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First Person Simulator (FPS)
When you have human
characters networked in a 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.
FPS creates a simulation of a dismounted infantry character within
VRSG. FPS provides a way to simulate the individual for training for
military operations on urban terrain (MOUT) exercises.
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| This image shows 0.15 meter resolution imagery
and survey elevation data points, used in WorldPerfect
to build a realistic simulated MOUT site for use in conjunction
with FPS. |
You operate FPS by manipulating
a standard joystick 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.
These realtime VRSG screen captures show infantry characters from the
MetaVR
character library in various positions.They also illustrate how
the presence of fog conditions and geotypical trees and grass that match
the imagery improve the realism of the MOUT site used for the FPS simulation
exercise.
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
- Joystick-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 Close Air Support (CAS)
simulations between aircraft and ground systems
- Reticle cross hairs and laser pointer toggle on the
Logitech Extreme 3D Pro joystick
- 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 looking through a simulated
laser designator at a street scene on MetaVR's virtual Baghdad database,
and the street scene in FPS CAS mode simulating what an operator would
see when looking through a simulated
laser designator with embedded 3D graphics hardware.
Support for FAC-type actions in CAS 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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