Product Training. VR-Forces Systems Training Syllabus. Section 1: Basics and Background

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1 Product Training VR-Forces Systems Training Syllabus This 1 week course will provide in-depth training on the VR-Forces computer generated forces product. The first section will focus on basic concepts, the High Level Architecture and connecting up VR-Forces. The course includes demonstrations and workshops where the trainees will have the opportunity to see and work directly with the software. This daily syllabus is flexible, based on the number of questions and interests of the trainees. The course is designed to provide in depth knowledge of how to use VR-Forces. This includes scenario creation, merging scenarios, configuration, and development using the VR-Forces toolkit. During the course, trainees will participate in hands-on workshop exercises. Section 1: Basics and Background Why do we need background information? Need to understand simulation and networking concepts to effectively use VR-Forces and implement new models. Need to understand HLA to be able to connect up the VR-Forces GUI to the VR-Forces simulation engine and other applications. Distributed Simulation Concepts Dead-reckoning, thresholds, smoothing, heart-beats, etc. Coordinate systems DIS Overview HLA Overview History, basics and terminology o What is a Federation, FOM, SOM, RTI, etc.? RPR FOM and other standard FOMs VR-Forces and HLA License Management Basics RunLM.bat Running as a service MÄK RTI Overview of capabilities Configuration files LRC Console RTI Exec Page 1

2 VR-Link Introduction and overview Supplied Utilities netdump, hlanetdump, buffgrep, etc. Demonstration: netdump and hlanetdump FOM Agility and FOM Mapping Basic Example: Listen Compiling a VR-Link application Workshop: Compiling and running F18 Workshop: Advanced Example F18 VR-Forces Basic Structure Frontend/Backend Paradigm Starting VR-Forces Connecting to the RTI Section 2: VR-Forces: Introduction, Overview, and Use of GUI VR-Forces Basics and Overview Overview of Computer Generated Forces (CGF) Toolkit vs. Application Multiple Levels of Simulation o Entity Level o Aggregate Level VR-Forces Architecture and Features o Sensor, actuator, controller architecture Use of VR-Forces as an Application Introduction to the GUI Creating Scenarios Creating Simulation Objects Creating Control Objects Tasking Simulation Objects o Task Visualization Controlling the simulation Creating Navigation Areas Changing Simulation Object State Workshop: Creating a simple scenario Creating Plans Scenario Events Intelligence Objects Embarkation Workshop: Using plans in a scenario Individual Object Capabilities Aggregate Level vs Entity Level o Definitions Aggregated Units vs Disaggregated Units o Creating Units Individual Level Capabilities o Entity Level Units o Movement Page 2

3 o Embarkation Embedded Simulated Objects o Weapons o Laser Designation o Artillery-Tasked o Artillery-Indirect Fire Events o Missiles Ballistic Missiles Cruise Missiles Torpedoes Counter Measures Tactical Smoke o Depth Charges o Naval Mines o IED Model Aggregate Level Capabilities o Unit Composition o Posture o Movement o Embarkation o Combat Engineering o Sensors o Intelligence Collection Areas o Electronic Warfare o Direct Fire Weapons o Artillery o Air Defense o Single Munition Attacks o NBC Attacks o MOPP Level o Logistics General Capabilities o Sensors o Intel Collection Areas o Entity-delivered Tasks & Sets o Spot Reports Workshop: Adding scenario events and global plans into scenario Viewing Simulated Object Information Object Lists o Object o Entity o Environmental o Echelon o Embarkation o Overlays Simulated Object information o Entity Level o Aggregate Level Overlays Weather/Environment Page 3

4 Intervisibility Sensor Effects Radio Communication Lines Workshop: Using overlays in scenario Scenarios Scenario Files o Order of Battle o Plan o Global Plan o Object Map o Scripted Tasks o Scenario Settings o Observer Views o Scenario Extras Scenario Loading Process Settings Types Options Display Settings Application Settings Other GUI Functions Join Session Military Scenario Definition Language Scenario Checkpointing Batch Mode Run-Time Configuration Options Configuration and Command Line Options Workshop: Creating and running scenarios with multiple back-ends Toolbar Reference Section 3: Aggregate Model Movement Movement Model Movement Modifiers Detection Sensor Model Sensor Signatures Signature modifiers Emissions Detecting NBC(Nuclear, Biological, Chemical) Areas Detecting Engineering Objects Detection Tables Sensor Contacts in the GUI Page 4

