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F16 simulator report by Stephen
My first impression of the simulator was how actually
small it seemed. Being used to seeing the F16 cockpit actually mounted in an
F16, I got surprised at how small the cockpit is, when not as part of the
aircraft. The fact that I was actually sitting in a cockpit with every
instrument functional, gave me a completely different experience than I had
expected. The first thing I had to get used to was the Side-stick control (SSC)
of the F16. The instructor pilot (IP) had warned me in advance that many pilots
have the tendency to pull the stick towards themselves instead of pulling it
backwards when they want a pitch-up response from the aircraft, thus resulting in a pitch &
left-roll response from the aircraft instead of pitch-only, so I was careful
not to do so. The SSC really takes some getting used to; it's no Jamaican
vacations or better yet, no Cancun
resorts let me tell you.Flying an aircraft
with a stick that doesn’t move more than about 2mm in every direction was
something completely new for me, even though I knew that about the F16 in
advance. The IP had told me that after about 3 minutes of flying time, I would
forget that I am using an SSC and not a conventional stick configuration. This
was true, you get quickly acquainted with this configuration, however it still
took some time before I felt comfortable doing manoeuvres. I also noticed that
you have to do a force of what felt like about 15 kg on the stick to get full
deflection on the control surfaces. That also takes some getting used to,
especially when you are required to fly in a more ‘aggressive’ way and need
quick, full control-surface deflections. The F16 cockpit layout is really nice.
The one that I flew was the F16 A-MLU, and you can clearly see the difference
between this and the classic F16A. The 2 Multi-function displays (MFD’s)
dominate the cockpit and the rather ‘standard’ Head up display (HUD) is really
well thought. Speed, altitude and Heading are shown on the left, right and
bottom, respectively, of the HUD, when it is set in navigation (NAV) mode. Then
other, less important information is displayed on the bottom and sides of the
HUD. This information includes Radar-altitude (above ground level), G-meter,
heading, distance and time to next waypoint and other secondary information. It
also takes some getting used to looking through the HUD and using the information
efficiently.
One thing that quickly becomes like instinct or
second-nature is using the buttons on the stick and throttle. The F16 was one of the first aircraft introducing the
‘Hands-on-throttle-and-stick’ system (HOTAS). HOTAS is simply all the necessary
buttons/switches being located on the stick and throttle. This means for
example, that the pilot doesn’t have to leave the stick or throttle during a
dog fight to push a button, but simply moves one of the fingers a few
centimetres. The stick and throttle have about 15 buttons/switches in all, and
I found out that I quickly got used to which buttons are located where. The
ones that I used mostly were the speed-brake, dog-fight/weapon/NAV switch, and
trim, all of them activated by the thumbs.
The throttle is very simple to use; All the way back
is idle, all the way forward is full military thrust (dry), and if you want to
select afterburner, you have to push the throttle stick to the left while at
full military thrust, and then further forward to select the reheat. Something
that I learned in this sim
experience, was that when you use afterburner, you
either use full-reheat or else you don’t use it at all. So the afterburner has
to be used more as an on/off-switch, rather than using all 5 stages of the
afterburner settings. The engine gives quite a lot of thrust, even when at
idle! That means that when you want the aircraft at a stand-still on the
ground, you either have to activate the parking-brakes, or else you have to
manually use the brakes in the pedals. So for taxiing, you just release brakes,
push the throttle slightly forward to get the aircraft moving (if necessary),
and then pull the throttle back to idle, and actually use brakes all the time,
not to let the aircraft taxi too fast. When at the runway threshold, ready for
take off, it’s best to leave the parking-brakes on, then
just ease the throttle forward, and the aircraft systems will automatically
release the brakes when they feel enough thrust from the engine…and you’re
rolling!
The aircraft accelerates rather rapidly, even without
the use of afterburner. Rotation takes place at about 140kts and lift-off
follows soon after, depending on the aircraft’s configuration. Landing gear is
retracted at about 180kts. Using the afterburner for take off isn’t very
different, everything simply happens much quicker. Rotation should start
earlier than 140kts when using reheat, taking into account that the aircraft is
accelerating very rapidly. The landing-gear is retracted straight away, to
avoid the risk of exceeding the maximum ‘gear-down’ speed. The aircraft does
accelerate impressively quickly, and even though you climb at a steep angle
soon after take off, the aircraft will keep accelerating!
