Saturday, October 31, 2009

Altered EULA for PE Users

Well it seems with the release of 1.3 that Serious Gamers (of which I am one) are under restricted license terms if we are to update to the new version and are offered a free change over to a new key. Users can ask for concessions in the EULA but this is by exception, unfortunately my attempts to negotiate this failed as my attempt to inject humour into the situation failed.

As it stands now, I can't afford the commercial license fee for my current key code, so I will retain this key and not migrate to the new EULA for some time to retain the relatively unrestricted distribution rights for my content. Unfortunately this means I can't confirm if my content works as advertised in 1.3.

I am not bitter about it to be honest, humour was misinterpreted and my negotiations will go nowhere. If you use my tools, including Acceler8ion, I can't really do much for you until I migrate over.

Jamie.

Saturday, October 17, 2009

TripleHead2Gone?

Many of you would be familiar with the Matrox product TripleHead2Go, which comes in two flavours, analog and digital, the digital one offering a higher potential resolution that the other. The basic idea is that this little gadget splits a single display across three screens. VBS2 supports this by default with a 12:3 triplehead aspect ratio in the options. The down side for the average person on a budget is these boxes cost about $500 Australian.

Fortunately there's a cheaper solution, if you have more than 1 PCI Express X16 slot on your motherboard, you can simply install another GPU (provided your power supply can handle the load). The bonus here is that if you're not running the cards in SLI or crossfire, there is no requirement for them to be the same card model at all, for example I can pair my 285 GTX with my old 8800GTS and there would be no dramas. The only reason for another card is to display output for a third monitor, ensuring your most powerful GPU is supporting the primary display and is in the primary PCI-E slot. No graphics processing will actually be done on the lesser card in the pairing. Minor configuration is required in windows to ensure the monitors are displaying in the right order, and selecting the triplehead aspect ratio in the VBS2 options will enable you to stretch across 3 screens. Running windowed mode, all that is required usually is to manually stretch the window across the 3 displays.

In theory this should work for any PCI-e card on the lower end including 6800s as all the low-end card does is output the display and offers up extra DVI ports for your monitors. The only limitation in capability is derived from your monitors and the display output your GPUs can achieve. If you are attempting this and in doubt, seek technical assistance and advice on your particular PC.

Jamie.

Total Hits Approaches 2000

Well it has been a slow climb, but I'm approaching 2000 hits since I put clustrmaps on this blog on the 3rd of April, over 500 of these hits have been from the USA, with Australia making up about 360 of the hits. Keep in mind this is not counting my subscriber base via RSS feeds or e-mail subscriptions. The top 10 visitor tallies via country are as follows:

United States (US)574
Australia (AU)359
United Kingdom (GB)149
Germany (DE)133
Canada (CA)130
Russian Federation (RU)59
New Zealand (NZ)50
France (FR)32
Netherlands (NL)31
Singapore (SG)26

House Move Complete + Other Stuff

Well my house moving is complete which was at extraordinarily short notice and for the moment I'm going through the house networking the whole thing with new cat 5 cable and everything seems to be ok so far, except for the fact the missus crimped one end of a cable and between us we stuffed it up!

In other news I recently purchased Operation Flashpoint Dragon Rising for the PC. I was interested to see how it would stack up against ArmA 2, unfortunately for me it doesn't, and perhaps it comes down to the fact the game as a whole isn't for me. I do like some elements of the scenario editor, and the havok physics engine implementation is pretty cool in some regards. Unlike ArmA2 or VBS2, the editor for OFPDR is external to the game as an executable, and only contains a 2D view, so it's similar to the old mission editor interface. Scripting for the game is via LUA, an editor for which is embedded into the mission editor and learning this language isn't really optional if you want more than 63 player or non-player entities. If you put more than 63 AI and playable units in the scenario, you need to script showing certain groups up at points of the game with triggers, or the scenario simply wont run.

The physics is reasonably well executed, ragdoll physics are implemented for corpses, and buildings blow apart with debris going everywhere. However, despite my best efforts in an Abrams, I can't run down trees while doing 60km/h. Minor dismemberment is present in the game, shooting someone's limbs off with a 50 cal is achievable, however not really noticeable until you get up close. The particle effects are somewhat wrong as well, smoke and dust just doesn't look realistic, and even VBS2's standard effects are better.

I personally don't see this game having much of a military application in its current state, some ideas are good, particularly radial menus, however those can be seen in America's Army 3 and other well known applications. Having said that if it was altered it might have a purpose for soldiers, particularly if tools were available. It's a shame because it's one of the few large scale FPS type games that could enter into any form of competition with VBS2, possibly even SB Pro.

Speaking of VBS2, isn't 1.3 overdue? I'm guessing a delay of this duration could only mean one thing - feature overload, which is probably a good thing, provided the features are well executed. According to the forums we should be able to expect the new version at the end of the month as it has been in final testing for a few weeks.

Also, I'm seeking assistance from the wider community on developing a better understanding of dedicated servers, how they work, why they fail and their configuration, I have been experimenting myself, but I'm trying to find a good balance. Anyone who has any solid information and experience in this area, please get in touch. Additionally, reasonable experience operating with LVC Game would be appreciated. Unfortunately any information that BIA/BISim might have on running dedicated is not very detailed, and currently the best source is the bistudio wiki.

Jamie.

Saturday, October 3, 2009

New AVRS Videos

Some new AVRS/HCGT videos were posted to youtube in the last day or so, check out http://www.youtube.com/user/Sevent007 for more!



Monday, September 28, 2009

The Weird Support System

Some of you may not be completely aware that earlier this year BIA transitioned from an open, Mantis based support system for bug/issue reporting by customers to an e-mail based support system. The reasons for this are not so apparent, the only thing I've heard from BIA's end is "it's better". The question is, better for who? The trouble with this new system, is reporting is not highly visible, take for example if I spotted a bug in the current version and reported it via e-mail, there's a chance that someone else has reported it as well, resulting in two separate cases, requiring two separate responses.

