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> It helped a ton with the systems and comms but pretty much nothing for my landing and takeoff ability.

Yes, a common experience. Landing and taking off involve some subtle things that most simulators don't capture, like the fact that in a small propeller-drive plane, at slow speed, the propeller torque twists the body of the airplane, so you have to apply some counter-rudder to straighten out the fuselage and maximize climbing efficiency.

And landing has risks that simulators certainly don't capture, like the all-too-common stall-spin on final approach, which turns out to represent a high percentage of all GA accidents. Most simulators won't even imitate this common problem -- in most simulators you can't force the plane into a spin, either at altitude or while landing. That by itself might make a student overconfident about how much he's learned.

In reality, a student or new pilot turns too slow on final, realizes he's not lined up, so he banks too steeply and applies some aggressive rudder, which causes the inboard wing to stall, then unless the pilot knows exactly what to do and does it instantly, the plane will stall-spin, do a 1/4 turn and hit the ground before an inexperienced pilot can react. A very common accident scenario.



You must have flown crappy simulators. All flight sims I have flown incorporate this in the aerodynamics model. (I also fly gliders).

The biggest differnces I figure between real life and the simulator are the acceleraion, the sense of moving very fast and the fear of dying.


There's also the ground effect. It's impossible to get a feel for it on a simulator.


Do you think a 3-D image could enhance the 'feel'? Could a flight sim feel significantly more real w/ Oculus Rift?


A 3D simulation would represent a big improvement for formation flying or landing and taking off, but not so much for flying at altitude for obvious reasons.

But the absence of body accelerations in a simulator is a big obstacle standing in the way of realism. Big, expensive simulators have a cockpit mounted on hydraulic actuators to partially address this issue -- the cockpit moves around to provide some accelerations and try to improve the subjective sense of being in motion.


I can see VR being a dramatic improvement for flight simulators, but you'll still need a good flight model.




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