared below are all different subclasses of Flight simulation training device (FSTD).
Basic instrument training device (BITD) airplanes only : A basic student station for instrument flight procedures; can use spring loaded flight controls, and instruments displayed on a screen
Flight Navigation and Procedures Trainer (FNPT) : Representation of cockpit with all equipment and software to replicate function of aircraft systems
- EASA FNPT Level I : Fully enclosed real-scale cockpit, control forces and travel representative of the aircraft, aerodynamic model taking into account changes to airspeed, loading and other factors
- EASA FNPT Level II : Model handling of aircraft on ground and in ground effect, effects of icing, visual system including different ambient lighting conditions (i.e. day, night, dusk)
- EASA FNPT Level III helicopters only : Wider field of view and means of quickly testing correct operation of hardware and software
- MCC : Additional requirements for FNPT Level II and III to be used for multi-crew cooperation training, for example which instruments need to be doubled for each crew member[37]
Flight Training Devices (FTD)
- EASA FTD Level 1 : May lack a visual system, compared to FNPT the aircraft systems must operate correctly based only on pilot inputs without requiring instructor actions
- EASA FTD Level 2 : Visual system with different conditions, cockpit must include other crew stations, controls must replicate movement dynamics
- EASA FTD Level 3 helicopter only : Model data must be based on validation flights - cannot be generic aerodynamical model, wider field of view
Full Flight Simulators (FFS)
- EASA FFS Level A : Motion system with 3 degrees of freedom (pitch, roll, heave)
- EASA FFS Level B : Motion system with all 6 degrees of freedom, modelling ground handling
- EASA FFS Level C : Simulate different runway conditions, icing, more detailed aerodynamic model
- EASA FFS Level D : Characteristic vibrations that can be felt in the cockpit, realistic noise levels
Technology
[edit]Simulator structure
[edit]
Flight simulators are an example of a human-in-the-loop system, in which interaction with a human user is constantly happening. From perspective of the device, the inputs are primary flight controls, instrument panel buttons and switches and the instructor's station, if present. Based on these, the internal state is updated, and equations of motion solved for the new time step.[38] The new state of the simulated aircraft is shown to the user through visual, auditory, motion and touch channels.
To simulate cooperative tasks, the simulator can be suited for multiple users, as is the case with multi-crew cooperation simulators. Alternatively, more simulators can be connected, what is known as "parallel simulation" or "distributed simulation".[39] As military aircraft often need to cooperate with other craft or military personnel, wargames are a common use for distributed simulation. Because of that, numerous standards for distributed simulation including aircraft have been developed with military organisations. Some examples include SIMNET, DIS and HLA .
Simulation models
[edit]The central element of a simulation model are the equations of motion for the aircraft.[38] As the aircraft moves through atmosphere it can exhibit both translational and rotational degrees of freedom. To achieve perception of fluent movement, these equations are solved 50 or 60 times per second.[23]: 16 The forces for motion are calculated from aerodynamical models, which in turn depend on state of control surfaces, driven by specific systems, with their avionics, etc. As is the case with modelling, depending on the required level of realism, there are different levels of detail, with some sub-models omitted in simpler simulators.
If a human user is part of the simulator, which might not be the case for some engineering simulators, there is a need to perform the simulation in real-time. Low refresh rates not only reduce realism of simulation, but they have also been linked with increase in simulator sickness.[40] The regulations place a limit on maximum latency between pilot input and aircraft reaction. Because of that, tradeoffs are made to reach the required level of realism with a lower computational cost. Flight simulators typically don't include full computational fluid dynamics models for forces or weather, but use databases of prepared results from calculations and data acquired in real flights. As an example, instead of simulating flow over the wings, lift coefficient may be defined in terms of motion parameters like angle of attack.[23]: 17
While different models need to exchange data, most often they can be separated into a modular architecture, for better organisation and ease of development.[41][42] Typically, gear model for ground handling would be separate input to the main equations of motion. Each engine and avionics instrument is also a self-contained system with well-defined inputs and outputs.
Instruments
[edit]
All classes of FSTD require some form of replicating the cockpit. As they are the primary means of interaction between the pilot and the aircraft special importance is assigned to cockpit controls. To achieve good transfer of skills, there are very specific requirements in the flight simulator regulations[17] that determine how closely they must match the real aircraft. These requirements in case of full flight simulators are so detailed, that it may be cost-effective to use the real part certified to fly, rather than manufacture a dedicated replica.[23]: 18 Lower classes of simulators may use springs to mimic forces felt when moving the controls. When there is a need to better replicate the control forces or dynamic response, many simulators are equipped with actively driven force feedback systems. Vibration actuators may also be included, either due to helicopter simulation requirements, or for aircraft equipped with a stick shaker.
