A critical part of the development of a hovercraft simulator is accurately representing an ocean environment. Unlike traditional aircraft simulators, the dynamics of a hovercraft are driven by the forces produced by the sea medium in an ocean environment. The importance of correctly depicting such ocean entities as a sea state, a plunging surf, and a support ship wake becomes evident when one considers that the methods used in modeling these environments directly affect the judgment and actions of the crew. Not only must the details of these ocean entities be readily identifiable, but their dynamics must accurately represent the real world as perceived by the crew. This was accomplished on the Landing Craft, Air Cushion Full Mission Trainer (LCAC FMT) which has the capability of displaying realistic ocean environments. The objective of this paper is to present how sea states 0 to 4, a dynamic surf, and a support ship dynamic wake were modeled and how some of the limitations of these models were overcome. By enhancing the characteristics of these models and developing creative methods of implementation, Hughes Training, Incorporated, is meeting the Navy's need to provide a realistic ocean training environment. This paper discusses some of the design considerations required to provide a real-world ocean environment as perceived by the users of the Landing Craft, Air Cushion Full Mission Trainer.
The Challenges of Simulating a Hovercraft Ocean Environment
1 Views