What an hour on the equipment costs you today, what the same hour would cost on an XR station, how many crews you push through in a year now, how many you would push through with stations added, and what is actually holding you back. Put in your own numbers, because only yours mean anything here.
Everything here is your assumption, not a benchmark I am selling you. The formulas are written out at the bottom so you can check every step, and the cost of an XR hour is derived from what you enter rather than assumed. Nothing is stored or sent anywhere.
The model assumes one hour in XR replaces one hour on the equipment across the share of the programme you select. XR does not replace live fire or anything that needs hands on the real vehicle. Where that substitution holds and where it does not is exactly the question worth settling before you buy anything, and it is the first thing I would look at with you.
The most common mistake is to look at the drop in cost and consider the matter settled. What matters more is what limits throughput. If the calculator says equipment availability is the limit, adding more XR stations changes nothing, because you still cannot push more crews through the part that has to happen on the vehicle.
Where running the equipment is expensive, almost all of the saving comes from fuel, ammunition and range time. Where it is cheap, for instance when you are comparing XR stations against an existing simulator rather than against a tank, the cost of instructor supervision becomes the deciding factor. Those are two completely different conversations, held with different people in the organisation.
That usually means one of the assumptions is worth talking through with someone outside the programme before it goes into a document. Most often it is the share of the programme that can genuinely be moved, or the cost of a station where training content and support were left out.