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Not long ago, Gen. Richard E. Hawley declared to a
pub- lic gathering, "I am perhaps the Air Force's
most out spoken proponent [of] Distributed Mission
Training." Hawley, the commander of Air Combat
Command at the time, then went further, saying that
the concept had "a tremendous future" in
the combat forces.
What exactly is it?
In a typical distributed training episode, a flight
of four F-15C fighters from Eglin AFB, Fla., would
join a flight of F-16s from Shaw AFB, S.C. At the same
time, controllers aboard an E-3 AWACS from Tinker AFB,
Okla., would choreograph an attack against an enemy
target while an adversary force from Nellis AFB, Nev.,
would be hostile fighters. As they near the objective,
Air Force pilots would see not only their wingmen but
also the land battle, enemy interceptors, and bursts
of anti-aircraft fire.
Here's the news: None of the participants in these
exercises would ever leave their home stations.
Thanks to a new generation of telecommunications and
aircraft simulators with computer-generated visual
effects, Air Force operators of the future are going
to be able to experience virtually all conditions of
combat at more or less the same time, despite being
separated by hundreds or thousands of miles. They won't
face just a computer-simulated threat. They will interact
with other friendly aircraft and with enemy airplanes.
They will not only observe but also be part of the
larger air-ground battle.
The Air Force took a major step toward this advanced
training format this spring when it opened its first
ground-based F-15C Mission Training Center at Eglin.
Plans called for the start of training in July at another
F-15C MTC, this one at Langley AFB, Va. The Air Force
will follow up in 2001 with the AWACS center at Tinker
and an F-16C site at Shaw. The adversary force at Nellis
will come after those, as will a number of additional
centers at other sites.
Distributed Mission Training, known as DMT, is being
developed in a number of forms throughout the Air Force.
In Air Combat Command, the focus is on aircrew training,
or DMT-A. Another program, DMT-C2, will train operators
of AWACS. The Air Force later will add bombers and
other weapon systems.
When the whole program is up and running, the full
array of battle elements will be linked in what officials
term a "system of systems." The result is
what you might get if you crossed a video game, a wide
movie screen, and theme-park adventure ride.
What it Does
Maj. Edward Maxwell, chief of ACC's Distributed Mission
Training Team, said the Air Force has moved beyond
the basic procedural task trainers and has begun to
use simulation to train pilots in advanced combat tactics
and concepts.
"While we used to focus on predominantly task-oriented
use of simulators, we are now focusing on training
team and interteam skills," said Maxwell. "Obviously,
to do this you need a much more advanced simulator.
We require high-fidelity systems with full-field-of-view
visual systems to produce an accurate representation
of what you would expect to encounter in actual flying
and in combat."
It's not just that the new equipment will provide
more realism than conventional simulators. DMT will
also allow pilots in one location to interact with
those in other, geographically separated locations
as though they were in the same airspace.
The Eglin F-15C MTC, for example, will have four high-fidelity
advanced simulators. Pilots can use them individually
as they have used older simulators, but the four also
will be linked together so that four pilots can "fly" in
formation and practice unit combat tactics. And, as
other training centers come on line, pilots at any
center will be able to train with a variety of widely
scattered units.
The potential of DMT is particularly appealing to
the Air Force as it develops its new Air Expeditionary
Forces, formed of scattered units and tailored to meet
specific contingencies.
Physically assembling this variety of units for training
on a regular basis would be prohibitively expensive
and logistically challenging. Environmental concerns,
safety factors, civilian competition for the airspace,
and the problems caused by high optempo add to the
problem.
"Think about the AEF," said Hawley, who
retired July 1. "This is a collection of units
from across the Air Force that is a virtual organization
made up of perhaps eight or 10 different squadrons.
It's made up of earmarked ground [forward air control]
people, combat communications, and RED HORSE and Prime
BEEF [construction and engineering teams], which are
all the elements that it takes to deliver combat power
to the [theater commander in chief].
"What's better to prepare them for their task
in the theater than to train together in a distributed
crew training environment, without having to incur
the further optempo of deploying someplace in order
to work together?"
The possibility of linking these geographically separated
units electronically and exposing them to realistic,
albeit artificial, combat environments has thus spurred
the Air Force's interest in taking simulation to new
levels.
Making it Feel Real
From the earliest days of flight, simulation has remained
a game of make-believe. In theory, the closer the trainer
can approximate the conditions of actual flight, the
better pilots will be able to handle the real thing.
The new generation of simulators carries that philosophy
a step further. An individual trainer can include mechanisms
to shake the pilot's seat and flight controls, imitating
turbulence. The visual system can be jittered to give
the illusion that the ship has been hit by a flak burst
or missile. And, wraparound, computer-generated presentations
can give the pilot the sense of flying through a real
sky and over real terrain.
