SIS-ASTROS: An Integrated Simulation System for the Artillery
Saturation Rocket System (ASTROS)
Cesar T. Pozzer
1 a
, Jo
˜
ao B. Martins
1 b
, Lisandra M. Fontoura
1 c
, Luis A. L. Silva
1 d
,
Mateus B. Rutzig
1 e
, Raul C. Nunes
1 f
and Edison Pignaton de Freitas
2 g
1
Graduate Program in Computer Science, Federal University of Santa Maria, 97105-900, Santa Maria, Brazil
2
Graduate Program in Computer Science, Federal University of Rio Grande do Sul, 91501-970, Porto Alegre, Brazil
Keywords:
Virtual Tactical Simulation, Blended Constructive-virtual Simulation, Military Simulation.
Abstract:
Simulation is a valuable technique used by the military to support personnel training. A trend in current
military training is the combination of different types of simulation in an integrated setup. Observing this
trend, the Brazilian Army is making efforts to develop integrated simulation solutions. This paper presents the
conception of an integrated simulation system of the Brazilian Army Artillery called SIS-ASTROS. Besides
the integrated setup connecting different types of simulators, a major contribution in the scope of the SIS-
ASTROS is the presentation of the virtual tactical simulator to train mid-rank officers in activities regarding
the coordinated deployment of ASTROS artillery batteries on the battlefield. This simulator not only addresses
constructive simulation aspects but also virtual ones. Due to its design, the conception of this simulator on its
own is already an important innovation. This paper presents the key components of the integrated simulation
system, highlighting the main contributions in the research and development of the virtual tactical simulator.
1 INTRODUCTION
Simulation techniques have a paramount role for
demonstration, training, and analytical tasks in the
military domain (Hill and Miller, 2017) (Smith,
2010). Computer-based simulation for military train-
ing is a key asset for users not only to enhance their
technical skills but also to collect and refine military
tactical and strategic doctrine knowledge before real-
world activities. Moreover, the use of simulation-
based training can diminish the costs and risks asso-
ciated with the use of real-world equipment or mobi-
lization of a large contingent of resources and people.
In particular to the tactical training of military doc-
trine, it is important to highlight the simulation sys-
tem functionalities that provide an intermediary level
between a virtual technical simulator and a construc-
tive one (Department of Defense - DoD, 2013). Thus,
a
https://orcid.org/0000-0002-3321-4828
b
https://orcid.org/0000-0002-8307-5432
c
https://orcid.org/0000-0002-4669-1383
d
https://orcid.org/0000-0002-6025-5270
e
https://orcid.org/0000-0002-2836-2009
f
https://orcid.org/0000-0003-3228-4071
g
https://orcid.org/0000-0003-4655-8889
a blended simulation can be explored to train tactical
skills of mid- or low- ranked military officers.
To the improvement of state-of-art simulation-
based military training, a collaboration between the
Brazilian Army and the Federal University of Santa
Maria - UFSM approached the research and develop-
ment of high-fidelity simulation systems to provide a
qualified training experience to military personnel. A
relevant part of this effort is directed to the research
and development of the SIS-ASTROS project, which
involves an integrated simulation system architecture
for the tactical employment of batteries of the Ar-
tillery Saturation Rocket System for Area Saturation
(ASTROS) system (AVIBRAS, 2019). This simula-
tion system architecture is composed of a set of stand-
alone simulators particularly adjusted to the training
of the military personnel in the coordinate handling
of the different military vehicles that make part of
an ASTROS Battery. In this project, alternative sim-
ulation problems are approached through computer-
based training and virtual technical simulators, along
with the capacity to train higher-level tactical skills
of the battery commander in the recognition and de-
ployment of such battery units in different tactical po-
sitions in a virtual battlefield terrain scenario. With
a virtual tactical simulator - the SIS-ASTROS Sim-
194
Pozzer, C., Martins, J., Fontoura, L., Silva, L., Rutzig, M., Nunes, R. and Pignaton de Freitas, E.
