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VBS2 Simulation: Marksman MK1

May 20th, 2009 Admin No comments

Developed by Bohemia Interactive partner Virtual Integrated Simulations (VIS), the Marksman MK1 is a revolutionary new system that turns any scoped weapon into a training simulator. Combining durable and detachable Virtual Reality hardware optics with high-fidelity ballistic computer simulation, the Marksman MK1 offers a complete Marksmanship training solution. Training can be conducted with the same weapon that is used on operations. This facilitates realistic training, with inconsistencies such as trigger pressures and weapon weight distribution entirely eliminated.

Accurately-modelled environmental and ballistic effects allow training in dynamic scenarios, and in any real-world location. The MK1 system is completely deployable, with rapid setup and minimum footprint; training can be performed in barracks or in the field. It provides a cost effective solution that is flexible enough to meet most training needs.

The Marksman MK1 is supported by a comprehensive software system which allows fall-of-shot analysis, target analysis and trainee evaluation. This software is seamlessly integrated with VBS2.

The MK1 system can be enhanced by an optional VR Spotter Scope or VR Range Finding Binoculars and can be used in conjunction with the Call-For-Fire Trainer (CFFT) or Aircrewman Virtual Reality Simulator to facilitate complex integrated training such as engaging targets from a rotary wing platform, and participating as part of a broader Offensive Support fireplan.

The Marksman MK1 is also designed to operate within the new VIS 360 Immersive Dome System, enabling marksmen to shoot in 360-degree, high-res projected environments for total immersion.

Train like you fight. The future of marksmanship training has arrived.


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VBS2 Simulation: Call for Fire

May 20th, 2009 Admin No comments

Developed by Bohemia Interactive partner Virtual Integrated Simulations (VIS), The Call-For-Fire Trainer (CFFT) is a full simulator which combines the power of VBS2Fires software with a highly deployable hardware suite to provide a complete, immersive and affordable training solution for any Offensive Support specialist.

The CFFT employs the new VIS 360 Immersive Dome System, enabling trainees to Call-For-Fire in up to 360-degree, high-res projected environments for total immersion. This dome system can be easily adjusted for deployment in most training rooms. The CFFT also provides sophisticated surrogate devices for laser designators and binoculars, which utilise the latest 3D tracking technology for maximum realism.

The CFFT provides a new level of immersive Call-For-Fire training at a fraction of the cost of other immersive simulator systems.

Innovative hardware, state-of-the-art software: your complete Call-For-Fire solution.


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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.

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BIA Releases VBS2 Fires

May 20th, 2009 Admin No comments

VBS2Fires, developed in partnership with SimCentric Technologies, is a professional Call-For-Fire training application which combines the flexibility and stunning visuals of VBS2 with a highly sophisticated Call-For-Fire training and simulation system. The system allows Offensive Support specialists to construct a Call-For-Fire which is then processed and actioned within VBS2. The system simulates exterior and terminal ballistics to high levels of detail and supports a wide array of munitions, fuse types and firing platforms.

As VBS2Fires is built upon VBS2, all of VBS2’s standard features are included, including After Action Review and the Real Time Editor. Do you want to conduct Call-For-Fire training from a helicopter? Do you want to perform a Danger Close mission while Infantry participants conduct a mounted assault? All of this is possible within VBS2Fires thanks to the underlying VBS2 framework. VBS2Fires is suitable for a wide range of uses; from training general officers in the All-Arms Call-For-Fire through to practicing experienced Forward Observers, or simply simulating AI-driven indirect fire in support of VBS2 exercises.

Features include:

  • Highly detailed exterior ballistics model

    Simulates gravity, drag, wind drift, pressure, temperature, spin drift and Coriolis effects. Additionally the model simulates the change of these parameters at varying altitudes.

  • Customisable properties

    Supports field guns, self propelled guns and naval fire platforms. Customise the firing characteristics, operational reloading and relaying times, and the munitions that a platform is able to fire. Build your own projectiles with customisable ballistics properties.

  • Wide selection of munitions and fuses

    Munitions include: HE, WP, Smoke (multiple colours), SADARM, DPICM, RAAMS, ADAM, ILLUM (multiple colours), and Copperhead. Fuses include: Quick, VT, Time, Delay, Seek and Destroy, and Laser guided.

  • Wide selection of fire distributions

    Including: Converging, Circular, Linear, Range and Lateral Spread, Parallel Lines of Fire, and user defined custom distributions.

  • High fidelity terminal ballistics models

    Terminal Ballistics are modelled both visually and functionally to accurately reflect real-world effects. Functional damage models reflect side lobe patterns of explosive rounds defined by round velocity and explosive velocity.