So how does this rate in the efficiency stakes? it doesn't. During the start of the year there was a lot of discussion among military customers that BIA support on the forums or via e-mail was pretty much non-existant. This continued until only a few months ago actually, and despite the advertised 24-48 hours for a reply, this is regularly not the case. In one instance, I reported a relatively minor issue on the 8th of May and didn't receive a valid response to the question until the 29th of July. So what do we blame it on? The Game After Ambush contract or the change over to the "better" support system?

Either way, questions aren't being answered, perhaps they're happy to let people do their job for them?

Jamie.

Tuesday, September 22, 2009

New HMDs from VSS

Virtual Simulation Systems (unsure of where this company came from, it's quite possibly VIS) have shots of their new head mounted display system on their website http://www.virtualsimulationsystems.com/hmd.htm and a bit of text describing the products they offer in this line. VIS is the company that offers the call for fire/marksman dome I've mentioned previously, VSS seems to be advertising the same thing in 4ft and 7ft configurations.

Shown on the page is what looks to be the mentioned NVG-1 units which look like reasonable quality of replicas of in-service issued goggles. There appears to be no mention if head tracking is included with these or needs to be acquired separately.

In addition to this, these guys appear to be offering a variety of services and products that may be worth looking at if a little external development assistance is required.

Jamie.

Monday, September 21, 2009

Delays

OK, one more apology for delays to go out to everyone, the battle previously mentioned on this blog and elsewhere took a lot out of me, I've been ineffective after hours as a result. There seemed to be a suggestion down south that I wasn't acting in the best interests of deploying soldiers, a belief no doubt maintained as I've made no effort beyond this to put it down. I do not believe at any time I have denied any organisation the ability to support any deploying force in a timely fashion as I have not adversely affected their access to tools or skilled people to get the job done.

If it was my choice, this would never have happened and use of Acceler8ion would have continued in line with the terms outlined. New terms were recently forwarded to ASW, to which I got no reply and can only assume they haven't agreed at this stage, I can only hope if they were desperate to use the tool they would be employing it, but who knows.

End result and effect for now, is that until I reset and get "back on the horse", for the short term there wont be any immediately forthcoming works from myself, I can only say the next version of Acceler8ion will be released when it's done.

Cheers,

Jamie.

Monday, September 7, 2009

Moving Forward

OK, now that the IP wars are over, looking forward to Acceler8ion 0.03 on the horizon. I am looking at a number of features that have been requested by users, including a fix finally to the LBT export. Additionally I'm looking at XYZ export as previously stated, and EMF layer export. These features will essentially allow you to survey the game world and output data to use for whatever purpose you intend to. In addition place holder models for any object you don't have the P3D for can be generated allowing you to use anything in the objects menu you wish as part of your terrain and see a representation of that in V3, which will be replaced by the actual object when in-game.

This version would hopefully be no more than a week or two off, I've encountered some unexpected bugs along the way and have to adjust and remove those, I'm hoping to get 0.03 out nearly completely bug free.

Meanwhile 0.1 (we're jumping a few version numbers now) is already in the planning phase, bringing quite a few major features in consultation with users and responding to their requests. I would like to thank my users for being relatively flex and waiting patiently for all new versions, and for those of you having trouble, please understand I juggle your wishes with those of the girlfriend.

Cheers,

Jamie.

Wednesday, August 26, 2009

Lesson Learned - I Hope!

This lesson for others - tread lightly, exercise caution and don't assume the worst! More often than not there's either an honest mistake involved or a misinterpretation somewhere along the line.

Second time I've got the lesson and failed the test here.

Cheers,

Jamie.

Saturday, August 22, 2009

Topography


Just to give you guys a quick look at what I've been up to lately on Acceler8ion. Some of you may have already seen this and got a sneak peak. Basically I'm working on a set of scripts both in VBS2 and GM that will make creating a topographical map from any in-game map a lot easier. The output here is a 1:50 000 scale representation of Sahrani with GM generated contours and VBS2's EMF output for vegetation and buildings. This has been one of the major reasons for delaying the new beta as the work going into this feature is substantial.

Enjoy.

Jamie.

Saturday, August 15, 2009

Rumours?

Well as we can see this week, Pete Morrison posted on the forums about some rumours that are apparently circulating about BIA/BISim. Truth be told, I haven't heard about any of them so I'm a little puzzled. It's a damn shame that some of them aren't coming true however, support might be a little faster and more efficient then (not my words!).

In other news, the third beta of Acceler8ion has been a little delayed. Having said that, it will do exactly what it says it will do when it is delivered, I've just had a few minor issues getting time to work on it.

And what has held me up? my fire control core. A massive work in progress that brings VBS2 out of WW2/'Nam era gunnery. The basic concept is it provides all the hard working compnents required for at least a basic simulation of a ballistic computer.

This is in addition to my AI Enhancement which is progressing rather well. I'm hoping to have all these things ready for testing when 1.3 arrives, and available for release soon after assuming the testing goes well. Certain users will get these things ahead of time to provide feedback before testing with 1.3.

Jamie.

Wednesday, August 5, 2009

Visitor 4 Handout

For the terrain developers out there, BIA has released a new Visitor 4 handout that highlights some of the key features in the new tool. It looks fairly interesting, there are some new things that look like they'll be handy. I am very much hopeful that this is just the shortlist though, as the features in the handout, while good, aren't everything on the wishlist. You can check out the document here.

Jamie.

Thursday, July 23, 2009

New PC First Impressions

Well the parts of my new PC arrived today, I carefully assembled it over the course of about an hour, burnt a new Win 7 RC disc and installed it on the Solid State Disc (SSD) in around 20-30 minutes. I didn't actually time the OS install, but I sat down to eat and before I was finished the PC was at the desktop waiting for me.

Unfortunately at first there was something dodgy going on, every few seconds the PC would freeze and jerk around, I thought perhaps it was a faulty SSD as I'd heard horror stories. For about four hours I was tweaking bios settings, disabling defragmenting (really bad for SSDs) and other windows features that could have caused the problem. Then I read a suggestion to choose another SATA port on the motherboard, gave it a shot and now the speed is blinding.

