Flight simulation
Flight simulation is the artificial reproduction of aircraft flight and of the cockpit environment, used to train pilots, to test aircraft systems and, in consumer software, for entertainment. Training devices range from mechanical trainers of the 1930s to full flight simulators with a replica cockpit, a visual system and a motion system, which aviation regulators qualify at defined levels.[1][2]
Flight simulation has a long connection to virtual reality. Early head-mounted display work included U.S. Air Force cockpit research by Thomas Furness, which began in 1966.[3] Since 2021, aviation authorities in Europe, the United States and Japan have qualified helicopter training devices that use a VR headset in place of a projected visual system.[4][5][6] Consumer titles such as Microsoft Flight Simulator and X-Plane support PC VR headsets.[7][8]
Definitions and qualification
In U.S. regulations, a flight simulation training device (FSTD) is either a full flight simulator (FFS) or a flight training device (FTD). The Federal Aviation Administration defines a full flight simulator as a replica of a specific type, or make, model and series, of aircraft cockpit, including the equipment and computer programs needed to represent ground and flight operations, "a visual system providing an out-of-the-cockpit view", and a system that provides cues at least equivalent to those of a three-degree-of-freedom motion system. A flight training device is a replica of aircraft instruments, equipment, panels and controls in an open flight deck area or an enclosed cockpit replica.[1] The qualification performance standards for each level are set out in 14 CFR Part 60. For airplane simulators the levels are A through D; Level C and Level D simulators must use an automatic test driver program, and a device that fails the tests for the level requested may be qualified at a lower level. The standards also require transport delay testing, measuring the time from a control input through the host computer to the motion, instrument and visual systems.[9]
In 2026 the European Union Aviation Safety Agency (EASA) introduced a new framework through Regulation (EU) 2026/781 and Certification Specifications CS-FSTD Issue 1, published as ED Decision 2026/008/R on 15 July 2026. It replaces fixed device types and levels with an "FSTD Capability Signature", a standardised description of a device's features and fidelity levels, and becomes applicable on 30 April 2028. According to EASA, the new standards are the first European FSTD qualification standards to include provisions for extended reality (XR) technologies, along with touchscreen flight deck interfaces and training devices outside the traditional categories.[10]
History
Mechanical trainers
Edwin A. Link, who worked in his father's organ building and repair business and earned his pilot's license in 1927, built his first pilot trainer in 1929. The trainer had a cockpit with a control column, control wheel, two foot pedals and flight and navigation instruments, mounted on four pneumatic bellows that made it pitch, turn and bank as the student worked the controls. Link received patents on the design in 1930, 1941 and 1944. The U.S. government began buying Link trainers in 1934, and more than 500,000 pilots trained on the "Blue Box" versions during World War II. Because the trainer taught flying by instruments rather than by looking outside, it could prepare pilots for night and all-weather flight. The American Society of Mechanical Engineers lists the Link C-3 trainer as Historic Mechanical Engineering Landmark No. 210.[2]
Computer graphics and home simulators
Real-time computer graphics brought flight simulation to personal computers. In 1976 Bruce Artwick wrote his master's thesis at the University of Illinois on a flight simulator for the Digital Equipment Corporation PDP-11 minicomputer, whose 3D view ran at up to nine frames per second. His company subLogic released Flight Simulator for the Apple II and TRS-80 in late 1979, with wireframe graphics and a World War I biplane based on the Sopwith Camel. Microsoft released Microsoft Flight Simulator for the IBM PC in 1982; in 2023 IEEE Spectrum described it as the second-oldest video game franchise still in active development.[11]
Helmet displays for military cockpits
