Airline training is always conducted in a simulator these days because of costs and safety. Back in the day, training was done with a combination of simulator and in the airplane (prior to that, it was all done in the airplane). Sims are great procedures trainers, where much time can be saved in getting in the necessary repetition.
But one thing that simulators are not great trainers for is learning how to land. As good as the graphics are, sims don’t provide the necessary depth perception, though they have gotten magnitudes better over the years. Further, wind simulations for landings have never been very good, and so getting an accurate, realistic feel for the effects of various winds is difficult. I say this not only from my own experience of hundreds of hours of simulator time, but also from friends who are experienced sim instructors.
I’ve also seen this problem from flying with new-hire first officers who are inexperienced in the airplane. Believe it or not, the most difficult procedure to fly is the visual approach without reference to guidance from an approach source. Keep in mind that every airline wants you to use whatever approach aids are available, but there will be times when one isn’t available, and as a basic skill you need to be able to land strictly using the eyeballs.
The transition to the airplane is difficult for several reasons: It’s much bumpier (and the bumps are realistic) than the sim; the sounds are a bit different; and most of the time you won’t be the only airplane on the radio.
Engine response to thrust input may differ slightly from airplane to airplane, and unlike in the sim, you can’t always set a thrust setting and leave it there. Moreover, as I mentioned, the winds are vastly different. In the sim, when the winds are set, they are fairly universal. In other words, you won’t see a 15-knot tailwind at 3,000 feet that shifts around to a 10-knot headwind at touchdown. The effect of terrain is on wind in the sim is not there, and the gusts are virtually non-existent.—Chip Wright