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First Person Simulator (FPS)
When you have human
characters networked in a MetaVR™ Virtual Reality Scene Generator™ (VRSG™) session, you can use VRSG First Person Simulator™ (FPS) to control
your characters to view the scene or exercise from their point of view.
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| Real-time VRSG screen capture of a JTAC team observing an insurgent stronghold from an overwatch position on MetaVR's Afghanistan 3D terrain. |
FPS creates a simulation of a dismounted infantry character within
VRSG. FPS provides a way to simulate the individual for training for
military operations set within urban terrain or mountainous villages with terrain of varying elevation and cave complexes.
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| Real-time screen from a VRSG scenario featuring insurgent characters lowering a box of munitions into a tunnel on MetaVR's virtual Afghanistan terrain. The mountainous terrain features a tunnel and cave network; such below-ground entrances are important for conducting realistic training for soldiers for Afghanistan and other mountainous regions. |
You operate FPS by manipulating
a gamepad that controls a 3D display generated by a desktop
computer, which in turn controls your first-person portrayal and
actions such as standing, walking forward or backward, kneeling, walking
crouched, crawling, firing a weapon, and lying prone.
Current FPS features include:
- Multiple firing modes for an individual
weapon, with enhanced sighting devices: single-shot, semi-automatic,
fully automatic, thermal, flashlight, and so on
- Complete
soldier animation, which includes lying in a prone position, crawling,
kneeling, standing, walking, running, and falling after being shot
which match appearance bits in the DIS Entity State PDU
- Gamepad-controlled
walking and running speeds
- Sound
effects, such as walking, weapons fire, and battlefield background
sounds
- Collision detection, for example when a soldier collides
with building walls, and cannot walk through buildings
- Support for forward area controller (FAC)-type actions
in JTAC Close Air Support
simulations between aircraft and ground systems
- Reticle cross hairs and laser pointer toggle on the
gamepad
- Third-person mode, which is similar to the tethered-fixed
stealth mode
- User definable guns
- Advanced
sound effects, such as changing clips, out-of-ammunition, and
the sound of a soldier being hit
- User-configurable data tables that map markings on
the front and back of a soldier to participant names
- Unstick function to climb over obstacles as high
as four feet, such as fences and guard rails
- Ammunition types and number of rounds-per-clip (user-definable)
- Damage assessment for modeling features such as body
armor (user-definable)
- Re-incarnation period for demonstrations and training
(user-definable)

VRSG screen captures of an FPS character (JTAC operator) looking through a simulated
laser designator at an insurgent stronghold on the side of a mountain on MetaVR's virtual Afghanistan terrain. The stronghold scene simulates what an operator would
see when looking through a simulated
laser designator with embedded 3D graphics hardware.
Support for FAC-type actions in JTAC simulations includes:
- Simulated laser designator view with user-definable
magnification level
- Designating laser that issues Designator PDUs to
support precision guided munitions (PGMs)
- User-definable set of selectable laser codes
- Ranging laser for target geolocating
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