SIS-ASTROS: An Integrated Simulation System for the Artillery Saturation Rocket System (ASTROS).
DOI: 10.5220/0011135400003274
In Proceedings of the 12th International Conference on Simulation and Modeling Methodologies, Technologies and Applications (SIMULTECH 2022), pages 194-201
ISBN: 978-989-758-578-4; ISSN: 2184-2841
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
ulation System, training users can interoperate with
other kinds of simulation systems, such as construc-
tive ones, allowing the development of fully inte-
grated and enhanced simulation exercises. The major
innovation in this system is the proposal of the virtual
tactical simulator for training the military aspects re-
lated to what is called Position Recognition and Occu-
pation (PRO) activities of ASTROS Batteries, which
relates to training the skills of battery commanders in
performing tactical deployment activities.
This paper presents the SIS-ASTROS integrated
simulation system, focusing on the most impor-
tant scientific and technological contributions, mainly
concerning the conception and development of the
virtual tactical simulator.
2 BACKGROUND
2.1 Life, Virtual and Constructive
Simulations
There is a discussion among simulation users about
the ways of employing different types of military sim-
ulation systems. However, a consensus among the
practitioners in this area is that there is a clear ben-
efit of using live, virtual, and constructive simulations
for military training (Department of Defense - DoD,
2013), a benefit that is even augmented when these
three types are combined in joint LVC simulations
(Hodson and Hill, 2014) as investigated in this work.
Once constructive simulation handles higher lev-
els of abstraction, concerning strategic decision-
making aspects, virtual simulation is concerned about
training specific operational and tactical skills, while
live simulation comes closer the reality, training oper-
ational and “hands-on” skills (Hodson and Baldwin,
2009). Despite this LVC classification, there are inter-
mediary zones between virtual and constructive, and
between virtual and live simulations (Meyer et al.,
2014). These intermediary zones can be explained
by the flexibility of the virtual simulations, which can
present aspects closer to live simulations from one
side, or closer to constructive simulations on the other
side. Considering the first, the use of virtual simu-
lations targets training technical or operational skills
regarding given equipment. Thus, it is possible to
call this specific application of virtual simulation as
technical-virtual simulation. The second application
of virtual simulations, closer to constructive ones, tar-
gets training not the handling of particular equipment,
but its employment concerning tactical aspects, such
as how to tactically select the best path for a vehicle
(or a convoy) to move over a given terrain. This usage
contrasts with the constructive simulation, which is
concerned with higher-level (strategic) aspects, which
completely abstracts finer grain details of the specific
terrain, for instance. Thus, it is possible to name this
second flavour as virtual-tactical simulation.
The virtual-tactical simulation provides a
computer-based virtual environment in which low- or
mid-level decision-makers, such as the commanders
of smaller fractions of troops such as a cavalry
platoon or an artillery battery, can train their skills
in how to move and employ their units in a given
terrain to accomplish their missions. To accomplish
this goal, this type of virtual simulation must present
a realistic scenario that presents and integrates all the
necessary elements to exercise the skills of these low-
or mid-level commanders.
2.2 Related Works
In (Balint et al., 2015), the authors propose the au-
tomated creation of simulation setups from docu-
ments describing military operations. These docu-
ments present several details about the terrain, the
considered enemy, and the procedures that the mil-
itary personnel has to execute to achieve a military
goal, i.e. the doctrine. They propose a framework,
called VerbsEye, which is a text-to-scene system that
relies on descriptive texts to generate scene scripts
and agents’ behavior scripts for virtual environments.
In the SIS-ASTROS project, the representation fi-
delity to the military doctrine of the Brazilian Army
is also a relevant aspect. In (Mamdouh et al., 2012),
the authors present a realistic behavioral model for hi-
erarchical coordinated movement and formation for
real-time strategy and war. It is capable of propagat-
ing orders through a long chain of command, starting
at a brigade level, down through intermediary levels
to individual units deployed on the field. However,
differently from SIS-ASTROS, their work does not
provide the integration of different simulators.