Another form of tactile input from the pilot are instruments located on the panels in the cockpit. As they are used to interact with various aircraft systems, just that may be sufficient for some forms of procedure training. Displaying them on a screen is sufficient for the most basic BITD simulators[3] and amateur flight simulation, however most classes of certified simulators need all buttons, switches and other inputs to be operated in the same way as in the aircraft cockpit. The necessity for a physical copy of a cockpit contributes to the cost of simulator construction, and ties the hardware to a specific aircraft type. Because of these reasons, there is ongoing research on interactions in virtual reality, however lack of tactile feedback negatively affects users' performance when using this technology.[43][44]
Visual system
[edit]
Outside view from the aircraft is an important cue for flying the aircraft, and is the primary means of navigation for visual flight rules operation.[45] One of the primary characteristics of a visual system is the field of view. Depending on the simulator type it may be sufficient to provide only a view forward using a flat display. However, some types of craft, e.g. fighter aircraft, require a very large field of view, preferably almost full sphere, due to the manoeuvres that are performed during air combat.[46] Similarly, since helicopters can perform hover flight in any direction, some classes of helicopter flight simulators require even 180 degrees of horizontal field of view.[47]
There are many parameters in visual system design. For a narrow field of view, a single display may be sufficient, however typically multiple projectors are required. This arrangement needs additional calibration, both in terms of distortion from not projecting on a flat surface, as well as brightness in regions with overlapping projections.[48] There are also different shapes of screens used, including cylindrical,[49] spherical[48] or ellipsoidal. The image can be projected on the viewing side of the projection screen, or alternatively "back-projection" onto a translucent screen.[50] Because the screen is much closer than objects outside aircraft, the most advanced flight simulators employ cross-cockpit collimated displays that eliminate the parallax effect between the pilots' point of view, and provide a more realistic view of distant objects.[51]
An alternative to large-scale displays are virtual reality simulators using a head-mounted display. This approach allows for a complete field of view, and makes the simulator size considerably smaller. There are examples of use in research,[42] as well as certified FSTD.[52]
Contribution to modern computer graphics
[edit]Visual simulation science applied from the visual systems developed in flight simulators were also an important precursor to three dimensional computer graphics and Computer Generated Imagery (CGI) systems today. Namely because the object of flight simulation is to reproduce on the ground the behavior of an aircraft in flight. Much of this reproduction had to do with believable visual synthesis that mimicked reality.[53] Combined with the need to pair virtual synthesis with military level training requirements, graphics technologies applied in flight simulation were often years ahead of what would have been available in commercial products. When CGI was first used to train pilots, early systems proved effective for certain simple training missions but needed further development for sophisticated training tasks as terrain following and other tactical maneuvers. Early CGI systems could depict only objects consisting of planar polygons. Advances in algorithms and electronics in flight simulator visual systems and CGI in the 1970s and 1980s influenced many technologies still used in modern graphics. Over time CGI systems were able to superimpose texture over the surfaces and transition from one level of image detail to the next one in a smooth manner.[54] Real-time computer graphics visualization of virtual worlds makes some aspects of flight simulator visual systems very similar to game engines, sharing some techniques like different levels of details or libraries like OpenGL.[23]: 343 Many computer graphics visionaries began their careers at Evans & Sutherland and Link Flight Simulation, Division of Singer Company, two leading companies in flight simulation before today's modern computing era. For example, the Singer Link Digital Image Generator (DIG) created in 1978 was considered one of the worlds first CGI system.[55]
Motion system
[edit]
Initially, the motion systems used separate axes of movement, similar to a gimbal. After the invention of Stewart platform[56] simultaneous operation of all actuators became the preferred choice, with some FFS regulations specifically requiring "synergistic" 6 degrees of freedom motion.[57] In contrast to real aircraft, the simulated motion system has a limited range in which it is able to move. That especially affects the ability to simulate sustained accelerations, and requires a separate model to approximate the cues to the human vestibular system within the given constraints.[23]: 451
Motion system is a major contributor to overall simulator cost,[23]: 423 but assessments of skill transfer based on training on a simulator and leading to handling an actual aircraft are difficult to make, particularly where motion cues are concerned. Large samples of pilot opinion are required and many subjective opinions tend to be aired, particularly by pilots not used to making objective assessments and responding to a structured test schedule. For many years, it was believed that 6 DOF motion-based simulation gave the pilot closer fidelity to flight control operations and aircraft responses to control inputs and external forces and gave a better training outcome for students than non-motion-based simulation. This is described as "handling fidelity", which can be assessed by test flight standards such as the numerical Cooper-Harper rating scale for handling qualities. Recent scientific studies have shown that the use of technology such as vibration or dynamic seats within flight simulators can be equally effective in the delivery of training as large and expensive 6-DOF FFS devices.[58][59]
Modern high-end flight simulators
[edit]Vertical Motion Simulator (VMS) at NASA/Ames
[edit]The largest flight simulator in the world is the Vertical Motion Simulator (VMS) at NASA Ames Research Center, in Mountain View, California. This has a very large-throw motion system with 60 feet (+/- 30 ft) of vertical movement (heave). The heave system supports a horizontal beam on which are mounted 40 ft rails, allowing lateral movement of a simulator cab of +/- 20 feet. A conventional 6-degree of freedom hexapod platform is mounted on the 40 ft beam, and an interchangeable cabin is mounted on the platform. This design permits quick switching of different aircraft cabins. Simulations have ranged from blimps, commercial and military aircraft to the Space Shuttle. In the case of the Space Shuttle, the large Vertical Motion Simulator was used to investigate a longitudinal pilot-induced oscillation (PIO) that occurred on an early Shuttle flight just before landing. After identification of the problem on the VMS, it was used to try different longitudinal control algorithms and recommend the best for use in the Shuttle program.[60]
Disorientation training
[edit]AMST Systemtechnik GmbH (AMST) of Austria and Environmental Tectonics Corporation (ETC) of Philadelphia, US, manufacture a range of simulators for disorientation training, that have full freedom in yaw. The most complex of these devices is the Desdemona simulator at the TNO Research Institute in The Netherlands, manufactured by AMST. This large simulator has a gimballed cockpit mounted on a framework which adds vertical motion. The framework is mounted on rails attached to a rotating platform. The rails allow the simulator cab to be positioned at different radii from the centre of rotation and this gives a sustained G capability up to about 3.5.[61][62]
See also
[edit]References
[edit]Notes
[edit]- ^ Federal Aviation Administration (25 April 2013). "FAR 121 Subpart N—Training Program". Retrieved 28 April 2013.
- ^ "AC 120-40 Airplane Simulator and Visual System Evaluation" (PDF). Federal Aviation Administration.
- ^ a b c CS FSTD(A).200: Terminology
- ^ "Definition of flight simulator from the Cambridge Advanced Learner's Dictionary & Thesaurus". Cambridge University Press.
- ^ Bonnier Corporation (January 1919). "Dry Shooting for Airplane Gunners". Popular Science Monthly. Bonnier Corporation. pp. 13–14.
- ^ Fly Away Simulation (12 July 2010). "Flight Simulator Technology Through the Years". Archived from the original on 12 October 2011. Retrieved 20 April 2011.
- ^ a b c d "ASME Landmarks: The Link Flight Trainer." Archived 17 December 2011 at the Wayback Machine American Society of Mechanical Engineers. Retrieved: 18 December 2011.
- ^ "U.S. Air Force Fact Sheet: Link Trainer." National Museum of the United States Air Force. Retrieved: 12 October 2016.
- ^ Hearst Magazines (September 1954). "Airline Pilots Fly Anywhere in the world – Without Leaving the Ground". Popular Mechanics. Hearst Magazines. p. 87.
- ^ Canadian Aviation February 1961
- ^ Fortier, Rénald. "A helicopter simulator with a difference: it flies – Canada's Jacobs Jaycopter". Ingenium Canadian National Museums of Science and Innovation.
- ^ "Jaycopter, Edmonton, Alberta". Provincial Archives of Alberta - A Question.
- ^ "The 1964-1965 New York World's Fair - Jaycopter Ride". WorldsFairPhotos.com.
- ^ a b Murdo Morrison (25 June 2018). "Civil simulator manufacturer strategies compared". FlightGlobal.
