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Virtual combat team enhances testing of joint capabilities

July 20th, 2009 Admin No comments

It’s a ghost army which exists only on video screens, but it is helping U.S. Joint Forces Command (USJFCOM) as it conducts a live joint and coalition intelligence, surveillance and reconnaissance (ISR) demonstration that spans locations around the globe.

The annual demonstration, Empire Challenge (EC), conducted by USJFCOM and its partners on behalf of the under secretary of Defense for intelligence (USD(I)), focuses on providing ISR support to warfighters. Empire Challenge participants include the United Kingdom, Canada, Australia and NATO.

Full article here: LINK

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Report says US loosing edge in simulation

July 20th, 2009 Admin No comments

Science and engineering are advancing rapidly in part due to ever more powerful computer simulations, yet the most advanced supercomputers require programming skills that all too few U.S. researchers possess. At the same time, affordable computers and committed national programs outside the U.S. are eroding American competitiveness in number of simulation-driven fields.

http://www.linkedin.com/redirect?url=http%3A%2F%2Fwww%2Ensf%2Egov%2Fnews%2Fnews_summ%2Ejsp%3Fcntn_id%3D114718%26org%3DNSF%26from%3Dnews&urlhash=7DuE&_t=disc_detail_link

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Defence Simulation, Training & Wargaming 2009

July 20th, 2009 Admin No comments

The Premier Asia-focused Defence Simulation Training & Wargaming Event of the Year!   In order to further simulation, training and wargaming initiatives throughout Asia, IQPC is proud to announce its inaugural event on the subject, focusing on local requirements, as well as international case studies.

Asian Armies, Navies and Air Forces in the region are training on newly purchased platforms, and working together through joint exercises and networked simulations. No other event in Asia provides a forum for true international discussion on strategic and operational level subjects for this community.

http://www.asdevents.com/event.asp?ID=514

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Virtusphere and the Virtual Army Experience

July 20th, 2009 Admin No comments

Virtusphere was an invited co-exhibitor this past weekend with the traveling Virtual Army Experience at the Greater Binghamton Air Show, NY. Virtusphere was demonstrated by many members of the US Army and staff of the Virtual Army Experience with postive feedback.

Local Fox News affiliate provided coverage of Virtusphere at the air show and includes comments for Sergeant Tommy Rieman, Real Heroes Program Manager and can be viewed at http://tinyurl.com/mrfuww .

Virtusphere welcomes any feedback and opportunites from defense industry customers and application developers.

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Simulation Center Proves a Cost Saver

June 11th, 2009 Admin No comments

In an ordinary office building here, the Air Force Distributed Mission Operations Center runs sorties with all the realism of combat, but without burning one drop of jet fuel.

Instead of taking to the air, pilots and aircrew strap themselves into simulators, located about a mile from the Albuquerque International Sunport airport, and fly in cyberspace with all the realism of actual flight, say, an F-16 fighter, “except for the shake, rattle and roll,” said Lt. Col. Troy Molendyke, commander of the 705th Combat Training Wing, which operates the center.

The center serves as the hub of a distributed simulation network that ties into other air and ground systems that can replicate a variety of aircraft and as many as 40,000 ground vehicles, said Maj. d’Artagnan de Anda, the self described geek who oversees distributed warfare missions.

The center, which was built in 2000 for $14 million and has expanded since then, functions with about 1,000 networked PCs, some with quad processors, running on either Linux or Windows operating systems, and taps into network connections that range in speed from T-1 circuits (1.544 megabytes per second) to OC-3 circuits (155 mbps) to runs simulations, DeAnda added.

The basement of the building houses simulators of command-and-control aircraft such as the E-3 Airborne Warning and Control System and the E-8 Airborne Warning and Control System. In what DeAnda described as a “virtual live” exercise, the crew operating the simulators can direct real aircraft conducting exercises at Nellis Air Force Base in Nevada.

The Air Force has placed greater emphasis on unmanned aerial vehicles such as the Predator and this week the center completed installation of the Predator simulator, said Tech. Sgt. Darrell DeMotta during a tour of the facility.