Thomas Furness began working on visual displays for the U.S. Air Force in 1966 as chief of the Visual Display Systems Branch at Wright-Patterson Air Force Base in Ohio. Between 1971 and 1982 he developed the Visually Coupled Airborne Systems Simulator (VCASS), intended to reduce the information load on fighter pilots; test pilots demonstrated its "Darth Vader helmet", with head tracking and high-resolution displays, in 1982. From 1986 to 1989 Furness directed the Air Force's Super Cockpit program, in which pilots were to control the aircraft with gestures, speech and eye movements through a helmet, flight suit and gloves.[3]
VR and mixed reality simulators
In a headset-based simulator the head-mounted display takes the place of the projection screens or monitors of a conventional visual system, and the rendered view follows the pilot's head movements. Loft Dynamics' first EASA-qualified device combined a Varjo XR-3 headset (which Varjo specified at more than 70 pixels per degree in the center of the view and a 115-degree field of view) with a six-degree-of-freedom motion platform, a haptic cockpit, pose tracking, numerical flight modelling and a 3D model of the real helicopter cockpit.[12] The company states that its later Airbus H125 simulator has a full-scale virtual cockpit, a 360-degree panoramic view and a six-degrees-of-freedom motion platform, and is about ten times smaller than legacy simulators.[4]
Mixed reality systems keep a physical cockpit and use video passthrough so that pilots see and touch real instruments and controls while the outside world is rendered. FlightSafety International uses the Varjo XR-3 Focal Edition for taxi, takeoff, landing, formation flight and mission rehearsal training. In a Varjo case study, a FlightSafety product manager said pilots value being able to see their avionics within the headset's 45-centimeter focal range and to touch real knobs, buttons and the tablets they use as electronic flight bags. The system's integrated eye tracking shows instructors the pilot's gaze and scan patterns.[13]
Military pilot training
The U.S. Air Force's Pilot Training Next experiment began its first class in April 2018 in Austin, Texas.[14] Its classroom held 20 simulators, each costing about US$10,000 and built from a Windows PC, a gaming joystick and throttle and an HTC Vive headset; the program also used AI tutoring software and recorded biometric data such as eye movement, heart rate and perspiration. Students flew about 60 hours in real aircraft, against about 200 hours in the traditional course.[15] The first class started with 20 students (15 officers and five enlisted airmen) and graduated 13 officer pilots in August 2018.[16] By 2019 the program used off-the-shelf VIVE Pro headsets; fourteen students from its second class, including U.S. Navy, Royal Air Force and Air National Guard students, graduated on 29 August 2019.[14] In July 2020 the Air Force began Undergraduate Pilot Training 2.5 at Joint Base San Antonio-Randolph, Texas, and Vance Air Force Base, Oklahoma, applying lessons from Pilot Training Next to regular pilot training.[17]
Regulatory qualification of VR devices
On 26 April 2021 EASA issued its first certificate for a VR-based FSTD, a Robinson R22 Beta II helicopter device built by VRM Switzerland (later renamed Loft Dynamics) and qualified as an FNPT Level II. EASA said the device suited autorotation, hovering and slope landing training and that around 20% of rotorcraft accidents occur during training flights; qualification required Special Conditions adapted from the existing certification specifications.[5] EASA has since set out a general process for Special Conditions covering new technologies such as virtual reality, and notes that the first ones, for helicopter FNPT Level II and FTD Level 3 devices, combined VR with a motion system whose stroke is shorter than that of conventional full flight simulators.[10]
| Date | Authority | Device | Qualification |
|---|---|---|---|
| 26 April 2021 | EASA | VRM Switzerland (Loft Dynamics) Robinson R22 Beta II simulator with Varjo XR-3 | FNPT Level II[5][12] |
| 31 July 2024 (announced) | FAA | Loft Dynamics Airbus H125 simulator, sponsored by Airbus Helicopters and used by the Los Angeles Police Department | Flight training device under 14 CFR Part 60[4] |
| 27 May 2026 (announced) | Japan Civil Aviation Bureau | Loft Dynamics Airbus H125 TXi simulator at Nakanihon Air, Nagoya | FTD Level 7[6] |
Loft Dynamics describes the 2024 FAA qualification as the first for a VR flight simulation training device, and the 2026 Japanese device as the first FTD Level 7 VR helicopter simulator in Japan.[4][6]
Consumer VR flight simulators
The following table lists when several major consumer flight simulators added VR support.
