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Old 11th Jan 2020, 08:42
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Goldenrivett
 
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An older generation of sims managed it just fine.
Not quite. My early simulator experience in Comet and Vanguard (VC9) only had freedom of movement in pitch and we thought they were great. However they were not approved for zero flight time and we had to do expensive base training. As simulators became more "realistic" with motion cues, they can become more of a distraction if your rely heavily on your sensed accelerations.

The problem all motion simulators face is the physical limits of motion (due to the length of the movement jacks). The initial acceleration cue felt during the yaw, say with a crosswind landing, is correct - but the sim motion travel has to stop and return to centre neutral ready for the next motion input. If your own acceleration senses are more sensitive than average then you may interpret that return to neutral as being another motion cue and react with a control input before any visual effect is observed. You then become "out of phase" with the sim. I had a similar problem with an early 737-200 simulator - but no problem at base training where real life accelerations are true.

If possible - try to ignore what you feel and only react to the visual or what the instruments tell you.
See this article which describes the problems with all simulators which have motion cues.
https://ieeexplore.ieee.org/document/8671729

Last edited by Goldenrivett; 11th Jan 2020 at 11:57. Reason: typos
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