He served three tours of duty in Iraq and one in Afghanistan as a joint terminal attack controller, overseeing air support for the Army and Special Forces ground troops. DeMotta helped spearhead the development of the simulators to replicate the JTAC mission.

The systems include the basic tools of the JTAC’s trade such as a designator to control a laser-guided bomb and a range finder to determine, with the aid of GPS receivers, location and position. The information is then transmitted over a satellite radio, to a simulated Air Support Operations Center, providing JTACs with the full range of simulated systems they would use in actual combat.

DeMotta said the JTAC simulation systems help him and fellow controllers keep their skills current at a time when tight budgets have limited live training. He said he must run 12 missions a year to remain qualified as a JTAC. “Air Force budget cuts mean less flying hours . . . and the simulators provide cheaper training,” he said.

In September the center will conduct its first operations with allies from Australia, Canada and the United Kingdom in an operation named Coalition Virtual Flag, said Maj. Michele Boyko, the exercise director who also serves as assistant director for operations for the 705th.

In that operation, a global network will allow the Royal Air Force to fly simulated Typhoon fighters and Tornado fighter bombers alongside simulated Royal Australian Air Force F-18 fighters, Canadian Forces CF-18 fighters and a variety of U.S. aircraft, including B1 and B2 bombers and F-15 and F-16 fighters, said Boyko, a B1 bomber weapons systems officer.

The United States now operates in a coalition environment, and Boyko said the global simulation will enable all these forces to train as they fight.

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VBS2 Fusion Released

May 20th, 2009 Admin No comments

VBS2Fusion heralds a new wave of VBS2 development. It provides developers with a true VBS2 API for the very first time, allowing them to add significant functionality to VBS2 without learning the VBS2 scripting language. The C++ API provides a simplistic Object-Oriented framework allowing the developer to programmatically monitor and modify VBS2 entities. The API facilitates a rich degree of control over objects, entities, groups, triggers, waypoints and the VBS2 environment. VBS2Fusion is the essential tool for any development team considering tailoring VBS2.

VBS2Fusion transforms VBS2 into a true simulation platform, allowing bespoke applications to be developed which leverage the power of the VBS2 virtual environemnt, graphics capability and simulation engine.

VBS2Fusion is an add-on module that is sold separately to VBS2. VBS2Fusion will be released in several phases, with Version 1.0 to be released in May 2009. The initial version of VBS2Fusion abstracts the VBS2 Application Scripting Interface (ASI) and is designed to allow developers to influence VBS2 scenarios during run time.

Version 2.0, due for release in November 2009, will add a range of additional features such as direct access to the VBS2 simulation core (removing the need to access the scripting layer, or ASI, entirely) and also the means to control the complete VBS2 character skeleton externally.

VBS2Fusion is developed by SimCentric Technologies, a close partner of Bohemia Interactive. SimCentric offers professional and affordable support services for customers seeking to employ or fund updates to VBS2Fusion.

For more information visit the VBS2 website.

Categories: BIA, BIS, News, Scenarios, Science, Simulation, Technology Tags:

Bohemia Interactive – Virtual Battlespace

May 20th, 2009 Admin No comments

Bohemia Interactive (BI) design and develop some of the most realistic battlefield simulators seen in today’s military sector. The company’s latest battlefield simulation, Virtual Battlespace 2 (VB2) is an fully interactive high-fidelity desktop battlefield simulator which is already in use with military forces throughout the world, including the US Marine Corps, the Australian Defence force and the UK MoD.

Desktop battlefield simulator: Virtual Battlespace 2 is a fully interactive, three-dimensional, PC-based synthetic environment suitable for military training and experimentation. Developed by Bohemia Interactive, the creator of Operation Flashpoint and ArmA: Combat Operations, VBS2 offers both virtual and constructive interfaces onto high-fidelity worlds of unparalleled realism. VBS2 supports rapid, real-world terrain development and is interoperable via both HLA and DIS (through LVC Game).