| Title | Developer or publisher | VR support | Notes |
|---|---|---|---|
| DCS World | Eagle Dynamics | Oculus Rift DK2 by early 2016 | DCS World 1.5 moved to Oculus runtime 0.8 with direct mode.[18] The developer's VR FAQ lists compatible headsets from HP, Oculus, HTC, Pico, Pimax, Valve and Samsung and links to its announcement of native OpenXR support.[19] |
| Aerofly FS 2 | IPACS | By August 2016, in Steam Early Access | Supported Oculus Rift and HTC Vive in early access.[20] |
| X-Plane 11 | Laminar Research | Version 11.20, 7 May 2018 | Native VR for HTC Vive, Oculus Rift and Windows Mixed Reality.[8] |
| Microsoft Flight Simulator (2020) | Microsoft | December 2020 (free update) | OpenXR support for Windows Mixed Reality (including the HP Reverb G2), Oculus, Valve and HTC headsets.[7][21] |
| Microsoft Flight Simulator 2024 | Microsoft | At launch, 19 November 2024 | PC VR with fixed foveated rendering; shown on a Pimax Crystal Light before release.[22] |
Simulator sickness and human factors
Research on discomfort in flight simulators predates consumer VR. In 1993 Robert Kennedy, Norman Lane, Kevin Berbaum and Michael Lilienthal published the Simulator Sickness Questionnaire (SSQ), derived from the Pensacola Motion Sickness Questionnaire using more than 1,100 questionnaires from 10 U.S. Navy simulators. They described simulator sickness as usually less severe and less frequent than motion sickness, and as arising from the visual display and from visual-vestibular interaction. The SSQ scores 16 symptoms in three subscales: oculomotor, disorientation and nausea.[23]
A 2025 study in Ergonomics by Kirollos and colleagues at Defence Research and Development Canada tested a VR headset simulator on the overhead break manoeuvre. Expert pilots scored higher than novices, both groups improved over the experiment, and cybersickness was negligible. In a second experiment, novices who had trained in VR did not score better than other novices in an established flight training device or in live flight, and the authors' summary said the trainer "may be a useful training medium for student pilots" but should be investigated further.[24] A 2026 systematic review of mixed reality helicopter pilot training in Frontiers in Virtual Reality covered 80 sources and found cybersickness, visual strain, musculoskeletal fatigue and sensory conflict to be the most consistently reported problems. It judged measures that preserve simulator fidelity, such as high-quality headset selection, calibration including interpupillary distance alignment, ergonomic setup and structured onboarding, more operationally suitable than measures that alter realism or visual continuity, such as field-of-view restriction.[25]
See also
- Head-up display
- Helmet-mounted display
- Enterprise VR
- Simulator sickness
- Varjo XR-3
- Thomas Furness
- Microsoft Flight Simulator
References
- ↑ 1.0 1.1 "14 CFR 1.1 - General definitions". Legal Information Institute, Cornell Law School. U.S. Government. https://www.law.cornell.edu/cfr/text/14/1.1. Retrieved 2026-09-27.
- ↑ 2.0 2.1 "Link C-3 Flight Trainer". ASME Landmarks. American Society of Mechanical Engineers. https://www.asme.org/about-asme/engineering-history/landmarks/210-link-c-3-flight-trainer. Retrieved 2026-09-27.
- ↑ 3.0 3.1 Kent Bye (2015-11-17). "50 Years of VR with Tom Furness: The Super Cockpit, Virtual Retinal Display, HIT Lab, and Virtual World Society". Road to VR. https://www.roadtovr.com/50-years-vr-tom-furness-super-cockpit-virtual-retinal-display-hit-lab-virtual-world-society/. Retrieved 2026-09-27.
- ↑ 4.0 4.1 4.2 4.3 "Loft Dynamics becomes world's first VR flight simulation training device to receive FAA qualification". Loft Dynamics. 2024-07-31. https://www.loftdynamics.com/loft-dynamics-becomes-worlds-first-vr-flight-simulation-training-device-to-receive-faa-qualification/. Retrieved 2026-09-27.
- ↑ 5.0 5.1 5.2 "EASA approves the first Virtual Reality (VR) based Flight Simulation Training Device". EASA Newsroom. European Union Aviation Safety Agency. 2021-04-26. https://www.easa.europa.eu/en/newsroom-and-events/press-releases/easa-approves-first-virtual-reality-vr-based-flight-simulation. Retrieved 2026-09-27.
- ↑ 6.0 6.1 6.2 "Loft Dynamics' VR Simulator Achieves FTD Level 7 Qualification in Japan, Expanding Access to High-Fidelity Pilot Training". Loft Dynamics. 2026-05-27. https://www.loftdynamics.com/loft-dynamics-vr-simulator-achieves-ftd-level-7-qualification-in-japan-expanding-access-to-high-fidelity-pilot-training/. Retrieved 2026-09-27.
- ↑ 7.0 7.1 "Microsoft Flight Simulator Virtual Reality Update Available Now". Xbox Wire. Microsoft. 2020-12-22. https://news.xbox.com/en-us/2020/12/22/microsoft-flight-simulator-virtual-reality-update-available-now/. Retrieved 2026-09-27.
- ↑ 8.0 8.1 Jennifer Roberts (2018-05-07). "X-Plane 11.20 final released". X-Plane. Laminar Research. https://www.x-plane.com/2018/05/x-plane-11-20-final-released/. Retrieved 2026-09-27.
- ↑ "Appendix A to Part 60 - Qualification Performance Standards for Airplane Full Flight Simulators". Legal Information Institute, Cornell Law School. U.S. Government. https://www.law.cornell.edu/cfr/text/14/appendix-A_to_part_60. Retrieved 2026-09-27.
- ↑ 10.0 10.1 "Flight Simulation Training Devices (FSTD)". EASA. European Union Aviation Safety Agency. https://www.easa.europa.eu/en/domains/aircrew-and-medical/flight-simulation-training-devices-fstd. Retrieved 2026-09-27.