- ^ "Airbus A320 Full-Flight Simulator Fleet". sim.aero. Retrieved 11 April 2025.
- ^ Antoine Fafard (26 June 2018). "Analysis: Civil simulator fleet nears 1,300 mark". FlightGlobal.
- ^ a b c "EASA CS-FSTD(A) Issue 2" (PDF).
- ^ Leonard Ross; Paul Slotten; Louise Yeazel (1990). "Pilot's Evaluation of the Usefulness of Full Mission IFR Simulator Flights for General Aviation Pilot Training". Journal of Aviation/Aerospace Education & Research. 1 (2). doi:10.15394/JAAER.1990.1024. ISSN 1065-1136. Wikidata Q112800809.
- ^ "14 CFR Appendix D to Part 141 4.(c)". Archived from the original on 24 April 2022. Retrieved 1 July 2022.
- ^ European Helicopter Safety Team (EHEST). "Advantages of Simulators (FSTDs) in Helicopter Flight Training" (PDF). European Union Aviation Safety Agency (EASA). p. 6. Retrieved 29 June 2022.
- ^ David J Allerton (December 2010). "The impact of flight simulation in aerospace". The Aeronautical Journal. 114: 6. doi:10.1017/S0001924000004231. ISSN 0001-9240. Wikidata Q112813532.
- ^ a b c d e f g David J Allerton (2009). Principles of flight simulation. Wiley. doi:10.2514/4.867033. ISBN 978-0-470-75436-8. Wikidata Q112813340.
- ^ Susan T. Heers; Patricia A. Casper (October 1998). "Subjective Measurement Assessment in a Full Mission Scout-Attack Helicopter Simulation". Proceedings of the Human Factors and Ergonomics Society Annual Meeting. 42 (1): 26–30. doi:10.1177/154193129804200107. ISSN 1071-1813. Wikidata Q112800993.
- ^ Michael King; Stephen Lenser; D Rogers; H Carnahan (2 January 2022). "Novice and experienced hoist operators in a helicopter hoist virtual reality simulator". International Journal of Training Research. 20: 1–13. ISSN 1448-0220. Wikidata Q112805528.
- ^ Karsten Hytten (November 1989). "Helicopter crash in water: Effects of simulator Escape training". Acta Psychiatrica Scandinavica. 80: 73–78. doi:10.1111/J.1600-0447.1989.TB05256.X. ISSN 0001-690X. Wikidata Q112805503.
- ^ André Pinheiro; Paulo Fernandes; Ana Maia; et al. (2012). "Development of a Mechanical Maintenance Training Simulator in OpenSimulator for F-16 Aircraft Engines". Procedia Computer Science. 15: 248–255. doi:10.1016/J.PROCS.2012.10.076. ISSN 1877-0509. Wikidata Q57592005.
- ^ Francesca De Crescenzio; Massimiliano Fantini; Franco Persiani; Luigi Di Stefano; Pietro Azzari; Samuele Salti (1 January 2011). "Augmented reality for aircraft maintenance training and operations support". IEEE Computer Graphics and Applications. 31 (1): 96–101. doi:10.1109/MCG.2011.4. ISSN 0272-1716. PMID 24807975. Wikidata Q87833678.
- ^ "FAA AC 61-136B" (PDF).
- ^ "FAA AC 61-136A" (PDF).
- ^ "FAA CFR Part 60" (PDF).
- ^ "CAAC CCAR-60" (PDF).
- ^ AC-61-136A Appendix 1 and 2
- ^ 14 CFR Part 60, Appendices B and D
- ^ 14 CFR Part 60, Appendices A and C
- ^ CS FSTD(H).200: Terminology
- ^ Appendix 1 to CS FSTD(H).300, Appendix 1 to CS FSTD(A).300
- ^ a b Baarspul, M. (1990) A review of flight simulation techniques. Progress in Aerospace Sciences, 22, 1–20.
- ^ Richard Fujimoto (December 2015), Parallel and distributed simulation, Institute of Electrical and Electronics Engineers, doi:10.1109/WSC.2015.7408152, Wikidata Q63321790
- ^ Randy Pausch; Thomas Crea; Matthew Conway (January 1992). "A Literature Survey for Virtual Environments: Military Flight Simulator Visual Systems and Simulator Sickness". Presence: Teleoperators & Virtual Environments. 1 (3): 344–363. doi:10.1162/PRES.1992.1.3.344. ISSN 1054-7460. Wikidata Q112822678.
- ^ C. A. Ippolito; Amy Ruth Pritchett (14 August 2000), Software architecture for a Reconfigurable Flight Simulator, American Institute of Aeronautics and Astronautics, doi:10.2514/6.2000-4501, Wikidata Q112822781
- ^ a b Matthias Oberhauser; Daniel Dreyer (1 September 2017). "A virtual reality flight simulator for human factors engineering". Cognition, Technology and Work. 19 (2): 263–277. doi:10.1007/S10111-017-0421-7. ISSN 1435-5558. Wikidata Q112822831.
- ^ Markus Tatzgern; Cristoph Birgmann (March 2021). "Exploring Input Approximations for Control Panels in Virtual Reality". Virtual Reality and 3D User Interfaces: 1–9. doi:10.1109/VR50410.2021.00092. S2CID 234479316. Wikidata Q112826551.
- ^ Section 91.155 14 CFR Part 91 - General Operating and Flight Rules - FAA
- ^ R. Barette; A. Morris; J. Baribeau (22 July 1985), A modern air combat dome visual system, American Institute of Aeronautics and Astronautics, doi:10.2514/6.1985-1747, Wikidata Q112840484
- ^ Appendix 1 to CS FSTD(H).300, 1.3 Visual system, requirement b.3
- ^ a b Brian Reno (14 August 1989), Full field of view dome display system, Boston: American Institute of Aeronautics and Astronautics, doi:10.2514/6.1989-3316, Wikidata Q112790735
- ^ Brent Cameron; Hooman Rajaee; Bradley Jung; Robert Langlois (May 2016), Development and Implementation of Cost-effective Flight Simulator Technologies, doi:10.11159/CDSR16.126, Wikidata Q112812641
- ^ Leonard G. Best; Don R. Wight; Philip W. Peppler (16 August 1999). "M2DART: a real image rear-projection display". Proceedings of SPIE: 348–355. doi:10.1117/12.357610. ISSN 0277-786X. Wikidata Q112840621.