Features of VB2 include:

  • Real-time rendering of large, high-fidelity terrain areas with an emphasis on simulating real-world conditions such as rotation of the earth, accurate star fields, time-lapsed weather and ambient flora and fauna
  • Highly accurate 3D representations of ADF, NZDF, USMC and Middle Eastern units, vehicles and weapons are included, soon to include thermal signatures also. the entire US Army and UK equipment fleets are currently under development
  • A flexible, networked training environment able to simulate complex combined-arms maneuevres such as combat teams of infantry and armored elements operating with human-controlled aircraft and artillery in support
  • The VBS2 real-time editor (RTE) has set the standard for run-time authoring capability, allowing any aspect of the simulation to be modified during training; place an IED, assign behavior to OpFor AI or create a city without the slightest pause in the scenario
  • Rapid terrain generation – create real-world terrain areas rapidly (within a few hours) from source data (DTED, shape, imagery), and import 3D models (buildings, vegetation etc) from 3DS or OpenFlight

Through VBS2 script and intuitive modeling tools, complex weapon platforms can be created quickly and cost-effectively. From vehicle checkpoint functionality to UAV interfaces, Bohemia Interactive has proven time and again the true meaning of rapid development.

Bohemia Interactive has a proven record at delivering on time and on budget, having completed numerous development projects for government agencies around the world. BI can quickly develop models or terrain, modify the simulation engine to suit new requirements, integrate new hardware, provide training courses for VBS2 operators or administrators and also deliver varying levels of product support.

Virtual battlefield – real training benefits:  VBS2 is an out-of-the-box training solution capable of simulating a wide range of situations at the tactical level. VBS2 can be federated with other HLA-compliant simulations to meet specific training outcomes, for example connecting dismounted infantry in VBS2 with a high-fidelity armored vehicle simulator, or simulating a special forces team conducting a counter-insurgency mission while the overall campaign is controlled by a higher-level constructive simulation such as OneSAF.

Other examples of simulated scenarios include:

  • Mission rehearsal and/or AO familiarization
  • Tactical training, up to combat team level
  • Combined arms or joint training
  • Convoy training (including integration of virtual reality technology)
  • IED defeat
  • Analysis of options (decision support)
  • Fire support / forward air controller training
  • Complimentary virtual environment for live and constructive simulation or crew procedural trainers
  • Navigation
  • Mission simulation (for example aviation elements practicing LZ procedures)
  • Vehicle checkpoints and area control
  • Helicopter loadmaster training
  • Procedural training for UAV operators
  • Cultural awareness training
  • Visualization of weapon effects
  • Weapon (or platform) familiarization or experimentation
  • Training in urban environments (eg MOUT)

Multiple simulation systems: VBS2 allows commanders, crew, soldiers and support elements to be immersed in the VBS2 environment across multiple simulation systems in an endless number of different configurations. Briefly consider a typical mechanized infantry platoon, and how VBS2 may provide training for all of the elements of that organization at a fraction of the cost of live training.

Perhaps one squad is located in a small arms trainer using VBS2 TWS, with two squads in a separate VBS2 classroom. Air support might be provided by a VBS2 Aircrewman Virtual Reality simulator or flown by real pilots or AI on a VBS2 desktop trainer. An instructor operator station (IOS) controls the flow of the scenario and manages OpFor elements in real time. Meanwhile the company commander (or higher) views a constructive simulation such as OneSAF, communicating with VBS2 via HLA.

Extensive simulation content library: Bohemia Interactive has modeled hundreds of units, weapons and vehicles for the VBS series including USMC, ADF, US Army, NZDF, incident response, Eastern European and Middle Eastern representations. A wide range of structures and vegetation have also been modeled. These models are available for purchase through Bohemia Interactive.