I've since tested VBS2 on this spec, set everything to Very High in the video settings and both view distance and object distance to 10km, and still got a fairly reasonable frame rate at ground level on Sahrani. I wouldn't play at those settings as I could see things going downhill pretty fast! That and 10km view distance isn't really useful for dismounts. I will be testing ArmA2 later, this should be interesting.

Jamie.

New US Army Promo Video for VBS2

For those of you who haven't noticed, there's a new promo video on the VBS2 website for the US Army. Fortunately I have you guys covered! Music is the standard Pirates of the Carribean style from previous promo vids, in fact it's identical to the music from the UK MoD video. But we're not watching for the music!



Jamie.

Wednesday, July 22, 2009

eMagin z800 Goggles on Sale!

For those of you who want to push the limits of virtual reality with a few toys, and with the cash spare, feel free to check out the emagin z800 goggles, similar to the ones used on the Loadmaster training system provided by BIA and LaserShot. VRealities.com has these on sale for $200 USD off the normal price, at $1299 USD. Check them out here.

The z800 goggles are probably the cheapest you can find on the market right now with built-in head tracking via gyroscope. You can get other goggles much cheaper than these, however they aren't head tracking capable, meaning a separate solution is needed, such as a 3DOF gyroscopic tracking sensor or Track IR, both available from VRealities.com. NB: This is not a paid advertisement, simply mentioning these goggles because they're awesome, if I had the cash spare, I would buy them myself, however I just spent around $2500 on a new PC.

New PC Spec:
1 Antec Three Hundred Case
1 Intel Core i7 920
1 Western Digital Green 1TB WD10EADS
1 ASUS P6T Motherboard
1 Corsair TX-850 850W Power Supply
1 OCZ Solid State Drive 3.5" Adaptor Bracket
1 Corsair HX3X12G1600C9 12GB (6x2GB) DDR3
1 EVGA GeForce GTX 285 2GB
1 G.Skill Falcon 64GB SSD

Feel the Power?

Jamie.

Thursday, July 16, 2009

Modern Warfare 2 Promo

For the CoD4 players out there, there is a new video based on Modern Warfare 2 out, showing what's in the prestige pack. They make claims of real working NVGs and such, they do help you see in the dark but they're not operating on the same principle as what are seen in operation with militaries around the world. Video below:


For anyone who's interested, pause the video with the front end pointed at you, you'll see a series of bumps around the lense, these are IR LEDs, essentially the thing in the middle is a webcam with the IR filter removed, and on the user end are 2 low-res monochromatic displays.

Jamie.

Acceler8ion Bug

ALCON,

The Acceler8ion module has a bug with LBT export in 0.02. Please do NOT use this export function until the fix is released with 0.03.

The released of 0.03 to the test group is a little while off, and will be forwarded via the usual means. The Changelog is fairly ambitious.

Jamie.

Thursday, July 9, 2009

Helicopter Cannon Stow

For interested military or similar parties conducting scenarios involving attack helicopters or the ARH, I have a new system in development to allow the gunners to stow their cannon at the press of a button. Currently it supports the Cobra and ARH, however I am expanding the system to allow the end-user to easily plug the functionality into any other vehicle in VBS2, with custom stow angles, additionally the plan is to allow configuration of the key settings during a scenario through the RTE/C2 menu, which is stored for the user profile.

All beta testers are set to receive the next iteration of this system for a closed beta test, guiding comments are welcome to shape the development of this addon. This system will not be available to the Serious Gamers group at this time, for testing or otherwise.

Jamie.

Wednesday, July 8, 2009

VBS2 Marksman Video

Still cruising YouTube, found this video of the VBS2 Marksman system all up and running, great concept. Just wish it was a little more like the WTSS where recoil is a little more evident, to me at this stage seems like an arcade shooter. This dome system is the same one employed in the Call For Fire System though and looks to provide a good 360 degree capable screen. Hopefully they'll release video of the call for fire system in full swing... HINT HINT!



Jamie.

Language Trainer Video

Thanks to Panthera (VBS2 Serious Gamer) for the heads up on this video, looks impressive!



Alelo is responsible for the integration of their language training solutions into the VBS2 engine, providing customers with virtual role players you can interact with in-game. For the military users, this is a lot like the tactical language series most of you will be familiar with. For the gamers, it's a lot like the A2 conversation system, with the exception of actually using your voice. From my limited experience in foreign languages I've found it's best to learn by actually using the skills and vocab as you learn and these products seem to be geared towards people like myself.


Jamie.

Final Warning

Oliver Christie (Also known as BlackKnight63),

Consider this your final warning, you contact me again, further action will be taken. You have been identified as a known security risk to VBS2 customers and I have subsequently been instructed not to contact you, since you've found my blog and decided to contact me here, this is where I will respond.

I have no power or authority over any element of BIA's forums so you wont find a way back through me. Additionally I can't do anything about your EULA breaching activities, I am not and have never been employed by BIA. Stop your attempts to contact me now, you have been warned.

Jamie.

Saturday, July 4, 2009

AI Enhancement + Acceler8ion + Reminder

Just a quick update on the AI Enhancement, it is progressing quite well, I've got OPFOR aggressively suppressing BLUFOR even after they leave view, and they sometimes go nuts with the GP-25 grenades. I also have nearby groups getting into the fight, if they can see your last reported position they will fire on you to support their mates. I have found that surviving under such conditions can prove difficult at times. My next goals before I open it up to closed beta are to allow them to take better cover positions and sort of react as the real enemy does, also I'll be working on their flanking ability.

As for the terrain related module, Acceler8ion, work continues on 0.03 for the closed Beta. Please note that there is currently a deficiency in LBT export where it will flatten your buildings down to ground level, I'm working on a fix and this will be available in 0.03.

Also, for those of you who wonder why I take my current role and my hobby so seriously, it's for the blokes like the ones shown in the following video. I've been shot at and died a thousand deaths in simulation, but I've learned from every one of those encounters, these blokes don't have that luxury:


Jamie.