- ^ Byron J. Pierce; George A. Geri (October 1998). "The Implications of Image Collimation for Flight Simulator Training". Proceedings of the Human Factors and Ergonomics Society Annual Meeting. 42 (20): 1383–1387. doi:10.1177/154193129804202004. ISSN 1071-1813. Wikidata Q112793062.
- ^ "EASA approves the first Virtual Reality (VR) based Flight Simulation Training Device" (Press release). European Union Aviation Safety Agency. 26 April 2021. Retrieved 10 February 2025.
- ^ Rolfe, JM; Staples, KJ (27 May 1988). Flight Simulation Cambridge Aerospace Series No 1. Cambridge University Press. ISBN 978-0521357517.
- ^ Yan, Johnson (August 1985). "Advances in Computer-Generated Imagery for Flight Simulation". IEEE Computer Graphics and Applications. 5 (8): 37–51. doi:10.1109/MCG.1985.276213. S2CID 15309937.
- ^ Carlson, Wayne (20 June 2017). "Computer Graphics and Animation: a retrospective review". p. 13.2.
- ^ Stewart, D. (1965–1966). "A Platform with Six Degrees of Freedom". Proceedings of the Institution of Mechanical Engineers. 180 (1, No 15): 371–386. doi:10.1243/pime_proc_1965_180_029_02.
- ^ Appendix 1 to CS FSTD(H).300, 1.2 Motion system, requirement b.1
- ^ Andrea L. Sparko; Judith Bürki-Cohen; Tiauw H. Go (2010). Transfer of Training from a Full-Flight Simulator vs. a High Level Flight Training Device with a Dynamic Seat. AIAA Modeling and Simulation Technologies Conference. doi:10.2514/6.2010-8218.
- ^ Peter John Davison. "A summary of studies conducted on the effect of motion in flight simulator pilot training" (PDF). MPL Simulator Solutions. Retrieved 12 November 2019.
- ^ Beard, Steven; et al. "Space Shuttle Landing and Rollout Training at the Vertical Motion Simulator" (PDF). AIAA. Archived from the original (PDF) on 20 January 2009. Retrieved 5 February 2014.
- ^ "DESDEMONA: The next generation in movement simulation" Nederlandse Organisatie voor Toegepast Natuurwetenschappelijk Onderzoek Retrieved: 5 July 2012.
- ^ Roza, M., M. Wentink and Ph. Feenstra. "Performance Testing of the Desdemona Motion System." AIAA MST, Hilton Head, South Carolina, 20–23 August 2007.
Bibliography
[edit]- Madhavan, Guru (2024). Wicked Problems: How to Engineer a Better World. New York: W.W. Norton & Company. ISBN 978-0-393-65146-1
- Kelly, Lloyd L. as told to Robert B. Parke. The Pilot Maker. New York: Grosset & Dunlap, 1979, First edition 1970. ISBN 0-448-02226-5.
External links
[edit]- Black Magic and Gremlins: Analog Flight Simulations at NASA's Flight Research Center by Gene L. Waltman
- The Art of Flight Simulation (Aersopace MEng Thesis on Flight Simulation) Archived 6 August 2020 at the Wayback Machine
- MiGMan's Flight Sim Museum, video game flight simulators from the 1970s to the present day
Flight simulator
View on GrokipediaOverview
Definition and principles
A flight simulator is a device or system that replicates the experience of operating an aircraft, including its controls, performance, and environmental conditions, primarily to train pilots and evaluate aircraft without the risks associated with actual flight.[3] High-fidelity examples, such as full flight simulators, are full-size replicas of a specific type or make, model, and series aircraft cockpit, incorporating the necessary equipment and computer programs to represent the aircraft in ground and flight operations, along with a visual system for out-of-cockpit views and a force cueing system providing motion cues equivalent to at least a three degrees-of-freedom system, compliant with minimum standards for qualified levels such as Level A.[5] These devices artificially recreate the physical environment of flight, including cockpit layout, instrument responses, and flight dynamics, to enable safe, repeatable training without the risks of actual aircraft operation.[3] At its core, a flight simulator operates on principles derived from classical mechanics, simulating an aircraft's motion through six degrees of freedom: three translational (surge, sway, heave) and three rotational (pitch, roll, yaw).[6] These are modeled in real-time using equations of motion based on Newton's second law, adapted for aerodynamic environments, where forces such as lift, drag, thrust, and gravity are computed to predict the aircraft's response to pilot inputs and external conditions.[6] Aerodynamic forces are typically derived from wind tunnel data and expressed through coefficients, enabling the simulator's software to integrate propulsion, structural, and environmental effects for accurate dynamic behavior.[6] A fundamental example of this force modeling is the lift equation, which calculates the aerodynamic lift force acting on the aircraft: where is air density, is true airspeed, is the reference wing area, and is the lift coefficient dependent on factors like angle of attack.[7] This equation, along with analogous forms for drag and other forces, allows the simulator to approximate steady-state and transient flight conditions by solving the coupled differential equations in the body-axis or stability-axis frames.[7] While flight simulators achieve high fidelity in visual, auditory, and instrumental cues to replicate operational scenarios, they inherently differ from real flight by limiting the replication of physiological effects such as sustained G-forces or full spatial disorientation, even in advanced motion systems, due to ground-based hardware constraints.[8] Key limitations include the lack of physical sensations like turbulence, accelerations, and vestibular feedback, which cannot be fully simulated without the actual forces of flight.[9][10] Differences in control feel and responsiveness also arise, as simulator inputs may be too sensitive or smooth compared to real aircraft handling influenced by factors like air friction and mechanical wear.[11] Reduced visual and sensory realism is another constraint, encompassing limitations in peripheral vision, depth perception, engine vibrations, sounds, smells, and actual weather effects such as temperature or moisture changes.[9][11] Furthermore, simulators lack the real risk and decision-making under pressure with tangible consequences, creating a low-stakes environment that does not fully prepare pilots for the emotional and operational stress of actual flight.[11] Finally, they provide incomplete replication of environmental variables, including air traffic interactions, urgent air traffic control communications, and unpredictable weather phenomena.[10][12]Classification of simulators
Flight simulators are classified primarily by their fidelity, which refers to the degree of realism in replicating aircraft systems, visuals, and motion cues. Under FAA regulations in 14 CFR Part 60, these include Aviation Training Devices (ATDs), Flight Training Devices (FTDs), and Full Flight Simulators (FFSs). Low-fidelity simulators, such as Basic Aviation Training Devices (BATDs), focus on procedural training without physical motion or advanced visuals, allowing pilots to practice instrument procedures on fixed platforms with simplified cockpits.[13] Higher-fidelity options include Advanced Aviation Training Devices (AATDs), which provide more realistic flight dynamics and visuals while remaining non-motion systems, and FTDs qualified at levels 1 through 7, with levels 4-7 offering increased accuracy in flight modeling and limited motion in higher levels.[13] At the pinnacle are FFSs certified at levels A through D, with Level D offering the highest fidelity through six degrees of freedom (6-DOF) motion systems, at least a 176-degree horizontal field-of-view visual display per pilot seat, and precise aerodynamic modeling for zero-flight-time training.