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Bohemia Interactive Simulations (BISim) Relocation

May 20th, 2009 Admin No comments

The core of the VBS2 development team has moved to the Czech Republic. The team has two separate offices dedicated to VBS; Bohemia Interactive Australia (BIA), located in Anna Bay, Australia, and Bohemia Interactive Simulations (BISim), located in Prague. The team also shares an office with Calytrix in Dayton, Ohio. “The point of sale remains Australia, but BISim serves as a new VBS distribution point with much faster Internet access, which will greatly reduce the upload time for new builds. We have also signed with a new hosting service that will increase speed and reliability when you are downloading new versions,” read a statement provided to MT2.

The management team of BISim mirrors BIA—the CEO is Peter Morrison, the CTO is Dr. Mark Dzulko, and Gordon Bradbury remains the sales manager.

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ArmA II Arrives on June 19

May 20th, 2009 Admin No comments

Touted as the preview of Virtual Battlespace 3, and purportedly used to field test the new engine, Bohemia Interactive, as the developer, and 505 Games, as publisher, are announcing that the release date for ArmA II has been set for June 19, which is one week earlier than the initial projected launch window. The game should arrive exclusively for the PC and aims to offer players the best military simulator, building on the wealth of experience that Bohemia Interactive has in this genre.  Many of the smaller tactical scenario developers have been using ArmA (Armed Assault) as a poor-man’s VBS for companies and civilian groups that don’t have the deeper pockets of the larger military organizations.  Some of the key features in the game include a dynamic AI that utilizes unscripted and undefined paths to bring the realism of the commercial simulation to the public.  Some of these features should bring Bohemis Interactive back into the forefront of the combat simulation market.

Key features:

  • Player-driven story: Players will have the opportunity to command members of Force Recon Team Razor through a branching campaign full of twists and surprises. ARMA II integrates a combination of preset conversations with dynamic queries about the game environment: the revolutionary “dynamic conversation system” which brings to the player a unique gaming experience in a movie-like style. Players can talk to soldiers in the field and civilians caught up during fights to gather the Intel they need to further advance in the game. As a pure military simulator, there are linguistic difficulties while speaking to native citizens if you don’t know their native tongue. Chernarussian’s NPC’s speak Czech, US NPC’s speak English and Russian NPC’s speak Russian, etc.
  • Reality check: Bohemia Interactive’s standard 225 square kilometers (over 10,000 sq km in VBS) of highly detailed sandbox landscape, modeled with stunning detail and precision and using real-world geographical data, covered by 235 megapixel of accurate aerial map (15.3602 pixels) and more than 1 million objects. This game is a true environment master piece, never seen before in first person shooter type games with 81 weapons and 136 vehicle models created to an exacting real-world schematics with extreme precision, including 350 kilometers of roads, 50 cities and villages full of life.
  • Authentic military simulation: ARMA II simulates various aspects of combat and environment effects form bullet ballistics and deflection to material penetration, tracers, varying ammunition types and stopping power, to supersonic bullet crack and weather conditions. ARMA II benefits from the 3rd generation Real Virtuality engine featuring advanced and semi-autonomous AI. Players will compete with the ultimate next-gen AI: no scripts, no predefined pathways, and no repetitive gameplay. All units react to actual game situations and use the open environment to their advantage. Soldiers shout and use hand gestures based on real world military doctrine, actively seeking and using cover and also taking advantage of suppressive fire techniques. The ARMA II system is so complex and effective that the same simulation technology is used to train real soldiers in numerous countries around the world.
  • Live war: the campaign missions can be experienced in cooperative mode, or players can join for duty in the massive multiplayer battles with up to 50 players. Among standard MP modes is Warfare, introduced in ArmA: Armed Assault, a unique combination of RTS and tactical FPS which allows players to choose whether to control the combat with detailed base management or instead to operate guerilla hit-and-run tactics focusing on attack rather than defense.
  • Unlimited Creativity: An intuitive and easy-to-use built in mission editor, together with powerful modding tools, infinitely extends the gameplay of ARMA II and moves it far above the standard gaming experience. More than 200 character models, 81 weapons, 136 vehicles are ready to be used in an enormous 225 square kilometers sandbox map. Players can use default models or create completely new models and mods can be shared with other players all around the world.