Friday, July 3, 2009

Files Feed Down

Please note, subscribers of my VBS2 files feed, filefront.com recently changed their site design and along with it they forgot about the RSS feed for files. I will leave the feed button up until I get confirmation on any new RSS location or if they're dropping the concept all together.

Jamie.

Friday, June 26, 2009

Video Upload + Acceler8ion closed BETA

OK, by request I am uploading an A2 Video. I took this video days ago while my PC was playing up so the frame rates aren't 100%, it's a few contacts, late afternoon and night time, I was trying to achieve a similar scale in one part of the video as a video I previously posted on here. Unfortunately there were literally hundreds of rounds in the air at any one time and many of those were tracers so the PC started to stutter.

On another note, my Acceler8ion (acceleration) module has reached closed BETA testing. The module is designed to enhance interoperability between VBS2, V3 and GM. Now positional data can go upstream or down stream, and the VBS2 module alone has a few output formats now available in the next version to be released. The module is only being tested on a total of 4 HASP key codes right now, with many customer organisations left out of the loop. As a result release will be for the confirmed keys only, when the first full version comes around.

Further interested parties in this module will have to go through a confirmatory stage before permission will be given for full production use of the module, this is to ensure there are no conflicts with end-user variations with the VBS2 components.

NB: Visitor4 is not supported, as for one it isn't released, two I haven't seen it and three I'm quite happy with V3. I can't develop for a system I haven't seen or used.

Jamie.

Friday, June 19, 2009

America's Army 3 Studio Closed

Most of us in the sim world are somewhat aware of the US Army recruiting game, America's Army. I've played it since it was first released and my current account dates back to 2003. Word has reached the community around it that the Devs towards the June 17th release date were growing increasingly unhappy with the information they were being fed and the fact they could be asked to leave without warning. Well the US Army pulled a Microsoft (reference to the MS Flight Sim Team) and sacked an entire development team.

Relevant forum post including comments by one recently terminated developer, here.

Relevant News article here.

Unfortunately the release of the latest iteration of the game can only be classified as a failure to fire (sort of like A2 but for different reasons), but this is most likely stemming from the authorisation servers provided for users to track their statistics. However having said that, once you eventually progress through the training scenarios that lead up to online play, you do get the time to learn some of the basic skills that will keep you going. Additionally during the basic first aid training, players get to watch a video "projected" up onto a wall, which includes synchronised audio with the picture. The training very much focuses on the Army of one mentality, or Rambo, unfortunately during the run through the Connex MOUT facility you're going it alone. On the upside there's a number of achievements or awards players can seek by working with team mates, which are part of the tracked statistics. There are also significant awards for participating as a medic and rendering first aid. Additionally there are incentives for the soldiers to confirm their enemy are dead, the old "kick in the nuts" or checking the pulse.

For the developer, AA3 has provided us a very valid lesson, which for most of us came at no cost, with the exception of those directly affected. Unfortunately it appears at this stage that there was a case of the head shed not understanding the constraints the developers were under or not appreciating their efforts. Who knows really as we're only getting one side of the story, and very unlikely to see the other side. On the upside it may be possible to find inspiration for simulation in a game.

At the end of the day as a developer we listen to direction from the boss, just as an organisation providing simulation training you listen to your users, particularly when planning for the future. They dictate the direction of the capability which is a major influence on development. To come up short in either instance is to fail in your mission and if you fail in your mission you're looking to set the blokes training up for failure, particularly if they're preparing for war.

Jamie.

Tuesday, June 16, 2009

ArmA 2 Massive Battle Video

Well it has been a while since I posted a video of any sort so to keep the news ticking over here's a demonstration of what A2 is capable of.



Enjoy the video, many updates to follow regarding VBS2 on this blog later in the week and early next week.

Jamie.

Friday, June 12, 2009

Luxology Modo 402 + VBS2 Training Courses

For the 3D modeller out there, particularly ones with quick and easy access to certain locations in Germany, there's a modo 402 roadshow to promote the new features in the upcoming package. Basically modo provides a cheaper alternative to 3DS Max and for the average VBS2 developer it is fit for purpose, I have used it in the past and I know of a few people who are big fans of it developing content for VBS2. I am even considering a purchase of a license just for home use as I can see myself using it more often.

For anyone interested in checking out the roadshows, click here. Alternatively, you can check out the Luxology Website for information on modo, imageSynth and their other related products here.

Additionally, for those of you with money to burn in close proximity to Prague in the Czech Republic or in the state of Ohio in the US, BIA/BISim are running Terrain Generation and Modelling training courses focussed specifically on the VBS2 Developer Suite. The course for terrain basically covers what's in the manual over 4 days, and costs a massive $2300 a student, with 5 spots on the course panel. The modelling course is of similar scope and over 5 days costing $2500. Interested parties can find more info here.

If anyone is seeking alternatives to the more official training, I know a few people who can help and provide a similar level of training if not one that exceeds what is provided by BISim. If interested, get in touch and I'll see what I can do for you.


Jamie.

Sunday, June 7, 2009

ADF Support US Effort in Chernarus (ArmA 2)

Well as you can see above I've been hard at work with PAAPlug creating entirely new units for A2, no offense to the USMC boys, but I do love playing the game as an Australian. These aren't a replacement pack for any in-game units, they will require entire new scenarios and campaigns to be built around them. I wouldn't subject my little blokes to the buggy A2 campaign (harvest red).

They're only a work in progress for now, initially intended as a proof of concept (as in proof PAAPlug works), but they have been well received by some of my veteran testers who have copies of A2. Thanks go to Kegetys for PAAPlug, Synide for advice on modifying ODOL format P3Ds manually (text editor) and to BIS for their buggy, yet still amazing game.

EDIT: More pictures of A2 here.

Jamie.

Saturday, June 6, 2009

Kegetys Updated ArmA Tools

For those of you who use them, Kegetys has updated his ArmA tools to include a new version of PAAPlug that supports the A2 texture format. I've already tested this plug-in out with photoshop and I have been able to create an entirely new unit with a little work.

