Evaluations were made of a terrain visual simulation system and a multi. compartmented, g-sensitive seat in an air combat simulator. These systems provided some of the cues associated with highperformance air combat maneuvers. A relatively simple checkerboard display provided visual cues which supported realistic practice in the control of altitude, altitude rate, heading, ground velocity and rate of closure with the surface of the simulated terrain. The G-seat supplemented cues provided by the cockpit motion system, permitting fine control of sustained accelerations and realistic response to minute but critical flight path and attitude deviations. Each system represented, only a part of the information available in actual flight, in its area of simulation and yet each provided enough information to support complex pilot performance nearly equivalent to that expected in the aircraft.
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