The work developed in the SIS-ASTROS project
can also be understood as a serious game. Among
other reasons, it uses several aspects of digital games
to teach and train skills (Susi et al., 2018) related to
the command and operation of the ASTROS system.
The usage of serious games in military training has
a long history and many works about this usage can
be found in the literature (Smith, 2010) (Pallavicini
et al., 2015). The French military developed a se-
rious game for massive training and assessment of
soldiers that are involved in forwarding combat ca-
sualty care (3D-SC1) (Pasquier et al., 2016). Despite
the usage of 3D techniques similar to those used in
the SIS-ASTROS project, the goal of the 3D-SC1
SIS-ASTROS: An Integrated Simulation System for the Artillery Saturation Rocket System (ASTROS)
195
is more focused on training the users in technical-
operational procedures, while particularly the virtual-
tactical Simulator in the SIS-ASTROS project focuses
on training tactical skills.
In summary, the literature on military simulation
systems indicated that the SIS-ASTROS project is a
pioneer in integrating different types of simulations in
the same setup. It is possible to find related works that
“scratch the surface” of this problem, providing cer-
tain levels of integration. However, the SIS-ASTROS
project approaches the integration of different types of
simulation, providing specific contributions in each of
the different simulation areas, as well as the proposal
of the virtual-tactical blended approach.
3 SIS-ASTROS OVERVIEW
Figure 1 presents an overview of the SIS-ASTROS
architecture, with its internal components and exter-
nal interfaces. The boxes inside the “Computer-Based
Training” represent the educational software for each
vehicle member of an ASTROS Battery. The goal of
this software is to provide the first contact of each bat-
tery vehicle to their future users. For some of these
vehicles, there also is a corresponding Virtual Tech-
nical Simulator (SVTec). They are physical cabins
mimicking the exact aspects of the corresponding ve-
hicles. Besides being used for basic operational train-
ing purposes, these Virtual Technical Simulators can
also be used in an integrated manner, among them-
selves, or between them and the Virtual Tactical Sim-
ulator (SVTact). Used to train the tactical skills of
a Battery commander, this Virtual Tactical Simulator
can operate stand-alone, integrated with the Virtual
Technical Simulators, or integrated with other sim-
ulators outside the SIS-ASTROS architecture. For
instance, the Virtual Tactical Simulator can be inte-
grated with the Constructive Simulator used by the
Brazilian Army (called Combater
), which is respon-
sible for the development of strategic level simula-
tions for higher-rank commanders. The integration
between the simulators is performed following the
IEEE High-Level Architecture (HLA) standard (IEEE
Std 1516-2010, 2010).
The integrated usage of different simulators is
one of the major requirements posed by the Brazil-
ian Army in the development of the SIS-ASTROS
project. Hence, it is possible to perform simu-
lations integrating the Virtual Technical Simulators
only, or them with the Virtual Tactical one, or this last
one with a Constructive Simulator outside the SIS-
ASTROS architecture. In practice, it is also possi-
ble to integrate all these three types of simulators in a
Figure 1: Overall schematic representation of the SIS-
ASTROS elements and its interface with external simula-
tors.
single simulation exercise from a self-developed mul-
tiresolution solution (Paul et al., 2017). These possi-
bilities for different integration setups provide means
to explore the simulators in multiple ways depending
on the goal of a given simulation exercise. The data
provided by a higher-level simulator can also be used
to trigger situations in the lower-level ones. For in-
stance, data about the employment of forces decided
in the higher-level Constructive Simulator can be used
to trigger the displacement of an ASTROS battery.
Such displacement means the need of executing Po-
sition Recognition and Occupation (PRO) actions de-
veloped in the Virtual Tactical Simulator. Once the
PRO decisions are taken, details about the enemy tar-
gets can be passed by the Virtual Tactical Simulator
to the Virtual Technical ones to perform a simulated
rocket launch.