I have to give credit to Synide for a little guidance along the way though as I was editing the original model through a text editor to re-reference my own texture files, without his help I would have abandoned my little test.

Additionally Kegetys has updated his very handy cPBO tool, more details can be found on his ArmA sub-site here.

In other news, work continues on demonstration videos and testing of VBS2 scripts in ArmA2. Additionally, for fans of Kronzky's work, some of his scripts have been ported to ArmA2. UPS.sqf for example now has a demonstration mission on the default Utes island. Check out Kronzky's site here.

Jamie.

Friday, June 5, 2009

ArmA2 1.01 Patch Final (PeterGames.de)

Folks, Since the release of A2, BI Studio have been hard at work trying to solve a number of the community issues plaguing it. Patch 1.01 BETA was released just days after the release of the game, that beta has now become a final patch with a slightly larger changelog.

Get the patch here.

For unofficial english language patch users, be sure to use your backed-up language pbos.

Initial indications were promising however there have already been reports of crashes in the campaign, these could be due to users trying to resume missions, the poorly translated changelog suggests up front that reverting is the best course of action to play through these scenarios. You find that if there's significant scripting issues in any scenario, just like in the campaign that crashes are likely to occur.

Enjoy the patch, work continues on the videos mentioned earlier. Some of you might be asking why I'm focussing on an A2 game mode, simple reason, it shows the potential of the engine to be adapted. Very rarely does a shooter come by that can be adapted to a strategic viewpoint so readily, the effort is worth highlighting.

Jamie.

Reduction in RSS Subscribers + More A2

Well it looks like since I started posting my first impressions about A2 that the number of readers by RSS subscription has reduced substantially. Normally the reader count varies as people don't run their RSS reader on a daily basis, however I've lost four readers recently. Strangely enough though I've seen an increase in readers on off-days, no complaints, thanks for sharing the link to this blog around.

On another note I've been checking backwards compatibility between VBS2 related content and the A2 engine, seeing what stuff of my own works in both, and where there's a deficiency, what it requires to adjust. Fortunately a lot of things work with minor modification, A2 has a full function library that is roughly equivelant to what was shipped with VBS2 1.22, the only difference is the location of the library and the names used, as well as the apparent methods to use the functions.

I'm also going to run a test on the AI Enhancement I gave you a preview of a few weeks ago and see how valid it is in the context of improved Micro AI. I may have to alter the script a fair bit to get an acceptable and functionally comparable system, I really don't want to baby the AI if I don't have to.

Finally, be on the look out over the weekend as I am working on a few more videos to show off certain systems in A2, hopefully it wont crash. On the menu among other things is a video demonstrating the High Command feature, effectively allowing you to become a platoon, company or higher commander, with subordinate commanders. I will attempt to demonstrate all of this once I find a willing lab rat to play the part of a sub-unit. Keep in mind as with all of my videos I wont be demonstrating any fantastic examples in the employment of infantry or armour, I'm too low on the food chain and not qualified to lead so many men into combat.

Jamie.

Monday, June 1, 2009

New Technology in A2

Actual in-game screenshot


OK, those of you familiar with creating content for VBS2 or ArmA will know of Normal Mapping, it gives surfaces a more realistic appearance, unfortunately the performance hit from this outweighed the gain mostly in VBS2 so there it isn't seen so much. Well an enhancement to this feature is available in the A2 engine, and appears to be less costly in processing power, it is called Parallax Occlusion Mapping. In short it is an algorithm that can, relative to the user view point give textures a more extreme sense of depth or at least more apparent than normal mapping could, this appears to be evident on the terrain in A2 in particular. If you look at the surfaces in my current A2 video, and in the upcoming ones you will see the effects, particularly as I move over the terrain, the rocks go from being rather flat at a distance to being really bumpy. The upside here, less polygons, yet all the detail, and as mentioned, in cases a little more apparent than normal mapping previously. For a little more detail, check the article on wikipedia if you don't have a copy of A2 yet, there are pictures there from other game engines to give you an idea.

Another technology introduced to A2 is multi-core support, breathing new life into everyone's old Core 2 Duo based PC. This particularly helps the intense processing carried out by the Micro AI (covered in the next paragraph). I am as yet unaware as to how A2 distributes the load and what it will do with a second core, or if it even exploits a 4 core CPU, all I know is right now it performs quite well on a Core2 Duo. Most users of VBS2 I'm aware of right now have deployed C2D based systems in their battle labs and centres around the world, in theory if that processor is rated at over 2.0GHz, and the system includes at least 1GB of RAM and an nVidia GeForce 7800 or better, A2 should run. Given the scope of VBS2 and what it could be like on this engine with the sheer scale of scenarios, ASI plug-ins and what we're about to witness with the API (VBS2Fusion), I would be aiming for a 2.6GHz system with 3GB of RAM under XP, and at least an 8800GTS GPU.

Now for the Micro-AI. This in particular has been the target of much undue criticism very early on. If you consider the context of their environment, the AI perform remarkably well, they are a lot more precise in their movements now. In combat they're substantially more aggressive and plan their movements well. I have found enemy AI taking cover behind rocks, trees and even fallen comrades in order to evade my effective fires, at times they manage to still win the contact either forcing me to reconsider or killing me outright. They are most definately better equipped to handle situations than the previous AI from ArmA and VBS2. Additionally they coordinate their moves really well, it's not uncommon to see one or two enemy take up positions, put down suppressive fires to support another bounding forward or trying to find an approach to flank. This doesn't mean at all that BISim would need to dumb down the AI for the military context really, I'd strongly advise against such a move, however I'd look at two modes for the AI, one with high round dispersion and poor aim, and the other standard.

Well that's a quick look at the technologies, there will be plenty of video in the coming weeks in addition to some VBS2 content for beta testers. Additionally I will be making a few early addons for A2 to ensure that I have an appropriate working knowledge of some of the newer ways of doing business in anticipation for any shift in the VBS world.

