Agreed. The simulator part was very interesting. Here's some questions
so you can continue the conversation with your experience!

From being quite a sceptic, I am now converted to something else………

The VR goggles were amazingly good and with a small amount of
additional sensory information could give you a very real feeling of
being in a glider… noise from the airframe, a bit of wind, the smell
of nappies, sweat and old men etc.

However this opens a whole new can of worms. On the one hand, you have
the ability to create a first class simulator for under $1500 which
for realism, blows full cockpit and screen type simulators into
history. On the other hand, there does not appear to be much software
which can be used with VR does there?

I had another look at both Silent Wings and Condor and neither had
much in the way of updates since perhaps 2008.  There was a lot of
traffic on their fora about lack of updates and the need for VR
support with no concrete evidence that any new software would be
forthcoming. So does any other flight sim software work?

If you are only training things like circuits, spins and so on, does
the software need to be glider specific with accurate weather
modelling, or can it be just basic flight simulator software? And what
are you training? Ab initio? Emergencies? Instructor training?

From a software developer's perspective, putting money into gliding
software is difficult at a return of under $100 a head and if the
software is used in a club simulator, then the overall returns are
just not there unless you can charge a lot more per copy, charge an
annual rental or have some federal or international body pay for it.
Might the availability of software limit all types of gliding
simulators in the future?

On the hardware side, having been involved with commercial systems
which require projectors to run with software, you're chasing your
tail because the manufacturers update everything every 5 minutes so
lenses, mounts, bulbs etc. are made obsolete every 18 months or so.
Difficult for a commercial product where you have to tell your
customer that their gear is obsolete in 3-4 years and poison in a club
scenario where members want a bit more bang for their buck.

Add to that the fact that the realism of a standard resolution
projector based sim is nowhere near adequate for some purposes like
landing and possibly take off and that the cost of building, housing
and maintaining the hardware of the simulator and you wonder if
projector and screen based systems have any future at all except for
showing people where to put their hands on knobs.

For my money, the VR approach is really interesting, provided you can
get software and that may be the limiting factor, based on the
competing needs of of sim users.

D
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