- ↑ Matthew S. Smith (2023-02-26). "Flight Simulator Gave Birth to 3D Video-Game Graphics". IEEE Spectrum. https://spectrum.ieee.org/microsoft-flight-simulator. Retrieved 2026-09-27.
- ↑ 12.0 12.1 "Varjo and VRM Switzerland Make History with the First Virtual Reality Simulator Officially Qualified by European Union Aviation Safety Agency (EASA)". Varjo. 2021-04-26. https://varjo.com/news/varjo-and-vrm-switzerland-make-history-with-the-first-virtual-reality-simulator-officially-qualified-by-european-union-aviation-safety-agency-easa. Retrieved 2026-09-27.
- ↑ "FlightSafety International and Varjo Offer Mixed Reality Training in the Highest-Security Environments". Varjo. https://varjo.com/case-studies/flightsafety-international-and-varjo-offer-mixed-reality-training-in-the-highest-security-environments/. Retrieved 2026-09-27.
- ↑ 14.0 14.1 "Virtual reality pilot training program graduates latest class, including Brits". Air Force Times. 2019-08-30. https://www.airforcetimes.com/news/your-air-force/2019/08/30/virtual-reality-pilot-training-program-graduates-latest-class-including-brits/. Retrieved 2026-09-27.
- ↑ Carson Frame (2018-08-03). "Experimental Air Force Pilot Training Program Means More Simulators, Less Time In The Air". Texas Public Radio. https://www.tpr.org/military-veterans-issues/2018-08-03/experimental-air-force-pilot-training-program-means-more-simulators-less-time-in-the-air. Retrieved 2026-09-27.
- ↑ Oriana Pawlyk (2019-12-26). "Air Force's Pilot Training Experiment Still Evolving as New Class Begins". Military.com. https://www.military.com/daily-news/2019/12/26/air-forces-pilot-training-experiment-still-evolving-new-class-begins.html. Retrieved 2026-09-27.
- ↑ Stephen Losey (2020-08-22). "New Air Force leaders view plans for more virtual pilot training". Air Force Times. https://www.airforcetimes.com/news/your-air-force/2020/08/22/new-air-force-leaders-view-plans-for-more-virtual-pilot-training/. Retrieved 2026-09-27.
- ↑ Raphael Baker (2016-02-07). "'DCS World' Flight Sim Gets Improved Oculus Rift Support". Road to VR. https://www.roadtovr.com/dcs-world-flight-simulator-gets-improved-oculus-rift-support/. Retrieved 2026-09-27.
- ↑ "VR - FAQ". Digital Combat Simulator. Eagle Dynamics. https://www.digitalcombatsimulator.com/en/support/faq/VR/. Retrieved 2026-09-27.
- ↑ Paul James (2016-08-10). "'Aerofly FS2' Brings Ultra Realistic Flight Simulation to Rift and Vive". Road to VR. https://www.roadtovr.com/aerofly-fs2-brings-ultra-realistic-flight-simulation-to-rift-and-vive/. Retrieved 2026-09-27.
- ↑ "Microsoft Flight Simulator VR Update Using OpenXR Available Now". The Khronos Group. 2020-12-22. https://www.khronos.org/news/permalink/microsoft-flight-simulator-vr-update-using-openxr-available-now. Retrieved 2026-09-27.
- ↑ Scott Hayden (2024-09-20). "'Microsoft Flight Simulator 2024' Features Detailed, Launching with VR Support in November". Road to VR. https://www.roadtovr.com/microsoft-flight-simulator-2024-vr-support-release-date/. Retrieved 2026-09-27.
- ↑ Robert S. Kennedy, Norman E. Lane, Kevin S. Berbaum, Michael G. Lilienthal (1993). "Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness". The International Journal of Aviation Psychology, vol. 3, no. 3, pp. 203-220. doi:10.1207/s15327108ijap0303_3. https://doi.org/10.1207/s15327108ijap0303_3. Retrieved 2026-09-27.
- ↑ R. Kirollos, W. Merchant, B. C. W. Martin, J. Jarmasz, J. J. Kim (2025-12-10). "Training effectiveness and validation of a VR HMD-based simulator for air force pilots". Ergonomics. doi:10.1080/00140139.2025.2595656. https://doi.org/10.1080/00140139.2025.2595656. Retrieved 2026-09-27.
- ↑ Antonio Perez, Avinash Singh, Jonathan Mitchell, Philip Swadling (2026-07-17). "Strategies to manage human factors in mixed reality helicopter pilot training: a systematic literature review". Frontiers in Virtual Reality. doi:10.3389/frvir.2026.1815082. https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2026.1815082/full. Retrieved 2026-09-27.