It probably won't impact the UPT system at all, I was referring to in unit progression training. Basically as it stand now there is very little structure to the day to day flight experience of a squadron co-pilot. He may get scheduled with an imaginative Flight lead who has all sorts of cool training tricks up his sleeve, or he might get the guy who just plans to go out and waste time flying circles in the sky. Then after a certain number of hours he gets looked at for Aircraft Commander. Wash rinse repeat, look at for flight lead, repeat some more, look at for Instructor. Training progression ends up looking like a staircase with several very large steps, some folks handle those steps easily because they had the fortune of flying with shit hot mentors, some it's a very large jump, some are just idiots. Basically we're questioning why the system is several very large steps instead of lots of little ones.
No doubt, but the fact remains being really really really good at flying a single engine approach to a spot with a #2 Hydraulic system leak has zero impact on mission accomplishment.
I asked because we only have simulators at Kirtland, not at the units. While the sim doesn't really fly like the real thing, being able to practice the CRM and problem solving aspect of things without eating into aircraft availability is huge. We need to really look at what is the sim good at, and what does it suck at, if it's something the sim is good at, don't waste time doing it in the air, as an example a sim is more than adequate to train to DEC malfunctions. Another example, I'm not going to set this EP up, you're just going to fly with the pilot assist module disabled, then we're going to do 4 autos at the end of this TAC sortie, you can setup contextual EPs in the sim.