The Simulators

There are two types of simulators, simulator rooms and training simulators, the paragraphs that follow will describe them and their uses.

Training Simulators

Training simulators are rows of chairs set up in a small room just to the side of the main sim rooms. VR helmets, gloves and display monitors surround the chairs, these rooms also contain monitoring and control equipment for the main sim rooms. The training sims contain just technology only slightly more advanced than the VR training sim units that were made industry standard in 1998. There are sim units designed with hydraulics to actually move as the machines would, giving the view of what it will -actually- look like from the driver's perspective for particular ships.

Simulator Rooms

The sim rooms are larger and capable of everything from combat training to advanced vehicle training. When inactive it is a solid room with black walls, the walls normally contain lines of flowing binary forming a grid. As everything contained within the sim rooms is generated by computer code, safety protocols are easily written in. Safety protocols stem in six levels.

Safeties Off This level means that all physical damage is actually received, mental damage is not real and is only felt due to the false impression of technology on the mental mind. Programmed units may use any weapons they find or see fit, damage is real damage, and falling damage is real.
Level 1 This level is often recommended for beginner training and children, it's impossible to receive any physical or mental harm. This is the equivalent of enabling "God mode" in popular video games. Walls are primarily soft-solid and enemies within will only react to programmed and provided (PNP) weaponry.
Level 2 This level is slightly more difficult, though users can't sustain wounds, they will feel the force of impact whether it is propelled by mental or physical forces. Units will react to all weaponry, whether they be PNP or real, but are forbidden to use real weapons.
Level 3 This level is recommended for novice trainee's and allows the user feel the forces and sustain minor physical wounds. Though the worst wounds sustained are minor scratches and bruises. Units will react to only PNP weaponry and all structures are solid as opposed to soft-solid.
Level 4 This level is difficult at best, and is recommended for more advanced users. The force of attacks is felt, and medium physical wounds may be recieved (including non-fatal cuts, scratches, and skeletal bruises.) Units will react to ALL weaponry, and will pick up dropped weapons, though the damage of real weapons will be reduced in their hands.
Level 5 This level is recommended for simulator veterans. All physical and mental damage is limited only by the simulator's programming with the exception that no wounds are fatal. Programmed enemy units are capable of using real world weapons at just-below-fatal power, and will react as violently as real world enemies. Possible wounds include everything from minor cuts and scratches to bone fractures and serious head trauma.