Jamie.

Sunday, May 31, 2009

Lessons Learned in Development

G'day all,

As some of you are no doubt aware, BIS is facing intense criticism over releasing an incomplete product (ArmA 2), the campaign isn't completed and hasn't been played to death by testers, there have been numerous CTD reports and this is quite literally the tip of the iceberg. If you look in the German manual on page 75, you will see the names of the community testers, these are average people with what one would assume a reasonable variation in system profile. Developing for consoles or even a single SOE in the military context doesn't require the level of testing you see for a commercial game like A2, however we can still learn from their mistakes.

First of all a note, it's likely that the beta testers in this instance were unpaid volunteers who signed a NDA, selected for their enthusiasm for the game and their knowledge they would of conducted limited testing in their spare time. Unfortunately a quick check of the manual credits no one from either Morphicon Ltd. or BIS with being a Community Testing Coordinator or similar. Additionally the release in Germany before the rest of the world could be seen as a mistake, given the context it looks like an entire country became beta testers, and a few externals like myself.

In the military context as previously mentioned, we largely develop for our own SOE with little consideration for others that will use our products, although we rely on them to conduct their own procedures for testing and get back to us with issues. This was true for one recent addition by a community organisation within the mil user group. The addon in question overwrote part of the target machine's config via inheritance and changed various UI elements. This may not be noticeable on the developers machine. Take for example the standard customer distribution of VBS2, and JCOVE (British MoD version). JCOVE has a modified front end to suit the UK context as largely in name only it is separate to VBS2, it must be noted that a patch I release as a General Customer (YYMEA) or any other customer for that matter must be tested on systems like JCOVE to ensure it doesn't rework their system.

Mantis bug report #0001945 for instance originated from the NZDF, regarding the wording of the login box bottom right. The original text for this box was "Nickname" however, and this is correct, soldiers training saw nickname as an opportunity to feel the need for speed and Maverick it up for lack of a better term. I responded to this request, changing Nickname to Rank/Name, unfortunately the difference in the text required me to resize and shift this element from its normal position. This is fine for most users using the largely common front end provided by BIA, however other users may have the log-in box in the top left, in which case the text Rank/Name will appear bottom right away from the rest of the log-in box. The NZDF were happy for the contribution, I in fact use the patch PBO on my own personal copy of VBS2 and handed off a copy to another customer organisation for them to consider using.

Early on in the development process it must be decided who forms the target audience and ideally they should be notified of the content in development. The target audience should include people and organisations who you regularly train with via simulation. For example, if I was to create an addon in my own time for the gaming community, I would distribute the addon to them. The reason for this is simple, interoperability, the other customer will see what I'm seeing and be able to benefit from my contribution, without that addon, at the least VBS2 would give errors, and potentially a target indication to a coalition asset would go unseen by those who don't have the addon.

Another benefit of early coordination with other customers is bug reports and feedback guiding the development process. You can from bug reports adjust your methods to suit all target audiences, even put measures in place to switch features on or off based on the user version, and HASP key code. Additionally if another developer has an idea they may share information with you and give an example of how to go about it within your current code base. Take the BIS example, consider each tester as a military organisation on its own SOE, now take the additional customers as other organisations, again on their own SOE. The more variations on the operating environment you encounter, the more problems you will see. Potentially a lot of CTD bugs are from Windows 7, both release candidate and beta users, in this instance it is unfair to expect BIS to build on this shaky foundation. If you're an ArmA 2 fan running W7 and experiencing crashes, I suggest you roll back to XP or Vista. W7 is not final, neither is the RC, if BIS made a patch for the current builds, it's likely in the next iteration they would have to release yet another patch, quickly turning A2 into bloatware.

Just a few points for you to consider, it's for the reasons of interop some of my works have been delayed, pending appropriate testing. Anyone who wants to test on behalf of a customer organisation or as a serious gamer should contact me at their earliest conveniance.

Jamie.

Update on A2

Again another gamer post. I've got a video of A2 uploaded from my own gameplay.

Download here.

I bought my copy online from Germany and applied an english language patch, which until I find out with more certainty the legal status of it, I cannot pass on. Additionally A2 has seen a Beta patch released to fix a number of issues, however I have not installed this yet, I've had minor dramas running it on Windows 7 64-bit... beta though, although I've known others likely running it on the release candidate.

Unfortunately the fact that BIS have released a patch tells me that the boys are having some difficulties in controlling the test teams, there are some minor dramas in my copy, although other people are experiencing frequent crashes. I would almost recommend getting the testers for VBS2 to test ArmA2, but the sad fact is we're seeing bugs there as well. The english release for Europe is around 19 days away, which means there's very little time to fix the dramas for the CDs that are or should have already gone gold. We may not see a fully ready copy of A2 until the Australian release on the 9th of July.

I'll probably keep posting screenshots and other videos of A2 features as I go, the changes from the current version of VBS2 are quite significant.

Jamie.

Wednesday, May 27, 2009

ArmA 2

For those of you who are gamers at heart, chuck your gaming hat on for a moment. ArmA 2 is finally nearing release in the EU and US, and Australian release appears to be on the 9th of July. Unfortunately for local stores I myself do not have the patience to wait while people half a world away are virtually fighting and dying in the fictional country Chernarus, therefore I intend to either purchase a digital distribution or order from somewhere like Amazon.

Anyway, the real purpose of this post is to inform you lot of a new A2 related video from Dslyecxi, it includes footage of a peripheral from a company called Naturalpoint. The peripheral in question is TrackIR 5, personally I have a TrackIR 3 and from my experience with it, it has been handy in Armed Assault and VBS2. I'll leave the marketing of that up to Naturalpoint though, and provide you with a link to Dsleyecxi's video, there are URLs at the end of the video to get a discount on a TrackIR 5 package, so if you're keen, don't pay full price.

Video on YouTube, click here.

Jamie.

Monday, May 25, 2009

VBS2 Tools and Hello Again!