For more information on ARMA II visit www.arma2.com.

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Navy Virtual Training

May 19th, 2009 Admin No comments

Even though Navy budget cuts mean nondeployed sailors can expect to spend about a third less time at sea this year, that doesn’t mean they’ll spend less time at their duty stations aboard ships. In fact, they could spend more.

Commanders are trying to make up for that lost sea time — and a lack of available ships to play the “bad guys” — by relying more on “synthetic” training, in which sailors practice using their equipment aboard their ships in port.

Big Navy is so confident about synthetic training that commanders on the East Coast plan to deploy about one of every three carrier strike groups without them having completed a joint task force exercise, which traditionally has been the capstone to pre-deployment work-ups. Instead, those ships will do it virtually.

“Today we have limited live opposing forces we can bring to it,” said Adm. Jonathan Greenert, head of Fleet Forces Command, in a May 4 presentation near Washington, D.C. “It’s not just an issue of Navy forces — remember, it’s a joint task force — but a limit of total joint forces we have available. We need an efficient and effective alternative to make sure we have these forces ready.”

That alternative, Greenert said, is to simulate many of the things that sailors have traditionally practiced at sea. Although he and other Navy officials concede that some things still must be learned at sea, Greenert said synthetic training can be as good as, or better than, traditional time underway.

The Navy’s first big experiment with that principle is taking place now: In February, the Dwight D. Eisenhower Carrier Strike Group became the first flotilla to run an entirely synthetic JTFEX, having trained earlier at sea in a traditional composite training unit exercise. So far, Ike’s deployment to the Middle East has been routine.

However, skeptics worry that depending too much on synthetic training will backfire. Sailors without real experience operating their ships and systems in such intensive and realistic “final exam” scenarios could have more mishaps, they say. More broadly, the skills of sailors whose jobs can’t easily be artificially replicated — engineers and boatswain’s mates, for example — could atrophy.

Officials haven’t decided yet how much more synthetic training sailors will get to make up for the time they would have spent at sea, but the Navy should have no problem scaling up the practice time, said Eric Seeland, Fleet Forces Command’s top synthetic training manager.

“We will support whatever the numbered fleet commanders and strike group commanders desire for training,” Seeland said. “We can [dial] up and down different warfare areas, different levels of difficulties; we can tailor to different strike groups to make sure each one gets what they want.”

Rear Adm. Garry White, commander of Strike Force Training Atlantic, said strike groups will go with a combination of synthetic and real training, depending on what works for that specific group.

“Whether a JTFEX or a [fleet synthetic training-joint] is conducted as the certifying event will be dependent on a number of factors including experience, proficiency, type and level of training needed, and whether live or synthetic will be the most effective at accomplishing that training,” he said. “Tailoring the training for the specific strike group could lead us to an FST-J, a JTFEX, or possibly a hybrid that includes a modified combination of both.”

When it comes time to train, Navy computers can integrate the instruments aboard surface ships, aircraft, shore stations and submarines so that sailors thousands of miles apart can work together as a virtual strike group.

For example, a P-3 Orion air crewman sitting at a console on the West Coast might call a fire controlman in a destroyer in Norfolk, Va., to tell him about a new contact picked up by his sonobuoy. The destroyer and the airplane would work together to hunt a submarine in the virtual training world, even though the sailors are thousands of miles apart.

Seeland said synthetic training is best used to practice high-level command and control decision-making.

“You’re looking at the tactical link picture, you’re going forward and making command decisions on who to engage and who not to engage,” he said.

From the perspective of the sailors at their consoles in a combat information center, everything about the scenario would be the same as it would be if the ship were at sea, only with no motion of the deck.  Synthetic training also works well to integrate international allies into U.S. exercises. Fleet Forces Command has brought together American sailors in Yokosuka, Japan; Royal Navy sailors at their base in Great Britain; and German pilots and sailors at their bases in Germany.

