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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.
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| 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. |
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