In the air, the F16 is a dream to fly. It is rather
easy to control and very stable, and if that wasn’t enough, it is also very
forgiving. The fly-by-wire (FBW) system reduces a lot of the pilot’s workload,
thus allowing the pilot to concentrate on his mission, whatever it may be,
instead of having to concentrate on flying the aircraft, and making sure that
he doesn’t do any hazardous control inputs, that could endanger the pilot and
the aircraft. The aircraft is automatically trimmed by the FBW system; however
I experienced a continuous roll action during flight, which was rather
unpleasant, so I decided to manually trim the bird. I’m not sure if this roll
action was caused because the simulator needed calibration, or if it’s normal
in real life. Manual trimming is done by using the ‘hat’ switch on top of the
stick. Flying low and fast is quite straight-forward in this aircraft. On flat
land, I thoroughly enjoyed flying at about 50-100 feet at around 500kts, and it
is not difficult to maintain altitude even when turning hard. When flying
between hills and in valleys however, it is important that you have at least
about 420kts, since the aircraft uses quite a lot of energy while turning hard
and pulling g’s. I also tried doing some aerobatics.
The aircraft is very responsive and manoeuvrable at most speeds. Slow flying is
not very difficult to achieve. I got the aircraft down to about 95kts, having
an angle of attack (AoA) of 25-27. The FBW makes sure that you don’t exceed
this critical AoA, and will sink the aircrafts nose slightly to maintain the
lift, if you are about to exceed this AoA. Slow flight is achieved by slowing
down to the speed of about 130kts, and then keep pulling the stick back to
maintain altitude while reducing speed and when at maximum AoA, you have to keep
the aircraft in the air with the throttle and by providing full back-pressure
on the stick. The throttle has to be at almost full-military, when at maximum
AoA. Then you adjust the throttle to maintain altitude and use the stick
accordingly to maintain the desired speed. The aircraft is not very good at
decelerating from high speed by just setting the throttle at idle,
unless you either pull g’s or use the airbrakes. Pulling g’s with the throttle
at idle will burn a lot of energy, and thus reducing speed. The airbrakes are
also very effective. When extended, I calculated that I lost about 100kts in
the length of about 8 seconds, very effective indeed! Combining that with some
hard manoeuvring will reduce your speed very quickly and effectively. The IP stayed
in the control room during all of my flight, and gave me some exercises (I
think that him being an IP, they were actually more tests than exercises, but
anyway…). One of them was to fly at 2000 feet, with 450kts while doing a sharp
turn and pulling 6 g’s. And the exercise was about maintaining these 3 things
at the same time without throwing up or getting dizzy. I noticed that you have
to be one step ahead with the throttle. The F16 can maintain 9 g’s for a rather
long time without loosing speed, but there’s a trick to it. I found out that if
the aircraft starts loosing speed during this 6 g exercise, it continued
loosing speed up to the point where you would eventually have to stop pulling
the g’s, even though you are using full reheat. On the other hand, if you use
too much throttle too early, the aircraft will keep accelerating and you would
have to readjust the throttle to maintain speed, while maintaining 6g’s and
2000 feet of course! I was told that I did well, and
that surely put a broad smile on my face. One other thing that I did was to fly
in formation with a tanker aircraft flying at 10000 feet (I think) and 350kts.
I had spotted the tanker flying across from left to right above me while doing
some low-flying. So I pushed the throttle forward, pulled vertically up, then
rolled 90 degrees to the left, so that the tanker came ‘above’ my back, flying
away from me. Then I pulled back 90 degrees to level off inverted right behind
the tanker. All I had to do then, was to roll 180
degrees and I was in position to join formation. I closed into refuelling
position and later flew in formation aft of his right wing. It was great fun
flying in formation, and it wasn’t very difficult to get the aircraft precisely
where I wanted it to be. Then after I was ready with that, the IP suggested
that I say farewell to the tanker by ‘donating’ an AIM9 Sidewinder up one of
the KC10’s engines. Thinking that the KC10 was from the Iraqi armed forces, I
locked up and kindly donated the AIM9…and the KC10 soon turned into an EX-KC10.
At one point I also practised a couple of emergencies.
