"virtual_war.article" - читать интересную книгу автора (Bruce sterling essays)

that can kill anything it can see. It is also a horrible place in which to die. The Abrams holds four men. Three of them (the tank commander, the gunner, and the loader) ride in the crew chamber which is about the size of a large bedroom closet. The tank commander sits on a swivel-seat with his knees at the upper back of the gunner, who is crammed into a tiny ergonomic nook. The loader heaves shells into the butt of the 120-millimeter cannon, which juts like a dinosaur's rump into the turret cavity. The fourth man, the driver, lies on his back in a padded niche much the size and shape of a coffin. He steers the tank with a pivoting pair of black rubber handles from a metal post over his belly. He is not inside the turret with the other men; instead, he is squirreled away into the bowels of the machine and communicates by headset. Like the commander and the gunner, the driver's view of the world comes through "vision blocks," three rectangular blocks each the size and shape of a rear-view mirror. Almost every visible surface within the chamber is covered with readout screens, switches, sensors, gauges, and maintenance monitors. The area around the tank commander's tall black stool has a weirdly shaped black joystick, a targeting scope, and two flat screens with buttons bearing cryptic acronyms. These big square buttons are designed to be pressed by hands encased in chemical-warfare gauntlets. They're like a lethal parody of the child-sized buttons on a My First Sony.
Tanks are, of course, very well-armored vehicles, but there is very little on earth that can resist a 120-millimeter uranium slug traveling at a mile-per-second. Anything hit by this projectile instantly buckles and splatters. Modern tank-to-tank warfare is extremely lethal and the exchange of direct fire generally lasts only seconds. Those seconds are precious, so time spent inside a simulator is not a picnic. Simulators are not toys. They are "fun" in some sense, but only about as much fun as an actual no-kidding tank. You can drive these simulators across cyberspace landscapes, coordinate their tactics, advance and retreat, aim their cannon, fire and be fired upon. You can smash into obstacles, bog down in mud, fall off cliff edges, and experience various kinds of simulated mechanical and engine trouble. You can panic, you can screw up, you can make a fool of yourself in front of your comrades and your commander. You can directly affect your real-life military career through what you do in simulators. And you can be killed inside simulators - virtually speaking. The One-Twelve Cav deployed to their virtual tanks, opened the thick plastic doors on their hefty refrigerator-style hinges, took their posts at the black plastic seats, and were sealed inside. The drivers were also formally encased in their own separate plastic sarcophagi. They started their virtual engines. They began exchanging virtual radio traffic. They examined their virtual navigation, and squinted at the