|
|
 |
First Person Simulator (FPS)
To simulate interaction among human
characters in a networked MetaVR™ Virtual Reality Scene Generator™ (VRSG™) session, you can use VRSG First Person Simulator™ (FPS) to to control your character and view the scene from the character’s point of view.
 |
| 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; for example it provides a way to simulate the individual for mission training set within urban terrain or mountainous villages with terrain of varying elevation and cave complexes.
 |
| 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. |
By manipulating
a gamepadyou can control your first-person portrayal and actions such as standing, walking forward or backward, kneeling, walking crouched, crawling, firing a weapon, and lying prone. In addition to controlling the character’s movements, the gamepad accesses various functions such as firing weapons, or laser ranging and target designating in JTAC/CAS mode.
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
|
 |