  • Range of Call-For-Fire entry options

    Trainees enter Calls-For-Fire through the entry of plain text or through the use of a wizard-based GUI. These are automatically interpreted by the system. Additionally, voice may be used to communicate between a human instructor and trainee. The instructor then has the option of manually entering Fire Control information into the system.

  • Artificial Intelligence Engine

    VBS2Fires will automatically respond to a Call-For-Fire that is entered by the trainee through a detailed Artificial Intelligence suite. Alternatively, the instructor may manually respond to a Call-For-Fire and inject errors as appropriate.

  • Rapid scenario design

    VBS2Fires will save you time and money through leveraging the VBS2 scenario editor -building a VBS2Fires scenario is no more complex than building a standard VBS2 scenario.

  • After Action Review

    VBS2Fires is completely integrated into the VBS2 AAR system. Bookmarks can be dynamically added and all projectile paths and effects are captured and replayed. Additionally, terrain and ballistics analysis tools are included.

  • Runs on COTS hardware

    Calls-For-Fire may be entered either in a Windows-based interface (connected to a VBS2 instance by VBS2Fusion), or within VBS2 itself. The Windows-based interface can be run alongside VBS2 on a single PC with two video outputs, or on two networked PCs. If a PC can run VBS2, it can run VBS2Fires.

  • Flexible network based architecture

    Operable in Instructor, Trainee or Stand-Alone mode. Can be run on same machine as VBS2 or on a separate machine connected over the network.

  • Seamlessly links with VBS2 COTS Desktop Trainer

    Use VBSFires as part of a larger training exercise. As the system leverages the VBS2 engine, Call-For-Fire training can be implemented as part of larger training scenarios with Combined Arms participants.

Examples of VBS2 Fires applications:

  • Individual training, or one-on-one training

    Stand-Alone mode allows a trainee to practice Calling-For-Fire without an Instructor or other participants. Individual instructor/trainee interaction A single instructor terminal can be solely dedicated to a single trainee terminal, allowing an instructor to monitor and control the exercise for that trainee.

  • Instructor led or monitored group training

    An instructor can monitor and control the exercise for a group of trainees participating in a single VBS2 scenario. These trainees can interact with each other, or can alternatively be located remotely in a scenario calling fire for unrelated targets.

  • Instructor monitored group training

    The Artificial Intelligence engine within VBS2 allows the system to automatically respond to Calls-For-Fire without the requirement for Instructor interaction. This allows the instructor to focus on monitoring or assessing trainees and highlighting learning points, rather than on operating the system.

  • Instructor led training during combined exercises

    An instructor can manage a group of trainees who are conducting Call-For-Fire training in support of a manoeuvre force consisting of a combination of human and computer controlled elements.

  • Enhanced Offensive Support simulation for VBS2 training exercises

    VBS2Fires can be used to increase the richness of a training exercise involving a manoeuvre force by providing a high fidelity hostile indirect fire simulation.

  • Combined in exercise with Call-For-Fire Trainer

    VBS2 Fires can be used in conjunction with the Call-For-Fire Trainer to provide seamless interaction between the physical simulator and the VBS2 desktop trainer.

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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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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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Virtual Combat Environment Tests Surgical Skills

May 20th, 2009 Admin No comments

Traditional medical training may not adequately prepare doctors in times of war. A unique study by human factors/ergonomics researchers in Norfolk, Virginia, concluded that virtual reality-based simulators can provide a safe venue for training military medical personnel in high-stress, high-workload conditions such as combat.

Simulations provide safe and controlled environments, immediate performance feedback, and practice for skills under unique or dangerous conditions.  Virtual environments have proven to be effective in training dismounted soldiers and military checkpoint guards, for example.

In this study, 15 medical students had to perform an emergency chest tube thoracostomy incision and insertion of a tube in the chest to permit fluid to drain on a mannequin in a CAVE (Cave Automatic Virtual Environment) while surrounded by visual and auditory depictions of gunfire, explosions, and a virtual sniper. They performed the surgery under both daytime and nighttime combat conditions. When tested again four months later, they demonstrated that they retained the necessary skills for the procedure.

The students’ completion times demonstrated that they could perform the surgery efficiently, but the quality of their work suffered. Those who performed the procedure faster were more susceptible to “sniper” fire. Furthermore, stress created by the simulated environment may have caused some students to engage in inappropriate and dangerous behavior that would likely result in their being killed in a real combat situation.

This study is possibly the first to test performance with a standard mannequin-based medical simulator within a fully immersive virtual environment.