The technology for creating these make-believe environments
has exploded in recent years, driven in no small degree
by Hollywood's special effects departments. Theater
seats jolt moviegoers as they watch an earthquake,
and stereophonic sound puts them in the midst of battles.
Wide Imax screens give roller coasters a stomach-turning
realism.
From Disney World to Caesar's Palace, "rides" that
are no more than visual effects send patrons on harrowing
adventures. For those who can't make it to a theme
park, computer software brings into the home computer
anything from a World War I dogfight to a stealth fighter
mission.
The services have drawn on the advances of both the
aviation and entertainment industries to add reality
to their simulators. The question, at times, has been
which technology to exploit.
The Army, for example, has been exploring the virtual
reality approach, which uses helmet-mounted visuals
and strap-on sensors to give the wearer the illusion
of being in the action. The Air Force has not ruled
out that technology as a future possibility, but, at
the moment, it is concentrating on using actual cockpit
hardware and creating a virtual world around it with
artificial, full-field-of-vision presentations.
Either way, the object is the same-to immerse the
pilot in his environment so that he comes out, as Hawley
said, "smiling and sweating."
It seems to be working. The Air Force Research Lab's
Warfighter Training Research Division at Mesa, Ariz.,
has a four-ship high-field-of-view F-16 simulator;
USAF has been running some testing and training programs
using actual aircrews. "Recently," said Maxwell, "they
had a pilot in there who was actually performing a
g-straining maneuver, tightening the muscles that he
would need during advanced combat maneuvering. Yet
he was sitting in 1g, so the realism is there, and
we have to assure it will be there to create a high-threat,
high-immersive environment."
That environment is likely to become even more convincing
in the future. In current simulators, most of what
the pilot sees is computer-generated, but the Air Force
is exploring possibilities of adding photo-realistic
imagery to it. This means overlaying even more convincing
images on the artificial landscape to provide the randomness
and subtle color variations that computer generation
lacks.
Beyond that, there are still more imaginative possibilities.
One, still little more than a concept, is laser-generated
targeting. At least in theory, it could paint objects
onto the imagery so realistically that the pilot would
not just see a representation of his wingman's airplane
or of an oncoming enemy but have the sense that they
actually were there.
One of the aims of the DMT approach is to take advantage
of such improvements as they come along. "In the
simulation world," said Maxwell, "there is
something called open architecture. We are trying to
structure the development of these systems on that
principle, which will allow much easier integration
of other systems and other capabilities as they occur."
Distributed
Contracting
The Distributed Mission Training
concept meshes well with current Air Force
efforts to speed modernization of the forces
but hold down costs. Under conventional acquisition
practices, it would take decades for the Air
Force to develop such an extensive system,
but the new program includes a contracting
system as innovative as the hardware itself.
The Air Force will not buy simulators but instead
contract for simulator services.
So far, USAF has awarded contracts
to Boeing for F-15C simulation services at
Eglin AFB, Fla., and Plexsys Interface Products
for the AWACS center at Tinker AFB, Okla. Other
contracts are being negotiated. Under them,
the Air Force will rent the services and not
own the hardware. The contractors will set
up, operate, and train the trainers, with the
Air Force paying hourly rates for using them.
The arrangement not only spares
the service the large up-front expense of buying
simulators, but it also speeds the process
of starting up. Under traditional acquisition
practices, it would take up to six years to
develop, purchase, and install a new simulation
system. The contract-services approach reduces
the time to as little as 18 months. Moreover,
in negotiating the service contracts, the Air
Force can require that the systems be updated
periodically as new technology becomes available.
Officials say this helps solve
one of the long-standing problems with service-owned
simulators-ensuring that they are compatible
with the latest models of the aircraft on the
ramp. Now, with concurrency priced into the
contract, it is up to industry to comply.
The transition to DMT may not
be a complete break with conventional simulation.
ACC has decided that contractor-supplied services
is the best approach for the F-15C and the
F-16, but it is considering other weapon systems
on a case-by-case basis.
It is looking at the simulators
for the F-15E, for example, to see if it is
possible to convert them to the DMT environment.
It will take a similar look at trainers for
the A-10, B-1, B-52, and the rest of the inventory.
Even if it is possible to modify some of them
to be compatible with DMT, however, it may
prove more cost-effective to contract for services
on new ones than to update the old ones. |
Combat in a Hangar
If the only object were to give Air Force pilots a
more realistic feel of flying, however, there would
be no need for the Distributed Mission Training effort.
Improved individual simulators would be enough.
The real object of DMT is to help train aircrews not
only to fly but to fight-alone, in groups, and with
the full array of supporting elements and opposing
forces. This means expanding the one-pilot cockpit
environment into something close to a real-time aerial
view of a war and then making the pilot an interactive
part of it.
In effect, a Mission Training Center can stage such
an air or air-ground battle with all the elements,
from friendly forces to enemy aircraft to ground units,
both ours and theirs. More important, the pilot in
one simulator can react to the actions of all these
elements and, in turn, have impact on them by his own
actions.
