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Figure 1. Typical 3D Image Generated by IG
Figure 2. Proprietary IG used in the ATT
ABSTRACT
The Singapore Armed Forces (SAF) has been capitalising on Modelling and Simulation (M&S) technologies for its simulation and training systems since the early 1980s. The primary focus in the initial years was on the training of soldiers, operators, gunners, pilots and commanders as individuals, or as members of combat teams.
Over the years, the SAF has forged ahead, harnessing M&S for areas beyond training, including operational mission planning and rehearsals, decision support, as well as test and evaluation. In recent times, M&S has also become an essential technology and tool for military experimentation.
This paper traces the evolution of M&S in the SAF, and provides a view of changing M&S landscape with each successive wave of technology advancement. It also provides an assessment and forecast of nature M&S systems in the future.
Victor Tay
INTRODUCTION
The impetus for using Modelling and Simulation (M&S) systems in many armies has traditionally been driven by the need to overcome various constraints, such as the lack of training areas, rising costs in conducting actual training and the fact that equipment for training are sometimes unavailable. For the Singapore Armed Forces (SAF), the situation is no different.
In fact, the SAF faces even more acute constraints in resource-scarce Singapore. After all, the 'little red dot' measures just 699 square kilometres1, faces falling birth rates2 and has to grapple with issues affecting the region. These have included the Asian financial crisis, the "dot-com" bust and the SARS epidemic.
So what better way to overcome these constraints than to employ M&S technologies to conduct training in virtual space? With M&S technologies advancing by leaps and bounds over the last decade, such a solution is not only increasingly viable as a key strategy for the SAF; it has also become strategically advantageous, enabling the SAF to turn constraints into strengths.
Besides simply increasing the opportunities for training and enhancing its quality and realism, the SAF has also harnessed the power of M&S for purposes beyond training. Specifically, the technology has been capitalised on for operations such as mission planning and rehearsals, and decision support, and for test and evaluation purposes.
More recently, arising from the need to transform the SAF to meet new challenges in the battlefield of the future, M&S has also become an essential driver and indispensable technology for military experimentation in the support of force transformation.
This paper traces the evolution of M&S in the SAF in three waves of development since the 1980s.
THE FIRST WAVE - The Embryonic Years (1980s to early 1990s)
Early Achievements
The SAF's first foray into M&S began in the early 1980s. This era of standalone simulations was fuelled by the emergence of graphics and Image Generator (IG) technologies, which developed in tandem with the advancement in computer and display technologies.
The maturity of two-dimensional (2D) graphics enabled the development of the shore-based Tactical Training Centre for the Republic of Singapore Navy (RSN). Tactical scenarios were simulated and presented in monochrome 2D graphical symbology to train ship commanders in various tactical decision-making situations.
Soon after, 3D IGs began to emerge. For the first time, the real world could be replicated graphically in a synthetic 3D environment to a degree of realism acceptable for training.
This quickly led to the development and delivery of various types of flight simulators for the Republic of Singapore Air Force (RSAF) to train pilots for its fleet of A4S and F5Es, as well as the AS332 and AS550 helicopters.
For the Army, the Artillery Fire Control Training System (AFCTS) was the first training system. Delivered in 19833, the AFCTS was used to train forward observers in call-for-fire and artillery ranging procedures. The system comprised a projection system made up of 11 slide projectors to simulate and display the delivery and impact of artillery fire.
The Army's first simulator to exploit 3D graphics in a significant way was the Armour Tactical Trainer (ATT). It was delivered in 1989 to train armour commanders and gunners of the AMX-13 tank in gunnery as well as crew co-ordination skills. Historically, the ATT marked the beginning of a new era in 3D simulators for the Army.
Technology Driver - Graphics and Image Generator Technologies
The principal technology driver of this first wave of M&S systems was the emergence of Graphics and IG technologies (Figure 1).
IGs then were 'custom-made' and proprietary in nature. The run-time graphics software for scene management and displays were uniquely developed in-house by the few major simulation system vendors or by niche IG manufacturers.
One popular model used, for instance, was General Electric's (now Lockheed Martin) CompuScene IG. This IG, which was utilised in the ATT system, was huge, filling almost an entire room (Figure 2).
Characterising the First Wave
The first wave can be characterised by the deployment of simulators, which were generally standalone and single-purpose. Most were focused on honing the psychomotor skills of individual operators such as gunners and pilots prior to 'live' training.
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