[13][5] Simulators are also categorized by platform type, distinguishing between those that provide physical motion and those that do not. Fixed-base simulators replicate the cockpit environment with realistic controls and instrumentation but remain stationary, making them cost-effective for systems training without vestibular cues.[14] Motion-based platforms, in contrast, use hydraulic or electric actuators to simulate aircraft accelerations in three or six degrees of freedom, enhancing spatial orientation and providing cues for maneuvers like takeoffs and turbulence.[14] Software-only simulators operate on personal computers or virtual reality (VR) headsets, relying on screen-based or immersive visuals without dedicated hardware, suitable for introductory or hobbyist use.[15] Intended use further delineates simulator classifications into professional, research, and consumer categories. Professional simulators, such as FAA-certified FFS Level D devices, are qualified for logging flight training hours toward licenses and require rigorous validation against real aircraft performance.[3] Research simulators employ custom physics models to test experimental aerodynamics or human factors, often tailored for studies in controlled environments.[16] Consumer simulators, designed for recreational or educational purposes, feature accessible setups with joysticks, multiple monitors, or VR, emphasizing exploration over certification. For instance, CAE's 7000XR Series full-motion simulators represent professional high-fidelity systems used in airline training centers, while Microsoft Flight Simulator exemplifies a consumer software platform for home-based virtual flying.[17][18]Historical Development
Early innovations (1910s–1930s)
The earliest precursors to modern flight simulators emerged in the 1910s, driven by the rapid growth of aviation and the need for safe training amid high accident rates. In 1910, the French Antoinette company developed the "Tonneau Antoinette," a rudimentary device consisting of a halved barrel mounted on a pivoting base with a steering wheel and rudimentary controls, designed to familiarize pilots with aircraft handling without leaving the ground. This manual simulator, created in collaboration with the French Army, allowed trainees to practice basic maneuvers through physical rotation but offered no realistic motion or instrumentation, relying entirely on operator intervention to simulate pitch and roll.[19] During World War I (1914–1918), the demands of wartime pilot training spurred further mechanical innovations, though most remained basic and limited in scope. In the United States, the 1921 Ruggles Orientator, patented by W.G. Ruggles, featured a gimbaled seat within interlocking rings powered by electric motors, enabling full rotation in pitch, roll, and yaw to train pilots in spatial orientation, particularly for night or instrument conditions. This device marked an early attempt at automated motion simulation but was primarily used for vestibular adaptation rather than full flight control, with no integration of aerodynamic forces or visual cues. Similar crude gimbaled setups appeared in other nations, including rudimentary trainers in Britain and Germany, but these were manually operated and focused on basic equilibrium rather than comprehensive flight skills.[20] The interwar period (1920s–1930s) saw significant advancements with the introduction of more sophisticated mechanical devices, culminating in the Link Trainer developed by American inventor Edwin A. Link. Drawing on his experience as an organ builder and pilot, Link began constructing prototypes in 1927–1929 in his family's basement workshop, utilizing pneumatic bellows adapted from player piano technology to create a self-contained cockpit that simulated basic aircraft attitudes through controlled air pressure variations responding to pilot inputs on the control column, rudder pedals, and instruments. Patented in 1930 (U.S. Patent No. 1,825,462), the device emphasized instrument flying training, allowing practice in simulated fog or darkness without actual flight risks; refinements in the early 1930s improved its stability and added basic turn coordination. The U.S. Army Air Corps adopted the Link Trainer in 1934 following demonstrations amid a series of air mail crashes, purchasing initial units for $3,500 each to standardize instrument training, while commercial airlines like United Air Lines also acquired them that year for pilot proficiency. The Civil Aeronautics Authority (CAA) certified the first commercial Link Trainer variant in 1934, marking official recognition for civilian use.[21][22] Despite these innovations, early simulators like the Link Trainer had notable limitations that constrained their effectiveness. Lacking any visual display systems—such as out-the-window views or projected horizons—trainees depended heavily on an external instructor monitoring dials and providing verbal feedback to interpret simulated scenarios, which introduced variability and fatigue. Motion was confined to static attitude changes without dynamic forces like acceleration or turbulence, offering no replication of real aerodynamic sensations beyond basic orientation. During World War II, Link Trainers trained over 500,000 pilots worldwide, primarily in instrument procedures, but their mechanical simplicity highlighted the need for more advanced systems as aviation demands grew.[21]World War II advancements
During World War II, the urgent need for large numbers of trained pilots drove the mass production of flight simulators, with Edwin Link's company manufacturing more than 10,000 Blue Box trainers by 1945 to meet Allied demands. These devices, initially mechanical, evolved to incorporate basic electrical instruments in models like the ANT series, enabling simulation of radar displays and navigation aids essential for instrument flight in poor visibility. This integration allowed pilots to practice critical procedures safely on the ground, addressing the limitations of earlier purely pneumatic systems. Key developments during the war included pioneering efforts in motion simulation, such as the Cambridge Cockpit, developed at Cambridge University in 1940 by Kenneth Craik and colleagues, which used mechanical differential analyzers to simulate instrument flying for research on pilot fatigue. In the United States, the Navy employed specialized synthetic trainers for carrier landing qualification, featuring projected visual systems that replicated the deck approach using film or slides to simulate ship motion and optical illusions, thereby honing skills for the hazardous task without expending aircraft or risking lives at sea. The impact of these advancements was profound, as the Synthetic Training Devices (STD) program, which encompassed Link trainers and other simulators, trained over 500,000 Allied pilots and contributed to reducing training accidents by enabling extensive ground-based practice that minimized exposure to live flight risks during instrument and navigation exercises. Overall, simulators in the STD initiative supported the preparation of approximately two million airmen across Allied forces, enhancing operational readiness while lowering the historically high accident rates in pilot training. A technical milestone of the era was the introduction of analog computers in late-war prototypes, which performed simple flight path calculations by solving basic aerodynamic equations electrically, laying groundwork for more sophisticated post-war systems. [23] [21] [24] [25] [26] [27]Postwar evolution (1940s–1960s)