The Ike strike group’s synthetic version of its JTFEX included the command staffs from the Eisenhower, the Enterprise and the French carrier Charles de Gaulle, according to 2nd Fleet officials. Eisenhower’s command staff dialed into the Navy’s training network from their ship at the pier. Enterprise was in the shipyard at the time, so its staff joined from a simulator at Tactical Training Group Atlantic at Naval Surface Warfare Center Dam Neck, Va. And de Gaulle’s staff trained from a simulator in Toulon, France.

Doing the drills synthetically meant Big E and de Gaulle could keep their shipyard work on schedule and save French and U.S. taxpayers $25 million worth of steaming days, White said. The synthetic version of the exercise cost $500,000.

“The cost difference is obviously significant, and in these fiscal times that’s a consideration,” White said. “We’re not going to let any fiscal driver impact on our readiness, but we’re going to maintain the same level of readiness while conserving energy, if you will.”

He also said one strike group would not be “more ready” than another because it did the physical JTFEX.

“We assess and evaluate to the same standard whether the certifying event is live or synthetic,” White said. “The combination of live and synthetic training provides the best possible training because each venue has distinct advantages that may be unobtainable with the exclusive use of one or the other.”

The cost and time savings aren’t just things that admirals and bean counters can appreciate: Aviation Boatswain’s Mate (Fuels) 2nd Class (AW/SW) Pablo Rodriguez, a fuel depot supervisor at Naval Station Mayport, Fla., told Navy Times he liked the individual focus in the shift to more synthetic training.

“Instead of paying someone or using someone’s time to come and train us as a group of people, [it] can be avoided by using virtual training. We can be self-trained with an automated system that lets us know all our personal training requirements,” he said.

For as much potential as top Navy officials credit to synthetic training, skeptics see just as much to be concerned about. Greenert, Seeland and other officials are quick to acknowledge that sailors still need to spend time at sea learning to do underway replenishments, taking off and landing, and generally being stressed and challenged.

“There’s never really a substitute for being underway for six or seven days, knowing you’re going to be underway for several more days, and this is your fourth mid-watch, and you got two hours of sleep the night before, and seaman Johnny has an issue, and you’ve got to work on your own personal qualifications, and you’ve got to write a message for the captain — and, oh by the way, you have to go stand watch,” Seeland said.

“All of those things going on in the back of your head,” he said. “We can simulate that a little bit, and that’s not a huge factor in the area of training, but is there a one-to-one correlation? No, not completely. We still need that underway flavor.”

And it can go even deeper than that. Sailors in ships at the pier can get so inured to synthetic scenarios that they start to tune out drills that have life-or-death consequences on deployment.

“It’s hard to pretend you’re tracking aircraft or surface contacts when you have regular daily 1MC calls blaring in the background,” said Cryptologic Technician (Collection) 1st Class (SW) Andrew Dunn, who recalled virtual training in the combat information center of a docked ship. “The realism factor is lost pretty quickly. One minute you have a contact inbound and the next minute you hear ‘mail call’ over the 1MC.”

Expand that phenomenon to an entire ship’s company, and even routine jobs could become dangerous, said two retired commanding officers. Both, a retired submarine commander and a retired cruiser commander, have experience with synthetic training but asked not to be named because they still work closely with the Navy. They agreed that unless crews can take their training seriously, they may not be ready for the real thing.

What’s more, the retired sub commander said synthetic training takes away trainers’ ability to see a ship fight “hurt,” if its gear breaks, weather interferes or other unpredictable events crop up during an exercise. Scripted exercises can lock ships into performing to the script, he said, even though they’re easier to grade.

Seeland said engineers in particular benefit from the experience of running the propulsion plant of a ship that’s underway on the ocean because it can also include experiences that can’t be replicated in a schoolhouse.

“Having been an engineer, there is nothing more embarrassing than being that guy on watch, walking into the wardroom after you lost power and the ship went cold and dark out at sea, and knowing everybody was looking at you,” he said. “You don’t really quite get that same feel, when it’s just an ‘oops’ in the trainer.”

By Philip Ewing – navytimes.com

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