Well guys, I'm back, I've just had my third and hopefully final operation to fix my right knee up, I'm in recovery mode at the moment. Sorry I haven't updated in a while, I was kind of rushed into surgery sooner than expected, I literally thought I'd be waiting two weeks, I was in after 3 days.

I've read contradicting statements on the VBS2 tools as of 1.3 lately, where I had once been told that non-commercial users of VBS2 would receive all tools and updates for free including Visitor 4. Now recent information suggests that as of 1.3 there will be two different streams in regards to tools, literally the haves and have nots. All those new tools you've seen or heard about such as the face editor, FSM editor (much talked about for quite a few point versions) and now Visitor 4, seem to be part of a premium package yet to be announced.

The original information I had read had said that these tools would be provided to all commercial users on the condition a valid maintenance/support contract was in place at the time of release. As for PE users it had been suggested that as they are operating under non-commercial licenses that free distribution to them as individuals would not be out of the question. As far as the FSM editor goes it has been previously stated by BIA/BISim that the FSM Editor would be one tool freely released as part of a tools update in 2009. Information suggests at this stage that the 1.3 tools will include the FSM editor but given the suggestion V4 and the face editor will require users to fork out more hard earned, has the free status of the FSM editor changed?

One could argue that at any rate FSM is not an entirely essential part of VBS2 development as similar effects can be achieved through SQF.  As for the face editor, how many people will actually use it over current methods that involve a quick bit of face manipulation in photoshop? With regards to content creation on the new and improved engine coming with ArmA2 we may see a point where V3 becomes obsolete, but until then it is still a valid and useful terrain tool, V4 may introduce some new things and potentially remove the need for VLB and its modules. At the end of the day the terrain developer will work with what he's got to develop the playbox, regardless of the tools used, the limiting factor is more than likely the game engine itself.

As for ArmA2, be sure to keep an eye out for it in the next month, scheduled release dates for most of the globe fall around the release date for the UK and EU of June 19th. For those of us in AU/NZ we will be apparently waiting a few more weeks for our copies, Australia could find itself in the unfortunate position of a ban if the level of violence in the game is too excessive for a MA15+ rating. Of course this wont likely stop imports by dedicated ArmA/OFP fans, just the fact we could be the only country in the world to ban a title is cause for concern.

Jamie.

Sunday, May 10, 2009

Files and Videos

For those of you interested in the high res version of the video in the previous post, here's a link to download it in WMV format at reasonable resolution and quality, here.

Please note that if you miss out on a file, I can generally re-upload it to a web host for download, the web hosts I'm using are all free and as a result they have a policy of deleting files that haven't been downloaded for quite some time, due to the very small audience this blog has of perhaps 20 people on a good day right now, the files rarely get downloaded.

If you try to use a link and it fails, please get in touch with me via my e-mail or skype if you have my details for those, alternatively you can send a message to jamie_c on the VBS2 support forum.

Cheers,

Jamie.

AI Enhancement

To back up my claims from the previous post, I've got a video to show off for all those who haven't seen it already. I apologise for the low quality of this video that will be a result from uploading it to blogger, however I will upload the relatively high quality version to a download provider should anyone require it.

Basically this is on Rahmadi, one of the OPFOR is leading the way for his team of four. As he steps out from behind cover I engage him with 4 rounds at approximately 400m. He then displaces behind a bush, turns to face me and gestures through animations my location, at this stage the script notes the direction of the contact, anything out my way is now considered a dangerous area for the AI. Smoke is then thrown in my general direction to assist in concealing the OPFOR while two men pop out from behind the wall trying to spot me. Video finishes with the leader of the group exiting to the right of screen back into the town, with the eventual intent of flanking my position, if possible.

Enjoy.



This will eventually tie into a larger system that will make life easier for the one man OPFOR director seen in some sim exercises. Capabilities of the OPFOR largely tie in with their equipment, basically if they don't have the right tool they can't do the job. A lot of similar scripts in the past have magically equipped the AI as needed, in this case if the unit doesn't have a smoke grenade the can't use it, same goes for flares and other devices.

Jamie.

Work In Progress

OK, trying to get the updates rolling as quickly as possible for a little while before I go under the knife again to fix my broken bits.

I'm adding a few minor features to enhance the navigation related components of VBS2. Simply because topographical map representations combined with the compass could provide a reasonable navigation training system. Some of these enhancements will be geared more towards certain militaries and be adapted from input from such organisations. Release initially will be to all YYMEA keyed customers (via VBS2 Support Forums), other customers will have to contact me to arrange alternative EBOs. Keep in mind I don't have all VBS2 versions to test on and there may be a variation between my copy and yours that may cause a few initial issues for this addon. Some of these features will require patches to terrains already enhanced by topographical maps, details of which are to be made available on the release of the Topographical map tutorial.

Additionally I'm working on a scripted enhancement to the standard VBS2 AI. Right now I have them reacting to rounds flying in close proximity at any range, and coordinating their efforts with other OPFOR to attempt to identify the shooter. This will primarily be aimed at the conventional operations side of the house, however there will be scalability built in to adapt to asymmetric warfare should the need arise. Again release will be to YYMEA keys initially, other customers will have to make contact for alternative arrangements.

On top of this, work is continuing on a number of other enhancements specifically for VBS2, all will relate to basic soldiering skills, and all will be optional.

Apologies for the extensive delays on some releases, I am working hard to deliver quality content for this blog, however my rehabilitation takes priority. I will not release anything before it is completed otherwise that just makes me look stupid and gives you half-arsed content.

Jamie.

Tuesday, April 28, 2009

Delays

Sorry for the update delays, a combination of work taskings and personal projects has taken over my time. I'm working on expanding the topographical map tutorial with information on a new feature that I will make available from here. It should be a much needed addition to those of you looking to use topographical maps due to end-user criticism of the "cartoonish" game map.

I also have another work in progress that should set topographical maps to the default viewing mode when a user starts VBS2 as this has been identified by some as preferred, as in most cases there really is only one topographical map for each terrain. This is also to counter the issues you may experience when introducing individual soldiers to useage of the topo maps (toggle of sat image/default map).

