Hour of the TopGun
The four cockpits sit behind a very large screen composed of a section for each aircraft. The field of view is wide enough not to be easily distracted by other players but still not so wide you can’t see what’s going on with the “airplane” next to you. The cockpits can be run together or separately. For our runs, I chose to run them all together. The communications systems allowed the aircrews to talk to themselves without doing anything special (just like the real F-14 intercom if it was configured for “hot mike”) and you could talk to another airplane by pushing a button on the throttle. Each aviator had his/her own headset, and the airplane’s canopies are closed for the simulator runs.
At sim start, you are flying high above Las Vegas, close to McCarran International Airport. The sim controller requested each aircraft fly down the airport’s runway just off the nose and fire one missile and a burst of the gun to see if they work. We were allowed to fly the airplane for a few minutes as we wanted so we could get a feel for it. Once everyone had a go, the controller reset the whole gaggle overhead a beachside city in southern California that had bogies heading inbound from over the water. We were told that black or red dots were okay to shoot. We all pressed in for individual kills.
I pushed the throttle forward, rolled, and pulled looking for some bogies as the controller made “bogey calls” over the radio. Unlike the real Tomcat, the simulators weapons system is extremely crude, with only a green circle on the heads-up display acting as a pipper for both guns and missiles with no range information displayed anywhere. As you flew the pipper to the target, you would hear a Sidewinder growl that would vary in intensity; so, the best you could do was put the pipper on the target with a good growl, squeeze the trigger, and hope for a kill.
As you pressed in, your target really would take shape. The bogies I saw appeared to be MIG 17’s. F-14’s would indeed present a valid F-14 shape, as I found out when I rolled in on one of my wingman in mistaken pursuit. I broke off the attack before I shot him. In fact, I don’t think we had a “friendly fire” downing all day, much to the credit of everyone involved.
One very frustrating bug of the simulation was that it did not appear to handle head-to-head passes. I took two MIGs down my starboard side on two different occasions and turned once hard horizontally and pursued another over-the-top to come down both times to an empty sky. While it’s possible I could have simply lost them in each case, I felt that was unlikely because I never saw any hint of them and the effort I put into finding them again. Unfortunately, no one else in the group attempted such a thing, so I didn’t have any experience to validate against except my own.
After about ten minutes or so of fighting MIG’s, the sim was reset to put us at sea with an aircraft carrier in front of us. A briefing from the sim controller told us not to get slower than about 150 kts and no faster than 200 when coming aboard and essentially to use the velocity vector to control the vertical glideslope, a terribly inaccurate rendition of the real thing. Most approach speeds I remember has us at 130- 135 knots; and, of course, we used the “ball” (Fresnel lens landing aid) to control the vertical glideslope inside 3/4 of a mile as well as the aircraft’s angle of attack indicator to control the speed. That said, teaching someone to control using the ball, which wasn’t terribly visible in this sim, and fly angle-of-attack probably couldn’t be done in a single session. We disgraced every Navy pilot alive by getting aboard with our screamingly wide conditions, everyone at least once. After letting us land twice with good conditions, the controller then made it tougher by throwing in some fog and then putting us at night, though I think I might have been the only one to progress to that latter. Frankly, X-Plane’s landing sim is a bit better than the one in the museum. The best sim I’ve seen so far belongs to Jane’s F/A-18, an old simulator for the PC built to run on Windows 95 and 98. (It will run fine under XP Pro if you run the sim in compatibility mode for Windows 2000. Don’t ask!)
The normal cost for renting a sim is 25 bucks for 20 minutes. If you instead rent a block of time, as I did, the cost drops to $45 for each hour per sim. One hour of good times for all seven of us cost me $180. Not bad for a roaring good time for all of us!
Everyone did have a good time. I’m back at my house now flying Jane’s to get better at landing at the ship and my air-to-air refueling. Who says an old Tomcat RIO can’t be taught new tricks?