One of them was a stall at an extreme nose-high attitude. The aircraft, as
expected by the IP, came out of control and began doing some uncontrollable
oscillations, which are rather hard to explain without actually showing with my
hand or with a model. The procedure for getting out of this is this: first step
is to release the stick, and give the FBW system the chance to figure out and
try to get the aircraft out of this situation. You have to allow it 10 seconds
to do so, and believe me those 10 seconds felt like a whole life time! You have
to remember that the aircraft is falling out of the sky like a brick during
these 10 seconds. Then if the 10 seconds pass, and the situation hasn’t
changed, you have to take action. First thing to do is to hit and hold the ‘FBW
manual-override’ switch to disengage the FBW system. Then, you have to try to
increase the oscillations, yes increase! You have to actually help the aircraft
do what it’s doing and not work against it. This may sound insane, but by doing
so, you will get the F16 into some very high- and very low-nose attitudes,
where at one point, the aircraft is pointing vertically down. When this
happens, you make sure to keep that attitude, and that will result in the
aircraft regaining air speed and will therefore be flyable again. The other
emergency that I tried was an engine flame-out (that bastard in the control
room thought I was doing well, so he wanted to give me a bit of a hard time). I
got the flame-out on one of
the approaches that I was doing. It occurred at about 5 miles
from touch down, at what I would say was about 4000
feet of altitude. The F16 glides extremely
well. Being used to flying gliders, I was impressed at
how far this ‘aerodynamic brick’ actually flies without power. The IP told me
that if I didn’t extend the landing gear soon after the flame-out, I would have
had to extend it manually later, when the aircraft ran out of electricity. So I
reluctantly extended the landing gear prematurely (reluctantly, knowing how
much drag it makes), and tried to make the runway from where I was. Already at
this early stage, I could see that I could not make the runway, so I decided to
land on the taxiway located right of the runway (see the picture…the taxiway
can be seen through the HUD!). The aircraft glided nicely down and kept
‘floating’ to a smooth and safe touch down on the taxiway…I love this
aircraft!!!
Landing the F16 is also quite straight forward. Also
‘short-finals’ kind of approaches, are quite easy to master with some practise.
I was told by the IP that it would be easiest for me not to bank more than 30
degrees and maintain a speed of about 160-175kts during the turns. The aircraft
doesn’t have any nasty tendencies to suddenly sink or drop while executing
these kind of approaches, and with some experience, one can bank at 50-60
degrees during base-final turn without any problems at these speeds. You just
have to keep in mind that the stall speed increases with g’s,
and that g’s increase with bank angle, in other words, the larger the bank
angle, the higher the stall speed. I was later told by the IP, that the landing
gear can tolerate 4g’s when in extended position. When close to the ground, the
aircraft requires a slight back-pressure motion on the stick for flare. If you
want to make super smooth landings, you can increase the throttle slightly just
before touch down, however, timing is very crucial if you decide to do so,
since bad timing may result in the aircraft bouncing or actually lifting off
again. When on the ground, you can use wheel brakes, or simply keep the nose
wheel high in the air, and the wings and bottom of the aircraft will create a
lot of aerodynamic braking (very efficient indeed!). The rudder pedals have two
functions: If you push the bottom of the pedals, you get rudder, and nose-wheel
steering if you have activated it, and the top part of the pedals is
wheel-brakes, individual wheel brakes that is. I must admit that I found it
rather difficult to keep the aircraft on the runway centre-line after landing,
but then you have to remember that you don’t learn to fly an F16 in 1 simulator
ride either…
Considering that I flew for about what felt like 1
hour (probably longer) in the simulator, one can easily say that I got quite an
experience and absorbed quite a lot of data out of the aircraft in that
relatively short time. The F16 really made an impression on me. It’s a true
dream to fly, and I have no doubt that it can match almost any of the existing
Multi-role fighters and combat aircraft to-come in performance, manoeuvrability
and flexibility. For that one hour, I was in heaven, living a dream that I had
dreamt of for many years. The F16 is everything that I had expected it to be,
and then some. You don’t feel like you’re sitting in an aircraft flying it, but
you feel as if the aircraft is a pair of very good wings, strapped to your
back. It’s still so unreal for me that fighter pilots actually have the
privilege to fly a fighter aircraft like the F16 every day, and then get paid
for it. It’s not just any job; it’s a lifestyle, a paid hobby.
Many thanks to Flt.Lt. “SAM”; RDAF F16 solo display
pilot, F16 Instructor pilot & Weapons instructor, for all the help and time,
making this day the best day of my life so far. He gave me a personalised tour
of the base, the squadron he flies in, the aircraft, the hangars and introduced
me to some great people.
Also many thanks to Jan (the bastard in the control
room), simulator technician and instructor, for his great assistance and
support in the simulator.
Also many thanks to
‘LUN’ and the other F16 conversion student pilots for some good words of wisdom
and suggestions.
Thanks for the much needed inspiration!
Simulator pictures courtesy of 87th Stray Dogs,
Virtual Fighter Wing.