4 THE VIRTUAL TACTICAL PRO
SIMULATOR
The Virtual Tactical Simulator is a key element in the
SIS-ASTROS simulation system. It links the high-
level constructive and low-level technical perspec-
tives, providing means to train tactical skills of mid-
rank military officers. This section presents details
about its design, implementation, and operation.
4.1 Architectural Design of the Virtual
Tactical PRO Simulator
The goal of the Virtual Tactical Simulator is to pro-
vide simulation-based means to exercise higher-level
PRO activities executed by ASTROS Batteries com-
SIMULTECH 2022 - 12th International Conference on Simulation and Modeling Methodologies, Technologies and Applications
196
manders and their direct auxiliary staff. These users
are responsible for tactical decisions related to the
deployment of an ASTROS Battery. Among others,
they need to choose appropriate tactical locations to
be used and the route to move from one position to
another. To successfully perform such activities, it is
necessary to observe many general rules regarding the
correct usage of the resources and constraints of given
equipment, as well as the environmental and battle-
field conditions, such as weather, time of the day, and
enemies and allies’ troop locations.
Training tactical aspects regarding the employ-
ment of ASTROS batteries require the usage of maps
of the terrain area where the PRO activities have to
be executed. In practice, battery commanders need to
analyze the terrain locations that could be used, for in-
stance. Besides that, once a given location is selected
on the map representation of the terrain, it is impor-
tant to get information about how the terrain looks like
in the reality, how dense the vegetation is there or if
terrain locations in consideration are floodable or not,
or to analyze if a bridge in a given movement route
can support the weight of the vehicles that compose
the battery convoy. To exercise such aspects, the Vir-
tual Tactical Simulator was designed to present two
user-interface perspectives, one is two-dimensional
(2D) and another three-dimensional (3D).
In the 2D perspective, the users interact with a
map via a very large digital table. This touch-screen
simulation table allows the users to select positions
and routes in the simulated map, besides performing
all the simulation activities of a PRO execution, such
as parking the vehicles in a given location, disem-
barking/boarding staff out/in the vehicles, selecting
the vehicles that will perform a given action, firing
and reloading the launchers, among others. In tech-
nological terms, the digital table is a capacitive touch-
screen interface with 80” full-HD resolution, which
allows multiple touches, allowing the interaction of
more than one user at the same time.
In the 3D perspective, the users visualize the de-
tails of the simulated terrain, such as the conditions of
a bridge or the vegetation density. In effect, the sim-
ulator was designed so that the 2D perspective is pre-
sented on a digital touch table, while the 3D perspec-
tive is presented on a Wall-TV panel. This Wall-TV
is a LED-Wall with 146” full-HD resolution, provid-
ing higher resolution compared to other alternatives
to implement such a wall. These elements can be
seen in the representation of the simulator depicted
in Figure 2. This figure also shows a third element,
which is the instructor terminal. That is the place
where the instructor sets up the simulation exercises
through a 2D visualization interface, creating an en-
tire operational situation that has to be examined by
the trainees. All these three elements are intercon-
nected and synchronized in such a way that the in-
structor may interfere in the running simulations to in-
clude training challenges, change simulation parame-
ters, and examine all the simulation commands per-
formed by the trainees.
Figure 2: SIS-ASTROS Virtual Tactical Simulator Setup.
Understanding the peculiarities of a project in-
volving the Federal University of Santa Maria -
UFSM and the Brazilian Army (i.e. two different fed-
eral government entities) was crucial to the choice
of an adequate software process model to satisfy
the needs of the involved parties. Due to the exis-
tence of contractual agreements requiring the deliv-
ery of project artifacts at fixed intervals of time (e.g.
the specifications of requirements for each project
goal, the hardware and software technical specifica-
tions, the incremental versions of the simulator, etc),
the plan-oriented approach for software development
served as the basis for the definition of such a soft-
ware process used in the SIS-ASTROS project. Ag-
ile methods were also used in activities of software
implementation and testing, and team management,
emphasizing the principles of collaboration and com-
munication, in addition to allowing the answering of
requests for software change. The key issues encoun-
tered during the project development along with the
adopted software engineering solutions were docu-
mented. Thereafter, these pieces of project develop-
ment experiences were described as a set of lessons
learned (Brondani et al., 2019a). They can be reused
in the development of similar projects.