5 Combat Categories of Combat Combat Power Direct Fire Combat Model Artillery/Bombardment Model Single Munition Attack Model Electronic Warfare Attack Model Attrition Damage Model Attrition of personnel Attrition of equipment and supplies Attrition of ammunition Section 4: VR-Forces Parameter Customization Customization Through Parameter Modification Simulation Model Sets Object types & matching Using the VR-Forces Simulated Object Editor o Entity Level Model Set o Aggregate Level Model Set Using the VR-Forces OPD Editor Creating new objects o Simulation Object Groups o Thru the Simulated Object Editor o Workshop: Creating new objectss and running in a scenario Physical world parameters Configuring Sensor Systems Sensor model overview Signature modifiers & propagators Display in GUI Workshop: Create new sensor system and add to new object Configuring Weapon Systems Entity Level Parameter tables o Probability tables - hit, damage, kill, detection o Ammo select tables Configuring Weapon Systems Aggregate Level Creating weapon resources Creating and adding assemblies Adding a Weapon System Workshop: Create new weapon system and add to new object Models Schemas Page 5

6 Model definitions Workshop: Create new tactical graphic Customization Through Lua Scripting Using Existing Task Scripts Creating a New Task Script o Scenario Specific Scripts o System Scripts o Reactive tasks Workshop: Create a new Task Script Section 5: VR-Forces Back-end Customization Introduction to the Back-end API Start up process Loading scenario process Object Factories Top level objects and managers VR-Forces Objects DtVrfObject State repositories Object geometry Network interfaces Component Manager Communication Interface Task manager Creation process VR-Forces Physical World Purpose Configuration Building the VR-Forces Back-end DtVrfApp Workshop: rebuilding the back-end Embedding VR-Forces in another application DtCgf API Workshop: simplecgf example VR-Forces Component Model Sensors, Controllers, Actuators Sharing data between components VR-Forces Port Architecture Creation of ports & port groups Port data types Using input & output ports Connecting components Page 6

7 Process State Repositories Workshop: addpsr example Movement Models Entity Level Overview of movement models Workshop: addactuator example Aggregate Model Overview Aggregate Parameters Aggregate Movement Sensor Model Overview How Sensors Detect Fusing of Multiple Sensors into one Target List Weapon Model Overview Target Selection Controller Weapon Component Interfaces Scripted Task Interface Communication Model Overview Radio Messages vs. Sim Internal Messages Radio Configuration Message Types Sending and Receiving Messages New Communications Models Workshop:Add Comm Model Example Adding new entity types Creating new types of state repositories Workshop: addentity example Plans Role of plans and plan manager Creating plans programmatically Workshop: simpleplan example Emitters VR-Forces emitter component Workshop: radarwarnrx example Adding New Behaviors Serialization of Task Messages Registration Workshop: AddTask Example Page 7

8 Working with MTL files Advanced Workshops Create a self-destruct task and actuator Adding New Attribute to an Entity o Back-end aspect extending state repository o Front-end aspect adding new attribute to entity information dialog o Workshop: Add Attribute Example Adding New Simulation Command to Plan o Back-end aspect adding a new sim command to be executed in a plan o Front-end aspect adding new sim command to menu o Workshop: Add Simulation Command Section 6: VR-Forces Front-end Customization Remote Control API Remotely controlling the VR-Forces back-end Workshop: Remote control API example Introduction to the GUI API VR-Vantage base Qt 3rd Party Library Top level classes Communication structure from GUI to back-end via remote control API Workshop: Gui Thread VRF Remote Controller API Example Basic Interface Actions Menu Management Dialog Management Toolbar Management Workshop: Interface Manipulation Example Manipulating Simulation Information Displaying existing simulation information Workshop: GuiObjectDataInterface Example Request/Response messages to retrieve information Create simulation object structure Workshop: Custom Control Object Filtering information/objects Workshop: Object Filter Example Visualization Visualizers Structure Creating Local GUI objects Workshop: GUI Local Control Object Example Associating visualizers with simulation information Workshop: Unit Status Example Page 8

9 Adding Custom Tasks Modify existing task dialog Adding a new task dialog Task activation via built-in user task Workshop: Modify Task Example Workshop: Add Task Example Section 7: Terrain Creating/Loading Terrain Introduction and overview Converting from other formats o Types supported o Import options Composing terrain via GUI Adding terrain patches Adding imagery Adding vector features Extracting props from feature layer Extracting props from terrain layer Streaming Terrain Loading terrain server Paging in terrain Terrain Page-in Area Extracting props from terrain Adding detailed terrain cut-ins Workshop: Create a new terrain server Terrain API Terrain Interface layer Accessing terrain intersection information Accessing terrain objects and vector features Workshop: Extent Terrain Implementation Example Workshop: Query Vector Features Add Sensor Propagator Example Page 9

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