Following World War II, flight simulators transitioned from primarily mechanical devices to hybrid electro-mechanical systems, supporting the rapid growth of commercial aviation and military readiness during the Cold War. Building on wartime production, manufacturers refined designs to incorporate electronic elements for greater fidelity in simulating aircraft behavior. In the late 1940s, Link Aviation developed the C-11 Jet Trainer, an early postwar simulator using analog computing to replicate jet engine responses and basic flight dynamics for military pilots.[1] By the mid-1950s, advancements in motion systems enhanced realism; for instance, Redifon introduced an electro-hydraulic pitch motion platform in 1958 for the de Havilland Comet IV simulator, providing smoother and more precise cues for six degrees of freedom.[1] These developments were driven by the need to train pilots for high-speed jet aircraft, with civil airlines like United adopting Curtiss-Wright simulators in 1954 to train crews on propeller-driven airliners, marking one of the first major commercial investments at a cost of $3 million for four units. Visual systems emerged as a critical enhancement in the 1950s, addressing the limitations of instrument-only training by adding out-the-window views. Early attachments included terrain projectors using physical model boards illuminated by point-light sources or shadowgraph methods, particularly for helicopter and low-altitude simulations, which projected simplified landscapes to simulate approaches and landings.[1] Film-based systems like the Visual Attachment Motion Picture (VAMP) followed, integrating 16mm film loops synchronized with flight parameters to depict terrain overflight.[1] By the late 1950s, closed-circuit television systems began replacing film, offering real-time adjustments, though resolution remained limited compared to later digital visuals. These innovations were pivotal for civil adoption, as airlines expanded fleets amid booming air travel demand.[1] The 1960s brought further milestones through analog flight computers, which enabled detailed modeling of complex jet dynamics, including aerodynamic forces and control surface interactions. United Airlines integrated such systems into its training programs for jet airliners like the DC-8, allowing pilots to practice high-altitude maneuvers without risking aircraft.[1] NASA leveraged these technologies for the Apollo program, deploying fixed-base Lunar Module simulators equipped with analog backups to the Apollo Guidance Computer for astronaut training on descent, hover, and lunar touchdown profiles starting in 1964.[28] These simulators incorporated hydraulic motion platforms and rudimentary visual displays to replicate the low-gravity environment, contributing to the success of missions like Apollo 11. Meanwhile, regulatory frameworks solidified; the Federal Aviation Administration (FAA) began formalizing simulator approval standards in the early 1960s, evaluating fidelity against real aircraft performance to credit simulator time toward pilot certification requirements.[1] This era's emphasis on electronics laid the groundwork for broader adoption in both military research and civilian training.[1]Digital and modern era (1970s–present)
The transition to the digital era of flight simulators began in the 1970s, as advancements in computing power enabled the replacement of analog systems with digital controls, allowing for more precise and flexible simulations. Early digital simulators, such as those developed for the Boeing 727 by Lufthansa, utilized PDP-11 minicomputers to manage flight dynamics and cockpit interactions in real time, marking a shift from mechanical linkages to software-driven models that reduced maintenance costs and improved reliability.[29] By the late 1970s and into the 1980s, this digital foundation supported the simulation of emerging aircraft technologies, including glass cockpits with electronic flight instrument systems (EFIS), first seen in production aircraft like the McDonnell Douglas MD-80 entering service in 1980.[30] Simulators replicated these multi-function displays using computer-generated imagery (CGI) and basic visual systems, providing pilots with training on digital interfaces before their widespread adoption in commercial fleets.[31] In the 1990s and 2000s, flight simulators evolved into full digital twins—virtual replicas of aircraft that integrated real-time physics engines to model aerodynamic forces, structural loads, and environmental interactions with high fidelity. These systems, certified by regulatory bodies like the FAA, became mandatory for pilot licensing, featuring six-degrees-of-freedom motion platforms and visual databases covering global terrains.[31] Integration of GPS navigation and dynamic weather modeling further enhanced realism; for instance, Microsoft Flight Simulator 2000 incorporated live GPS data and customizable weather conditions, including turbulence and visibility changes, to simulate en-route scenarios accurately.[32] Professional simulators for aircraft like the Boeing 737 advanced to include networked multi-crew operations, allowing coordinated training across distributed sites while maintaining synchronization through high-speed data links.[33] The 2010s and 2020s have seen flight simulators incorporate artificial intelligence (AI) for adaptive training and virtual reality (VR) for immersive environments, addressing limitations in traditional setups. DARPA's Air Combat Evolution (ACE) program, launched in 2019 and achieving milestones by 2023, developed AI algorithms that autonomously control simulated F-16s in dogfights, transitioning from virtual scenarios to live flights on the X-62A VISTA aircraft to validate human-AI teaming.[34] In professional training, VR headsets like those from Varjo enable mixed-reality cockpits, where pilots interact with virtual overlays on physical controls, as demonstrated in helicopter and fixed-wing simulators for maneuver practice without full hardware replication.[35] A key trend accelerated post-COVID-19 is cloud-based simulation, exemplified by Boeing's 2025 Virtual Airplane Procedures Trainer (VAPT), which uses Microsoft Azure to deliver remote, scalable cockpit procedures training accessible via standard devices, reducing travel needs and enabling global instructor-student collaboration.[36] These developments have democratized access to high-fidelity training, with AI personalizing scenarios based on pilot performance and cloud platforms supporting surge capacity amid pilot shortages.[37]Applications and Uses
Professional pilot training
Certified flight simulators play a central role in commercial and airline pilot training programs, enabling pilots to accumulate loggable flight hours in a controlled environment while engaging in scenario-based learning that replicates real-world operations. Under FAA regulations, qualified full flight simulators (Level C or D) and flight training devices allow pilots to meet training requirements without always needing actual aircraft flights, particularly for type ratings, recurrent proficiency checks, and emergency procedure drills. This approach supports the development of technical skills and non-technical competencies, such as decision-making under pressure, in a risk-free setting.[5] Training scenarios in professional simulators encompass a range of operations to build proficiency across normal, abnormal, and emergency conditions. Normal procedures include takeoffs, climbs, cruises, descents, approaches, and landings, often incorporating environmental factors like crosswinds or low visibility to enhance realism. Emergency simulations focus on critical events such as engine failure during takeoff or climb, requiring pilots to execute engine-out procedures, maintain aircraft control, and coordinate with air traffic control. Additionally, Crew Resource Management (CRM) exercises simulate multi-crew interactions during high-stress situations, emphasizing communication, leadership, workload management, and situational awareness to prevent errors and improve team performance. These scenarios are designed to align with FAA-approved curricula, drawing from historical incident data to prioritize high-risk events.