VBS2

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VBS2
Image:Vbs2 boxart.jpg
Developer(s) Bohemia Interactive Australia
Publisher(s) BIS and BIA (worldwide)
Engine Real Virtuality
Platform(s) PC
Release date April 17, 2007
Genre(s) First-person shooter, simulation, training
Mode(s) Single player, multiplayer
Rating(s) ESRB: Not Rated; military simulation derivative of ArmA: Armed Assault, which was rated M (Mature).

VBS2 is new generation of the interactive, three-dimensional training system VBS1, developed in close cooperation with the USMC, ADF and other military customers of VBS1. VBS stands for "Virtual Battlespace"
VBS2 was officially launched on 17 April 2007 (Article).

Contents

[edit] Information

VBS2 offers realistic battlefield simulations and the ability to operate land, sea, and air vehicles. Instructors may create new scenarios and then engage the simulation from multiple viewpoints. The squad-management system enables participants to issue orders to squad members.

VBS2 was designed for federal, state, and local government agencies and can be specifically tailored to meet the individual needs of military, law enforcement, homeland defense, loadmaster and first responder training environments.

VBS2 may be used to teach doctrine, tactics, techniques, and procedures during squad and platoon offensive, defensive, and patrolling operations. VBS2 delivers a synthetic environment for the practical exercise of the leadership and organizational behavior skills required to successfully execute unit missions.

VBS2 is suitable for training small teams in urban tactics, entire combat teams in combined arms operations or even non-military usage such as emergency response procedures in lethal and non-lethal environments or terrain visualization.

[edit] Technology

The simulation engine driving VBS2 is Real Virtuality 2, developed by BIS over the past decade into one of the most advanced computer-based visualization systems available. VBS2 will allow a user to develop very large terrain areas, over 10,000 squared kilometers in size (at any terrain resolution) and populate the terrain area with hundreds of thousands of objects in accordance with VMAP shape data, and then texture-map the entire representation with high-resolution satellite imagery or aerial photography.

Once the terrain representation is exported into VBS2, the Real Virtuality 2 engine will provide a life-like simulation of the real world, incorporating moving trees and grass, ground clutter, ambient life (birds, animals), shadows, dynamic lighting, weather and time of day. New streaming capability provides a very efficient means of loading complex terrain areas - object and texture data is processed only when required, allowing for large, high-fidelity virtual environments. View distances are now typically 5 times greater than in VBS1 (depending on processor speed) - level of detail culling has been improved to allow attack helicopters and armoured vehicles to engage at realistic ranges, and forward observers to call fire from greater distances.

[edit] Features

VBS2 supports very large network sessions through new multiplayer game technology, and includes requested features such as join-in-progress and improved administrator functionality. VBS2 provides improved simulation of complex urban areas, including destructible buildings (on request), round penetration through walls and operable doors that can be destroyed. Weapon platforms are also improved, with added capability for thermal imaging, simulation of fire control systems and turret override.

The VBS2 terrain editing tool, Visitor 3, will support direct import of terrain and shape data allowing customer organizations to easily recreate any area of operation (AO) in the simulation.

The VBS1 Observer, Instructor and After-Action Review playback interfaces are replaced by a single system in VBS2 known as the Real Time Mission Editor.

VBS2 provides improved simulation of complex urban areas, including dynamically destructible buildings (ask for a demonstration at ITEC), round penetration through walls and operable doors that can be destroyed. The fidelity of vehicle mounted weapon systems is being vastly improved. Multiple vehicle turrets (multiple machine guns mounted on a tank turret for example), commander override, highly detailed weapon effects and correctly modeled ballistics.

VBS2 includes a powerful scenario editor and provides a template-based scenario creation system designed to reduce the time spent in mission design. VBS2 also includes a real-time command and control functionality for large numbers of AI or human participants.

The VBS1 HLA/DIS gateway is being updated and improved for VBS2 to meet HLA and Distributed Interactive Simulation compliance.

[edit] VBS2 customers

in alphabetical order:

[edit] Developers and Distributors

VBS2 is being developed by *Bohemia Interactive Australia (division of *Bohemia Interactive Studio) .

[edit] See also

[edit] External links

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