vbs2 introduction & v1.5 details
DESCRIPTION
Good details about VBS2 v1.5 capabilities.TRANSCRIPT
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Introduction
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Training needs
History
Capability
Breaking boundaries!Development roadmap 2011
Lessons learnt
Demonstration
Scope
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My (In)Experience
Lots of academic studies
Lots of military training
Lots of time spent playing and developing games
... no operational experience!
... but I do have a fresh perspective.
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Soldiers, sailors and airmen need simulators too!
Computer games are the not-so-obvious solution to meet these training needs
Serious exploitation of games only began in 2003
VBS2 assists with:Tactical training (combat team and below)Mission rehearsal
Training needs
Mission rehearsal Tactical training Capability demonstrations
Navigation training Maintenance training Language and culture
OH&S training Weapon familiarization Tank gunnery
Mission planning Driver training Vehicle recognition
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Yes! Training transfer is proven.
Canadian Tp Cmd Career Course study*:VBS2 halved field time (games are efficient)Pass rate from 67% to 100% (games are effective)
Games are now accepted as mainstreamtraining aids
Do games work?
* Courtesy of “Games – Just How Serious Are They?” by Paul Roman and Doug Brown
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History
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2001: Operation Flashpoint (OFP) released
2001:Operation Flashpoint (OFP) released2001:Operation Flashpoint (OFP) released
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2001: Early VBS1 demonstration to ADF
2001:Early VBS1 demonstrationto Australian Defence
Force
2001:Early VBS1 demonstrationto Australian Defence
Force
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2002: ADF study into COTS games
2002:ADSO commissions “The UseOf COTS Games by Military Forces”
2002:ADSO commissions “The UseOf COTS Games by Military Forces”
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2002: USMC funds “Virtual Battlefield System 1”
2002:USMC funds “Virtual Battlefield System 1”2002:USMC funds “Virtual Battlefield System 1”
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2003: ADF VISE Experiment
2003:ADF “Virtual Infantry Section Experiment”
conducted2003:ADF “Virtual Infantry Section Experiment”
conducted
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2003: US Army invests in “DARWARS Ambush”
2003:US Army “DARWARS Ambush”
commenced2003:US Army “DARWARS Ambush”
commenced
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2004/2005: ADF funds significant VBS1 dev
2004:ADF VICE trial validates VBS12004:ADF VICE trial validates VBS1
2005:ADSO funds VBS1 development, AMTG mission rehearsal exercise2005:ADSO funds VBS1 development, AMTG mission rehearsal exercise
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2006: VBS2 development commences
2006:ADF/USMC enterprise licensesVBS2 development commences
2006:ADF/USMC enterprise licensesVBS2 development commences
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2007: UK invests in VBS2
2007:UK deploys VBS2, funds development2007:UK deploys VBS2, funds development
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2009: NATO ACT invests in VBS2
2009:NATO funds “VBS2 NATO”, based upon “VBS Lite”2009:NATO funds “VBS2 NATO”, based upon “VBS Lite”
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2009: US Army deploys VBS2
2009:US Army deploys VBS22009:US Army deploys VBS2
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2010: Canada invests in VBS2
2010:Canada deploys VBS2, funds development2010:Canada deploys VBS2, funds development
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2010: US Army contracts significant development
2010:US Army contracts VBS2 improvements2010:US Army contracts VBS2 improvements
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History – ten years!
2001:Operation Flashpoint (OFP) released2001:Operation Flashpoint (OFP) released
2001:Early VBS1 demonstrationto Australian Defence
Force
2001:Early VBS1 demonstrationto Australian Defence
Force
2002:ADSO commissions “The UseOf COTS Games by Military Forces”
2002:ADSO commissions “The UseOf COTS Games by Military Forces”
2002:USMC funds “Virtual Battlefield System 1”2002:USMC funds “Virtual Battlefield System 1”
2003:ADF “Virtual Infantry Section Experiment”
conducted2003:ADF “Virtual Infantry Section Experiment”
conducted
2003:US Army “DARWARS Ambush”
commenced2003:US Army “DARWARS Ambush”
commenced
2004:ADF VICE trial validates VBS12004:ADF VICE trial validates VBS1
2005:ADSO funds VBS1 development, AMTG mission rehearsal exercise2005:ADSO funds VBS1 development, AMTG mission rehearsal exercise
2006:ADF/USMC enterprise licensesVBS2 development commences
2006:ADF/USMC enterprise licensesVBS2 development commences
2007:UK deploys VBS2, funds development2007:UK deploys VBS2, funds development
2009:NATO funds “VBS2 NATO”, based upon “VBS Lite”2009:NATO funds “VBS2 NATO”, based upon “VBS Lite” 2009:
US Army deploys VBS22009:US Army deploys VBS2
2010:Canada deploys VBS2, funds development2010:Canada deploys VBS2, funds development
2010:US Army contracts VBS2 improvements2010:US Army contracts VBS2 improvements
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VBS2 provides an immersive, first-person virtual environment for collective tactical training and mission rehearsal.