In short, DMT is designed to make the participants
not just observers of some high-cost video game but
active players.
ACC has used much the same approach for years in its
Red Flag exercises at Nellis, where pilots train with
other Air Force units and a variety of other combat
elements. In fact, USAF is drawing heavily on the Red
Flag experience in designing its DMT approach. Like
Red Flag, for example, DMT will incorporate stand-ins
for the opposition forces. Instead of flying aircraft
disguised as the potential enemy, however, the "bad
guys" will operate threat consoles linked to the
simulators. In effect, they will fly against the trainees,
both attacking and reacting to being attacked.
Only the opening scenarios of such battles will be
scripted, officials say. Once the forces begin to interact,
no training session will develop like any other.
"We can have them flying against real people,
not just computers," said Hawley. "I think
that's a very important part of the synthetic training
environment-you've got to be able to fly against more
than a computer-generated threat."
Nor do all of the site's simulators need to be occupied
to stage a war. A DMT can as easily take a single pilot
through a combat mission with just as much realism.
In this case, console operators populate both sides
of the fight, some flying the friendly aircraft and
some the opposition.
In addition, the computer can generate anything from
a civilian aircraft that must be avoided to an unknown
that must be identified to a hostile that must be destroyed.
It also can fill the ground environment with opposing
forces, from tanks to individual troops to heavy artillery.
Theoretically, it could recreate much of Operation
Desert Storm in a training hangar.
The object is not to refight past air wars but to
incorporate lessons from them. This also follows the
tradition of Red Flag, which has drawn on the experience
of Desert Storm and doubtless will do likewise with
Operation Allied Force.
With the Air National Guard and Air Force Reserve
handling more and more of the total mission load, DMT
plans also call for drawing Guard and Reserve personnel
into the new environment. In fact, some individual
reservists already have flown the new simulators.
For some reserve members, this could pose a problem.
Most work short training schedules and have only limited
time to meet their flight training requirements. Squeezing
in the additional simulator time could be difficult.
There may be a temptation to use the DMT time to substitute
for actual flying hours, but USAF officials say many
reservists already are close to the minimum number
of sorties they need to stay proficient.
The Long Winding
Path of Simulation
As early as 1910, the Wright
brothers were putting their beginning students
into a ground-bound flying machine rigged to
tilt unless they worked the controls properly.
World War I trainees were subjected
to similar devices, some of them suspended
from trees, overhead gantries, and even captive
balloons. One early trainer put the pilot in
a barrel that rolled from side to side in response
to his movement of the controls.
By the 1920s, Edwin A. Link had
developed a motorized trainer that incorporated
not only responsive controls but flight and
navigation instruments. Thus was born the Link
Trainer known to thousands of World War II
pilots.
After the war, improved technology
led to more realistic trainers which could
simulate many sensations and experiences of
flying. Still, until recently, the focus has
been on individual pilot training in a single
aircraft.
By the early 1990s, however, the Air Force Research Laboratory's Warfighter
Training Research Division at Mesa, Ariz., was working with advanced,
multi-airplane simulation techniques for use in testing programs.
Gen. Richard E. Hawley, while
commander of Air Combat Command, heard of the
program and asked why the testing program trainers
couldn't be used for operational training as
well. The early focus was on the F-15, but
it has widened to include a whole array of
other aircraft. |
Limitations
That could be a problem in the active force as well.
But, while they are enthusiastic about DMT, officials
are quick to say that they do not want simulation to
become an excuse for further reducing the service's
number of flying hours.
"One thing that we have to make very clear," said
Maxwell, "is that simulators are just that. They
are ground-based. When you crawl into one, you know
you are going to walk away from that flight. The DMT-A
effort is not a replacement for flying training. It
is an enhancement to our flying training. It is a way
to capture those types of events that we cannot capture
or cannot completely train due to current constraints
to training."
Impressive as they are, simulators cannot duplicate
all the sensations of flight. Officials concede, for
example, they never are likely to reproduce the kinds
of g-forces generated by high-performance aircraft.
The Air Force produces g's in centrifuges, but the
prospect of wedding a centrifuge with a massive simulator
is not now in the cards. Even if it is theoretically
possible, doing it probably would be prohibitively
expensive.
With any advance in simulation, the Air Force usually
has had to fight off attempts to cut back on actual
flying hours. The DMT project may have a similar result,
but USAF officials hope to ward off that threat. They
say they will make the case that, even though simulators
may help pilots spend their flying hours more productively,
there still is no substitute for air time.
Bruce D. Callander, a regular contributor to Air Force
Magazine, served tours of active duty during World War
II and the Korean War. In 1952, he joined Air Force Times,
serving as editor from 1972 to 1986. His most recent
story for Air Force Magazine, "To Fix Air Force
Housing," appeared in the July 1999 issue.
Copyright Air Force Association. All rightsreserved.
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