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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; 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.