VBS2 Capability
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Offline Mission Editor (OME): Generate a scenario using 2D and 3D interfaces in accordance with the training need
Place entities in the virtual environment• Objects (e.g. structures), characters, vehicles, aircraft
Add editor objects to define entity behaviour• Waypoints, triggers
VBS2 Capability: Scenario Editors
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Runtime scenario: interacting with the virtual environment from the first person perspective
Individually or collectively (networked)One soldier per computerOperating a wide range of equipment and vehiclesCommanding AI subordinates where appropriate
Real Time Editor (RTE): modifying the scenario at run time in accordance with training needs
Influencing AI behaviourInteracting with and changing the virtual environmentAdministrative functions
VBS2 Capability: Runtime Scenario
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After-Action Review (AAR): reviewing a saved scenario to draw out lessons learnt
2D and 3D replaysTime accelerationBookmarkingMeasures of effectiveness
VBS2 Capability: After-Action Review
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VBS2 Development Suite: Import new content (3D models and terrain) to support different training needs or mission rehearsal
Visitor 4 for importing terrainOxygen 2 or 3D Studio Max (from v1.50) for importing 3D models
VBS2 Capability: Development Suite
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LVC (Live Virtual Constructive) Game: Connect VBS2 to other simulations or C2 systems
Trainees can use “green gear” like FBCB2 alongside VBS2VBS2 can stimulate and be stimulated by constructive simulationslike OneSAF and JCATS
VBS2 Capability: Connectivity
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Our focus for 2011: Breaking Boundaries!
Overcoming “game” limitations to meet a wider range of training needs
VBS2 will soon be ready to go head-to-head with “mainstream” image generators
A first for a game-based virtual environment!
VBS2 v1.50, due May 2011, addresses:Terrain size and view distance limitationsSupport for underground spacesFidelity of armor (UK MOD focused)Support for multi-channelVehicle physics (through PhysX)
VBS2 Capability: VBS2 v1.50
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Underground spacesFull support for underground spaces placed in Visitor 4, OME or RTETrenches, basements, sewers, caves, tank ditches are all now supported
VBS2 v1.50
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Underground spacesFull support for underground spaces placed in Visitor 4, OME or RTETrenches, basements, sewers, caves, tank ditches are all now supported
Terrain size and view distance
500km x 500km maximum40km view distance maximum
Night vision improvementsChange brightness, intensification
VBS2 v1.50
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Contracted by UK MODDelivery in VBS2 v1.48, April 2011Focused on Challenger II, but we aim to allow other armoured vehicles to be improved reasonably easily (“open platform”)
We are working with UK MOD for Challenger 2 CPT integration for CATT
UK development: Tank gunnery
Parallax error correction Realistic loading Realistic sounds
Aided lay FCS simulation Gun / optics stabilisation
Validation of ballistics Realistic impact effects Correct TI and day optics
Correct internal tank model Range add / correct Correct voices
Support for boggy ground Support for tank ditches Tank transporter simulation
Simulation of gears RWS simulation Deep water fording
Significant AI improvements Floating aiming mark Correct HESH firing
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3D Studio Max plug-in
Vehicle and building searchCertain objects can have other objects placed in them and searchedSelect furniture, cars, buildingssetDrawMode script command allows objects to be wireframe or transparent
AAR playback can be transmitted over LVC Game
Infantry periscope
VBS2 v1.50
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Lighting improvementsMultiple point and spot lights possible in the one place, with proper shadowingUnits can properly hide in shadows
Large objects (>50m) may have collision geometry
Proper loiter waypoints for UAVs
Improved driving simulationGearbox and brake key mapping
VBS2 v1.50
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Improved window damageDifferent damage statesConfigurable penetration
Fire rocket launchers from standing and prone positions
Accurate grenade throwing
Improved wounding model
Support for assault ladders
VBS2 v1.50
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Situational awareness improvements
Visual cues to indicate direction of fire
Ability to move Visitor 4 placed objects in the OME
Choose specific get out position from vehicles
Safety switch for personal weapons
Three new training missions
VBS2 v1.50
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Artificial intelligence improvements through Xaitment integration
Video
VBS2 v1.50
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Multi-optics technologyMultiple optics can be fitted to a personal weapon or mounted on a turret
Reworked difficultyoptions