[38][39] The FAA's credit system permits substantial substitution of simulator time for actual flight hours in professional training, with limits tailored to certification requirements. For aeronautical experience toward an Airline Transport Pilot (ATP) certificate, up to 25 hours in a qualified full flight simulator can count toward the 50 hours of flight time in the class of airplane requirement under 14 CFR §61.159(a)(3). In type rating programs, nearly all training and testing—often 100% for initial certification—occurs in simulators, as authorized by 14 CFR §61.64, which allows the practical test to be completed entirely in a Level C or D simulator. A representative example is the initial type rating for the Airbus A320, where FAA-approved courses typically involve 24 to 30 hours of full flight simulator sessions covering systems knowledge, procedures, and skill testing, replacing the need for equivalent aircraft time. For recurrent training under Part 121 operations, simulators fulfill most proficiency requirements, enabling up to 75% or more of ongoing hour credits depending on the program.[40][41] The integration of simulators into professional training yields significant benefits, including substantial cost savings and minimized risk for hazardous maneuvers. A typical simulator session costs approximately $400 to $600 per hour, compared to around $8,250 per hour for operating a jet aircraft like the A320, which factors in fuel, maintenance, crew, and aircraft depreciation. This disparity allows airlines to achieve substantial cost savings for simulator-based training portions, while avoiding wear on expensive aircraft. Moreover, simulators eliminate real-world dangers during high-stakes exercises, such as rejected takeoffs at high speeds or engine failures at low altitudes, enabling repeated practice without endangering lives or property.[42][43] Post-session debriefing enhances learning through specialized software that analyzes performance data from simulator runs. Tools like SimVu or CEFA Aviation's debriefing systems replay flights with overlaid telemetry, such as flight paths, control inputs, and system parameters, allowing instructors and pilots to review decisions, identify errors, and discuss CRM dynamics. This objective feedback supports iterative improvement, ensuring pilots refine skills before transitioning to line operations.[44][45]Military and research applications
Flight simulators play a critical role in military applications, particularly for tactical training scenarios that replicate high-risk combat environments without endangering personnel or assets. In the U.S. Air Force, Virtual Flag exercises, a simulator-based counterpart to Red Flag at Nellis Air Force Base, utilize advanced flight simulators to conduct virtual dogfight training, enabling aircrews to practice intensive air combat maneuvers in a controlled, safe setting that mirrors real-world threats. These simulations reduce costs significantly—one hour of simulator time equates to less than six minutes of actual flight—while enhancing proficiency in beyond-visual-range engagements and close-quarters tactics. Similarly, unmanned aerial vehicle (UAV) and drone operator training relies on specialized consoles integrated into synthetic battlespaces, where operators simulate complex missions involving swarming tactics and collaborative operations across dispersed units. For instance, Elbit Systems' advanced UAV simulators allow geographically separated platforms to interact within a unified virtual environment, fostering realistic training for multi-UAV coordination in contested airspace.[46][47][48] In research contexts, flight simulators validate aerodynamic models and support experimental aircraft development, often complementing physical wind tunnel tests. NASA's programs for X-plane prototypes, such as the X-57 Maxwell, employ computational fluid dynamics (CFD) integrated with simulator models, where wind tunnel data refines simulations to predict aircraft behavior under extreme conditions before actual flights. This approach ensures accurate validation of innovative designs, minimizing risks in hypersonic or electric propulsion testing. Additionally, simulators facilitate human factors research, particularly studies on pilot fatigue and workload during prolonged missions. NASA investigations using flight simulation environments have demonstrated performance degradation after 2.5 to 3 hours of simulated flying, informing countermeasures like controlled breaks to mitigate fatigue in operational settings.[49][50][51] A notable example of military simulator application is the Eurofighter Typhoon training system, which incorporates tactical simulations for beyond-visual-range (BVR) tactics. The M-346 advanced trainer, equipped with onboard simulation capabilities, supports Typhoon pilots by replicating BVR missile engagements and sensor fusion scenarios, allowing safe rehearsal of multirole combat profiles. Advancements in this domain include distributed simulation networks, which link simulators across multiple sites for joint exercises. The Distributed Interactive Simulation (DIS) protocol, an IEEE standard, enables real-time interoperability among diverse military platforms, facilitating mission rehearsal and weapon system evaluations in virtual wargaming environments. This technology has been pivotal in scaling training from individual cockpits to large-scale, networked battlespaces.[52][53][54]Recreational and educational uses
Flight simulators have become increasingly popular for recreational purposes, allowing hobbyists to set up immersive home environments using personal computers and specialized peripherals. Popular software options include X-Plane, which provides realistic flight dynamics and is widely used by enthusiasts for non-professional simulation on Windows, macOS, and Linux platforms.[55] Similarly, Lockheed Martin Prepar3D offers a Personal edition specifically designed for home use and individual training, enabling users to simulate various aircraft scenarios in a customizable virtual environment.[56] These setups often incorporate hardware such as yokes for control column simulation, rudder pedals for directional input, and throttle quadrants to mimic cockpit operations, enhancing the realism of the experience.[57] The global flight simulator market, encompassing consumer and recreational segments, was valued at approximately $5.9 billion in 2024 and is projected to reach $6.21 billion in 2025, driven in part by accessible home-based solutions and rising interest in aviation hobbies.[58] In educational contexts, flight simulators serve as valuable tools for teaching aviation principles and STEM concepts at various levels. Universities like Embry-Riddle Aeronautical University integrate advanced simulation labs into their curricula, where students practice aircraft performance, aerodynamic effects, and flight maneuvers in risk-free environments to build foundational piloting skills.[59] For K-12 education, programs such as STEMPilot leverage flight simulation to illustrate physics, geometry, algebra, and meteorology through interactive flying exercises, aligning with Next Generation Science Standards (NGSS) to engage young learners in aviation-related STEM topics.