Story by: Lois Smith of HFES.ORG

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Virtual Reality for Training Russian SWAT

May 19th, 2009 Admin No comments

New simulator, called “Virtual Sphere”, helps SWAT troopers optimize their combat operations in cyberspace. The simulator makes the process similar to real life training. Virtual sphere looks like an ordinary hollow ball with 3 meters in diameter, connected to a computer. When a man enters the ball and puts on special virtual vision glasses, he dives into virtual reality. Glasses show changing images, and computer programme models environment with any kind of buildings.

Physical sensation in the ball is similar to that of a real mission, since trainee in the ball has to move and shoot from a virtual gun. Special sensors monitor trainee’s body state during virtual sessions.

Source: RIA Novosti (with video, in Russian).

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Virtual Combat Convoy Trainer

May 18th, 2009 Admin No comments

The Lockheed Martin Virtual Combat Convoy Trainer (VCCT) provides convoy training for drivers, shooters, communicators, and decision-makers – each according to the unique requirements of their position, tactical circumstances, and unit or service standard operating procedure. VCCT is a full-scale training system designed to improve the convoy crew’s ability to identify and react to threats in the contemporary operating environment.

The VCCT is a realistic, joint training system designed to constantly test the warfighter’s ability to maintain vigilance, identify and assess the threat, and take appropriate action. Crew members learn to coordinate actions in a single vehicle, between multiple vehicles, and with higher headquarters, air & ground fire units, and medical evacuation support. They gain familiarity with objective terrain conditions and perform the procedures they’ll employ under combat conditions. The system portrays accurate weapons effects, and demands advanced driving skills for a wide range of conditions. Crew members face shoot/don’t shoot situations and take action to avoid man-made obstacles, direct and indirect fire, and improvised explosive devices.

Supports Multiple Missions:

Full family of trucks in the U.S. military inventory

  • Helicopters
  • Boats
  • Armored vehicles
  • Artillery
  • Call for Fire
  • Close Air Support

After Action Review (AAR):

  • Event tagging creates focused after action review
  • Reverse view angle allows Soldier to see enemy eye-point

Replicates the Contemporary Operating Environment:

  • Realistic convoy environment
  • Multiple manned and un-manned vehicles
  • Realistic weapons engagement training
  • Mission rehearsal capability
  • Scenario generation feature allows instructor to rapidly create new scenarios as required to support Soldiers in the field
  • Multiple systems can be networked together to provide collective training
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Marine Corps buys Saab’s instrumented training system

May 18th, 2009 Admin No comments

Saab has received a contract to produce and field the Instrumented – Tactical Simulation Engagement System (I-TESS) for the U.S. Marine Corps. Within the frame of the contract, that has a possible value of approximately $29 million USD, a first order, valued at $22 million USD, has been placed.

“We are pleased to be able to continue to support the US Marine Corps and the US war fighting capabilities,” says Lars Borgwing, President, Saab Training USA. “I-TESS will significantly expand the current base of instrumentation systems already fielded by Saab for the U.S. Marine Corps. The system will provide many of the specialized urban warfare training skills required in today’s asymmetric warfare.”

Saab was selected in a competitive procurement, requiring a detailed technical proposal and field demonstration of capabilities at the Marine Corps Base (MCB) Quantico, Virginia.

The same instrumentation system is fielded with the U.S. Army, U.S. Navy SEALs and five major armies in Europe.

About I-TESS
I-TESS is a modular and mobile integrated range instrumentation system with modern laser simulators that provide greatly improved training capabilities over currently fielded devices used in urban warfare training exercises. I-TESS provides exercise control, battle tracking, data collection and rapid After-Action Reviews (AARs) for live training events. The real-time situational awareness, exercise control capabilities, and adjudication of indirect fire engagements maximize the training exercise benefits and reduce the amount of time needed for live training. Additionally, I-TESS interfaces with virtual and constructive simulations for an integrated training program at multiple locations and command levels.

The system leverages Saab’s military training and communications technologies developed under the U.S. Army’s Deployable Instrumented Training System (DITS) and major instrumented combat training centers in Europe. Saab’s rapid production capabilities were proven with the first deliveries of the same systems to the U.S. Army in Iraq in 2004.

Large unit tactical exercises are instrumented by I-TESS to provide command and control in tracking all Marines and weapon systems, simulation of direct fire and indirect fire of artillery and naval gunfire and the collection of data for after action reviews. The system provides the self-contained infrastructure for all communication and simulation. The systems will be fielded at various Marine Corps bases and installations for the USMC Pre-deployment Training Program and other type of individual and company level training.

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