Better sortingCaptionsSeparate Admin and User settingsAbility to “force”User settings
VBS2 v1.50
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Allows VBS2 to be displayed across multiple screens (wide screens or dome displays) and frame-synched
Documentation
VBS2 v1.50: Multi-channel
25° 25°
25° 25°
‐54°
25°25°
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VBS2 v1.50: Multi-channel
View Server
VBS2 Server
View Client 1
View Client 2
View Client 3
VBS Clients
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New editor toolbarSelect, move and rotate buttons
Support for boggy ground
VBS2 v1.50
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New editor toolbarSelect, move and rotate buttons
Support for boggy ground
New pyrotechnicsParachute flares and trip flare
Terrain grids no longer have to be specific sizes, but still square
VBS2 v1.50
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Lots of new content added!Full list (preview) is available at:http://resources.bisimulations.com/contentnew
All vehicles now use PhysXOld vehicles preserved for backwards compatibilityOld vehicles no longer available in editors
VBS2 v1.50: Content
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Development Suite improvementsLog file improvementsPreferences dialog redesignImproved progress bars3D preview in template libraryImproved support for GPX and KML vector filesHeight-maps can be drawn in custom color schemesObject layer files in V4 are optimized, improving performanceOptimized generation of satellite and mask tiles
VBS2 v1.50
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VBEditCreate complex structures and object patterns in 3D
Modules of Interest
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VBS GUI creatorTool for creating new VBS2 user interfaces
Modules of Interest
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Terrain Pack 1
Modules of Interest
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Terrain pagingMulti-resolution terrain in VBS2 v1.60, September 2011Terrain paging in VBS2 v2.00, March 2012
Current Developments: US Army
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Terrain pagingMulti-resolution terrain in VBS2 v1.60, September 2011Terrain paging in VBS2 v2.00, March 2012
Demonstration scenarios and videosDue in VBS2 v1.50
VBS2 Content APIWorking with SE Core, completion imminentAPI for automatically creating and packing VBS2 content
Multi-channel enhancementsFrame locking in VBS2 2.00, March 2012
Current Developments: US Army
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IED3 developmentSupport for CIED training modules in VBS2Development of “IED Vigilance” training scenarios
MC4 parachute and scuba capabilityWorking with USAJFKSWCS (USSOCOM)New underwater rendering is at BetaDue in VBS2 v2.00, March 2012
Current Developments: US Army
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VBS2StrikeMay 2011
VBS2 UPOL/IPOLMay 2011
Software Change Requests 2009Elements due in both VBS2 v1.60 and v2.00, including:
Current Developments: USMC
Chemlights
(hand deployed) DAGR simulation AC130 simulation
Dazzlers Aircraft sensor pod IZLID for AH‐1
Boomerang for vehicles Sandstorms F‐15E Strike Eagle
Spotting scope Improved avatar fear factors EOD Talon improvements
Stowing gear in vehicle Improved action menu Coordinate converter
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Integration with The Overlay Makerwww.theoverlaymaker.com
In-game event recording
Animation browser
Canadian content development:
Current Developments: CF
Sig Sauer P225/P226 HLVW AVR Taurus AHSVS Wrecker
C7A2 and variants AHSVS Mercedes MacMillan TAC‐50 Bison ambulance
C13 frag
grenade HET trailer LAV III variants C14
Coyote AEV Badger Aircraft variants TOW anti‐tank
Leopard 2A4 AVLB Beaver UAV Heron CF188
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Marnehuizen terrain development
Current Developments: MINDEF NL
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Marnehuizen terrain development
Current Developments: MINDEF NL
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Marnehuizen terrain development
Current Developments: MINDEF NL
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Generally working to a major release every 6 monthsWith monthly minor iterations
VBS2 v1.50 – May 2011
VBS2 v1.60 – September 2011
VBS2 v2.00 – March 2012
Future Releases
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Graphics matter (for immersion), but meeting the training need is much more important!
VBS2 is not a game development platform. It is a tool for tactical training and mission rehearsal.
Significant modification is required for a game to be suitable for tactical training and mission rehearsal
In the case of VBS2, over 8 years of work and lots of $$$
Without government funding, VBS2 would not exist. Thank you!
Lessons learnt
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Demonstration
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Presented by:Peter Morrison, CEO, BISim Group
Contact:WWW: http://www.bisimulations.comEmail: [email protected]
Questions?
“We all play computer games, but this isn't just a game. It's serious.”
– Pte Frank Boateng,UK MoD