Constructed as different layers that expand the
computing resources of the Unity 3D engine (Unity-
Technologies, 2022), the software implementation of
SIS-ASTROS: An Integrated Simulation System for the Artillery Saturation Rocket System (ASTROS)
197
this Virtual Tactical Simulator was designed to be
modular. The software packets composing the archi-
tectural design are organized as follows: AI, Behav-
ior, Cameras, Core, Events, Networking, Tasks,
Terrain Engine and UI.
The AI packet hosts the classes responsible for
creating a hierarchical data structure that is used to
construct the terrain navigation graph (Brondani et al.,
2019b). This graph maintains the terrain informa-
tion that is used in the computation of various kinds
of simulated agent behaviours. Storing all the data
related to the roads of the virtual terrain, it is used
to support the autonomous displacement of vehicles
along the roads during the execution of the simula-
tions (Brondani et al., 2017) (Brondani. et al., 2018).
The Behaviour packet contains a set of classes
implementing the physical behavior of the entities
representing the military personnel, vehicle, and rock-
ets (Menezes and Pozzer, 2018). The Soldiers packet
is responsible for all functionalities and behaviors of
the entities representing the military personnel in the
simulations. It has also a structure that enumerates the
simulation state of these entities.
The Vehicles packet contains classes implement-
ing the behavior of each battery vehicle, i.e. Vehicle-
TypeControler. These classes inherit attributes and
methods representing the common behavior of all the
vehicles in the simulator. The Rocket class imple-
ments methods that control the launching, the noise
direction, the explosion once the rockets hit the target,
among other particular aspects related to the rocket
launching.
The Cameras packet organizes the classes re-
sponsible for controlling the cameras used in the 3D
simulation projection presented in the Wall-TV. It also
controls the cameras used as viewpoints helpers, used
to zoom a given part of the simulation. There are
three control modes for the cameras, which can be
controlled via joystick or mouse: follow, orbit and fly.
The Core packet contains the Projection class,
which is responsible for the conversion of coordinates
from UTM to geographic latitude and longitude rep-
resentations. The Events packet contains the classes
responsible for handling the different events triggered
during a simulation, such as the beginning of a sim-
ulation, the changes in the focus of the cameras, the
loading of vehicles, among others.
The Networking packet is responsible for han-
dling the objects that are used in different computer
stations that compose the simulation system, i.e. the
instructor terminal, the tactical digital table, and the
Wall-TV. These elements are connected to a network
in which they need to be synchronized. This syn-
chronization is related to the semantic elements of the
simulation, for instance synchronizing the effects of a
certain simulation condition both in the Wall-TV and
the digital table.
The Tasks packet contains the classes responsible
for handling all movements performed by the battery.
Moreover, it contains another packet, called Battery,
representing the classes responsible for the activities
related to the PRO implemented in the simulator. Ex-
amples of such activities are the waiting position and
fire position recognition and occupation, etc.
The TerrainEngine packet contains the classes
that handle the 3D visualization in the Wall-TV. They
implement methods to load data about the terrain
features, such as roads (Torres et al., 2019), rivers
(Menegais et al., 2021), vegetation (Franzin et al.,
2019), elevations, physics (Kaufmann et al., 2021),
etc. Finally, the UI packet contains the classes that
handle all user interface features, both of the instruc-
tor terminal and the digital table.
4.2 Operation Possibilities
Following the military doctrine related to human re-
sources training, the Virtual Tactical Simulator can be
used in the instruction and exercise modes, which are
detailed in the following.