[60] These applications foster conceptual understanding of flight dynamics, such as lift and drag, without requiring actual aircraft access. Public engagement examples highlight the role of flight simulators in broadening access to aviation experiences. At the Smithsonian National Air and Space Museum, interactive flight simulators allow visitors to pilot virtual aircraft or ride in motion capsules simulating space missions, providing thrilling, hands-on introductions to aviation history and technology.[61] In the realm of competitive recreation, integrations like the Reno Air Races expansion for Microsoft Flight Simulator enable virtual air races with licensed WWII-era aircraft, attracting esports enthusiasts to organized online competitions that blend simulation with motorsport excitement.[62] Accessibility is a key feature of recreational flight simulation, with free and open-source options lowering barriers to entry. FlightGear, an actively maintained multi-platform simulator since 1997, offers over 400 aircraft models, global scenery, and multiplayer capabilities for casual users and hobbyists, making it ideal for personal exploration without cost.[63] Its open-source nature also supports educational modifications, such as custom scenarios for classroom use in aerodynamics and control systems studies.[64]Regulatory and Certification Standards
Approval procedures
The approval procedures for flight simulators entail a structured certification process designed to verify that the device accurately replicates aircraft performance and supports effective training. This process is governed by regulatory authorities such as the Federal Aviation Administration (FAA) in the United States and the European Union Aviation Safety Agency (EASA), with overarching guidance from the International Civil Aviation Organization (ICAO).[13][65] The certification begins with a design evaluation phase, where the simulator's hardware, software, and aerodynamic models are reviewed for compliance with established standards, ensuring alignment with the target aircraft's specifications. Following this, objective testing occurs, focusing on parameters such as handling qualities, flight dynamics, and systems response; these tests compare simulator outputs against validated aircraft data to confirm fidelity within parameter-specific tolerances defined in the Qualification Test Guide (QTG), such as ±10% for control forces and up to ±20% for certain flight dynamics.[66] Subjective assessments by qualified pilots then evaluate the simulator's realism for training scenarios, including pilot workload and scenario immersion. Validation methods rely on direct comparisons to real aircraft data collected from flight tests, using a Qualification Test Guide (QTG) that outlines over 100 specific tests and parameters, such as airspeed, attitude, and control forces, to demonstrate equivalence.[67][68] The QTG serves as the core document for this validation. International harmonization is facilitated by ICAO Document 9625, which provides global criteria for simulator qualification and influences FAA and EASA regulations to promote consistency across borders. For instance, EASA's 2024 Notice of Proposed Amendment (NPA 2024-108) updates flight simulation training device requirements to incorporate task-based "task-to-tool" training concepts. These proposals were advanced in EASA Opinion No 01/2025 (May 2025), updating Regulation (EU) 1178/2011 to emphasize FSTD capabilities for specific training tasks.[69][70] Full certification, encompassing development, testing, and validation, typically costs between $5 million and $20 million, depending on the simulator's fidelity level and complexity.[42][71]FAA certification levels
The Federal Aviation Administration (FAA) establishes certification levels for flight simulation training devices (FSTDs) under 14 CFR Part 60, categorizing full-flight simulators (FFS) into Levels A through D based on their fidelity, motion capabilities, and visual systems to ensure they meet training requirements for pilot certification and qualification.[13] Level A represents the lowest fidelity among FFS, featuring a basic flight deck mockup without a motion system and a minimum visual field of view (FOV) of 75 degrees horizontal per pilot, suitable for limited procedures training such as preflight and basic maneuvers.[72] Level B builds on this with at least three degrees of freedom (DOF) in motion (pitch, roll, and heave) and the same 75-degree horizontal FOV, incorporating enhanced aerodynamic modeling for tasks like taxiing and crosswind operations.[72] Level C requires a full six-DOF motion system delivering at least 75% fidelity in motion cues, a minimum 97-degree horizontal FOV, and advanced visual realism for comprehensive flight phases, including engine failures.[72] Level D, the highest tier, mandates a six-DOF motion system with near-perfect fidelity, a 150-degree or greater horizontal FOV (up to 176 degrees in practice), and 10 levels of occulting for realistic depth perception, enabling credit for all pilot training tasks from initial certification to recurrent checks.[72] In addition to FFS, the FAA certifies flight training devices (FTDs) at Levels 1 through 7, which offer progressively lower fidelity than FFS and are designed for specific training segments without full immersion.[13] Levels 1 through 3 are basic, non-motion devices with minimal or no visual systems, focusing on instrument procedures or cockpit familiarization using generic aerodynamics.[73] Levels 4 and 5 introduce optional motion and basic visuals via flat-panel displays, supporting procedures training with latencies up to 300 milliseconds if motion is included.[73] Level 6 requires aircraft-specific modeling and optional motion, while Level 7 approaches FFS fidelity with a recommended 146- to 180-degree horizontal FOV, advanced sound systems, and capabilities for complex scenarios like windshear recovery.[73] These levels ensure FTDs provide scalable training value, with higher ones crediting toward instrument rating requirements. All FAA-certified FSTDs undergo initial qualification testing against objective performance standards (e.g., aerodynamic tolerances within 10-15% of flight data) and subjective evaluations by pilots, followed by re-qualification every 12 months to maintain approval, though extensions up to 36 months are possible under a quality management system. Turbulence modeling, including gusts, crosswinds, and atmospheric disturbances, is a core requirement for Levels C and D FFS as well as Level 7 FTDs, with criteria outlined in historical guidance like Advisory Circular (AC) 120-40B (issued 1991), which specifies windshear escape maneuvers and buffet effects validated against flight test data.[5][72] Recent advancements in 2025 have incorporated electric motion systems into qualified FSTDs, such as six-DOF bases in virtual reality simulators, enhancing sustainability by lowering energy use and maintenance compared to hydraulic alternatives while meeting Level 7 FTD standards, approaching the fidelity of Level D FFS.[74][75]| Certification Level | Motion System | Visual FOV (Horizontal) | Key Fidelity Features | Example Training Credit |
|---|---|---|---|---|
| FFS A | None | 75° per pilot | Basic aerodynamics | Preflight, basic maneuvers |
| FFS B | 3 DOF | 75° per pilot | Enhanced ground handling | Taxi, crosswind takeoff |
| FFS C | 6 DOF (75% fidelity) | 97° minimum | Advanced effects (e.g., failures) | Full flight phases |
| FFS D | 6 DOF (high fidelity) | 150°+ | All effects (e.g., icing, buffet) | Complete certification |
| FTD 1-3 | None | None/minimal | Generic systems | Instrument procedures |
| FTD 4-5 | Optional | Basic displays | Procedures focus | Cockpit familiarization |
| FTD 6-7 | Optional (75% if included) | 146°+ for Level 7 | Aircraft-specific, windshear | Complex scenarios |