The instruction simulation mode is dedicated to
teaching-learning activities that aim to train military
commanders in how to fully employ an ASTROS
Battery. In this mode, the instructor creates the en-
tire simulated military operation along with specific
teaching goals, so that the trainees learn certain skills.
It is possible to create a simulation to present a certain
problem-solving situation and the course of actions to
solve it so that the trainees learn and build up their
knowledge concerning that pedagogical goal. It is
also possible to reproduce certain aspects of the doc-
trine in the simulations or to create different types of
simulation setups focusing on the learning of a given
doctrine procedure. The instructor can interfere at any
time in such simulations. For example, the instructor
may change the difficulty level of a given setup by in-
serting particular simulated military problems (SMP),
which have to be solved by the trainees. The usage of
SMP represents an important tool to realistically rep-
resent situations that have to be handled by the users
of the ASTROS Batteries in a real-world situation.
The exercise simulation mode is used to train the
abilities of more experienced military staff who has
already the basic formation in how to employ an AS-
TROS Battery. This mode can be specifically used
to train the commanders of ASTROS Batteries in iso-
lated battery operations or the context of a larger mil-
itary maneuver. In the first case, an instructor can cre-
SIMULTECH 2022 - 12th International Conference on Simulation and Modeling Methodologies, Technologies and Applications
198
ate the whole simulated situation, and interfere in it
by including SMPs at any time. Notice, however, the
goal here is not to teach skills as in the instruction
simulation mode, but it is to train the effective appli-
cation of such skills. The goal is to provide a sim-
ulated environment in which military staff members
can exercise their knowledge, enhancing their skills
in the employment of the ASTROS Batteries.
In these simulation modes, instruction and exer-
cise, the Virtual Tactical Simulator can be used as a
stand-alone simulator, or integrated with other simu-
lators. In the stand-alone option, the Virtual Tactical
Simulator is executed without communication with
any other simulator. In the integrated option may ex-
ecute in different setups, considering the integration
only with a Constructive simulator, or only with Vir-
tual Technical Simulators, or with both of them, de-
pending on the simulation purposes under concern.
In all forms of operation, it is possible to record
the details of the simulated setup and the actions per-
formed by the users so that after-action review (AAR)
tasks can be performed. AAR represents a valuable
way of developing a structured review or debriefing
over the simulation exercises.
5 GRAPHICAL USER
INTERFACE
The virtual tactical simulator offers two distinct visu-
alization perspectives: one in 2D and another in 3D.
These interfaces, as well as the integration between
them, are presented in detail in the following.
5.1 The 2D Interface: Digital Table
The main interface provided by the virtual tacti-
cal simulator is the interactive digital table, which
presents the simulated scenario in two dimensions.
This interface allows the user to interact with the sys-
tem by executing a number of actions, such as select-
ing routes, determining areas of interests, e.g. tacti-
cal positions, among many others. The digital table
allows the visualization of two different types of im-
ages, which are the topological maps and the satellite
images. The topographical maps are constructed from
vector files (scale 1:50.000) which describe regions,
names of locations, roads, rivers, among other fea-
tures of the terrain. The satellite images present the
real-world environment, allowing the observation of
details related to the type of vegetation, rivers, lakes,
type of the terrain, among other details. While the to-
pographical maps are stored in relatively small-sized
files, the satellite images may require the use of large
data volumes. For the developed scenarios in the cur-
rent version of the simulator, the satellite images are
composed of files with 8 GigaPixel (GPixel), repre-
senting approximately one pixel every half squared
meter of the represented terrain. To manage such a
huge file, a multi-resolution approach was adopted
(Backes et al., 2017).
The construction of the 8 GPixel image required a
large development effort once it is the combination of
a large number of smaller satellite images individually
collected. Besides differences related to the color dis-
tribution, they covered several overlapping regions.
To address this problem, a technique was developed
to merge these images, handling the overlapping re-
gions, and adjusting the histograms. At the end of this
merging process, the resulting image was submitted to
a multi-resolution and compression process, allowing
the usage of a smaller space for its storage. Figure
3 presents an example of an 8 GPixel satellite image
used in the simulator.
Figure 3: Example of an 8 GigaPixel satellite imagery
(Backes et al., 2017).
The interface provided by the interactive digital
table allows the user to execute many commands over
the displayed map. The user can insert areas of inter-
est, such as tactical positions, as well as to send or-
ders to the simulated battery, such as select individual
units to move to a given location, load the launchers,
and many other commands. To avoid overcrowding
the interface with buttons, a context-sensitive inter-
face approach was adopted. Depending on the area
in which the user clicks, i.e. in the type of the tac-
tical area, a specific menu is exhibited with the spe-
cific commands that can be executed in that area in
that given moment. Figure 4 presents the process of
selecting and drawing tactical positions on the map,
within a given area. The gray pop-up menu located
almost in the middle of the map allows the user to
draw other tactical positions inside that area. In Fig-
ure 5, the menu for the possible battery actions in the
context of a given tactical position is presented.
SIS-ASTROS: An Integrated Simulation System for the Artillery Saturation Rocket System (ASTROS)
199
Figure 4: The usage of the context sensitive menu in the
process of planning the tactical positions of the battery:
Pop-up menu active to select the positions.
Figure 5: The context sensitive menu for a given tactical
position displaying four icons for the following actions: oc-
cupy area, identify area, delete area, and reload launchers.
5.2 The 3D Interface: Wall-TV
For the 3D interface, the goal is to provide the max-
imum virtual realism possible. To imitate the real-
world scenario as realistically as possible but keep-
ing the system responsiveness, concerns related to
the memory and processor usage are taken into ac-
count in the simulator. The mesh of the terrain is
rendered using up-to-date shader techniques. Vege-
tation is rendered using billboards and 3D models,
along with optimized data structures on GPU (Franzin
et al., 2019). Billboards are used to represent grass
and distant trees. For those trees that are close to a
camera, 3D multi-resolution models are used. Figure
6 presents examples of the graphical elements that are
part of the virtual scenario.
5.3 2D-3D Interfaces Integration
The simulator is divided into three instances, each one
running in one of the nodes that compose the Virtual
Tactical Simulator, i.e. one running in the Instruc-
tor Terminal, a second running in the Tactical Digital
Table, and a third running in the Wall TV. This last
instance is the one that controls the entire simulation,
i.e. it is a simulation server. The simulated agents’
actions of movement are performed in this instance
due to the large amount of represented terrain details,
along with the behavior of the agents governed by the
AI algorithms. Moreover, the instance running in the
Wall TV also stores the information for the execution
of the After Action Review (AAR) tasks. The other
two components of the simulator are synchronized
with the Wall TV through a synchronization network
available in the Unity engine, which allows the syn-
chronization of variables called syncvar. Once a sync-
var variable is updated in the Wall TV, this update is
propagated to the other two instances running in the
other simulator nodes.
6 CONCLUSION
Computer-based simulation represents an important
asset to train military forces. Despite the evolution
of the different tools used in the scenario of mili-
tary simulation, there is a lack of solutions that in-
tegrate the different levels of simulations, i.e. Live,
Virtual, and Constructive. To address this issue SIS-
ASTROS integrates constructive and virtual simu-
lation. In essence, this paper approaches the SIS-
ASTROS advances concerning this integration and
the design of the virtual tactical simulator.
As future work it can be cited the integration with
Live simulation in the SIS-ASTROS setup, and the
consistency and robustness of the entire system under
intermittent and faulty connections situations.
ACKNOWLEDGEMENTS
We thank the Brazilian Army for the financial support
through the SIS-ASTROS (813782/2014) and SIS-
ASTROS GMF (898347/2020) projects.
REFERENCES
AVIBRAS (2019). Artillery Saturation Rocket System.
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SIS-ASTROS: An Integrated Simulation System for the Artillery Saturation Rocket System (ASTROS)
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