On top of that I'm also not far off releasing a new menu screen, which rolls mantis #0001945 into an updated user interface that is more customisable in that it allows site administrators to change the background, their "unit" logo and also add their own message to the main menu, NB: Images will need to be converted to paa format and be of certain dimensions, all I'm doing is making a template that puts the image files in an external location to be easily modified.

All addons released from here will be EBO'd, standard release will be YYMEA, all other customers, e-mail jamie dot coombs at gmail dot com . I will then make arrangements to provide the addons in your customer key, in rare cases this may not be possible.

Once again my apologies, but it will be well worth the wait. Additionally I'm polishing off a tutorial scenario I was to release last week, this got delayed because it wasn't playing out properly for one of the testers yet on other machines it was fine, I think I've found the problem and I'll throw it out to the public for a look.

Jamie.

Wednesday, April 15, 2009

VBS2Fusion, another look at the API

Previously on this blog, I covered the VBS2 Application Scripting Interface, or ASI (here). As identified in the paper listed there, there was a need for a proper API to allow a C++ Developer more access and control over VBS2. While details are sketchy, there are a few things we know for certain, one of those being that VBS2Fusion is a separate module that may be purchased by those looking to gain more control over the simulation. Additionally version 1.0 is set to give us an extension to the ASI, with version 2.0 delivering even greater control beyond that.

So what is the benefit to the end-user? it simply allows the decision makers a greater choice when outsourcing development. The API requires less of an understanding of the VBS2 scripting language, instead requiring someone with a sound knowledge of C++. This may sound like a negative, in some respects it may be, but for the most part it allows almost any C++ developer to get in the guts of the simulation. The limitation in the ASI is that, while it allowed the interface between external applications and the simulation, it required that the programmer know and understand the VBS2 scripting language. ASI applications had to use simple script commands, and generally to get more bang for your buck, a script in the scenario or in an addon was required to back up the ASI functionality.

The API now allows the extension of VBS2 through various C++ libraries (some of which opensource), to deliver more functionality. Additionally there also seems to be the implication that VBS2Fusion will allow a greater degree of control over VBS2 Agents adressing a shortcoming in the ASI, which relied on scripted move/doMove commands. A perfect example of what can be done with the API is VBS2 Fires, effectively a heavyweight desktop based call-for fire trainer, which is extensible through hardware as seen in the full-blown call-for fire trainer. VBS2Fires offers an external interface to the instructor allowing them to provide cost effective desktop based training to trainees. The module provides highly detailed exterior and terminal ballistics models, that weren't as easy to simulate until the API came about. This allows you to put the FO into play in the combined arms environment, providing them more opportunity to work directly with units they may be embedded with.

Other possibilities include greater potential for external hardware interfaces that interact directly with the simulation. There would be very few reasons that many crew procedural trainers on the market aren't capable of running VBS2 for visualisation, and as a result allowing direct integration into the combined arms environment VBS2 provides. This goes well beyond even the AVRS capability which has seen success in the Australian Army. Beyond the hardware I'll borrow one example from the flight simulator community, VBS2Fusion may allow access to external weather data to update conditions seen on the ground in VBS2 itself.

To the soldier, and their instructors, this just means that simulation has a chance to have a greater share of the pie in the training continuum. Higher up, VBS2 will have more capability through the API and to organisations with C++ Developers or capable of outsourcing their development, there will be potential there to expand the functionality well beyond what has been seen so far. VBS2Fires is literally just the tip of the iceberg, yet having said that, it is quite an impressive demonstration of the ability of simulation to satisfy a training need.

Jamie.

Tuesday, April 14, 2009

Traffic Script Revisited

Well this following script may be considered flogging a dead horse, but it illustrates a few key points about using the format command together with iteration. Below is the script, and the init.sqf, both of which intended to be saved to your PC.

//init.sqf
sleep 0.1; // wait until the sim is really started (post-brief)
[car1, "M", "NOCYCLE"] execVM "PathA.sqf"; // exec script for car1 on path M (e.g. m1, m2 , m3, m4), no cycle.


// PathA.sqf
// Version 1.01a (31 OCT 08)
// by Jamie Coombs
// Purpose: To facilitate vehicle movement by markers on various terrains, allows ability to cycle.
// Useage: [car, prefix, "NOCYCLE"] execVM "PathA.sqf";
// car - the name of the car as it is in the OME/RTE
// prefix - the marker prefix for the pre-set track, e.g. if your marker series is named A1 thru A20 the prefix is "A". The vehicle will cycle through all 20 markers
// "NOCYCLE" - Optional switch, stops vehicles cycling through markers once the end is reached, by default the vehicles cycle the waypoints.
// TODO: Add further error handling, with hint and warning messages.

_car = _this select 0; // select the first index as the car name.
_track = _this select 1; // Marker track prefix e.g. "A"

_markArr = markers; // All markers in current scenario returned assigned to var as array (_markArr)

// Don't allow damage, just in case, to ensure that civilian cars keep moving to maintain density.
_car allowDammage false;

_i = 1;

// always loop through the following.
while {true} do {
_car setSpeedMode "NORMAL"; // set the speed mode to normal to prevent bad driving.
_wp = format ["%1%2", _track, _i]; // put _track and _i together to create our next WP name
// if the waypoint marker is in the scenario, then go to it!
if (_wp in _markArr) then {

//DEBUG?
if ("DEBUG" in _this) then { hint _wp;};

// Check car distance to waypoint Assign to a variable.
_cond = {(_car distance (getMarkerPos _wp)) <= 80}; // Move to the waypoint.
 _car Move (getMarkerPos _wp); // Wait for the condition to be true/satisfied (car within 80m of _wp) 
waituntil _cond; // Check distance again, reassign the variable 
_cond = {(_car distance (getMarkerPos _wp)) <= 10};
 // Slow down to take the turn! 
// TODO: judge angle between car, _wp and (_wp+1) and determine if slowing down is necessary 
_car setSpeedMode "LIMITED"; 
// Wait for the condition to be true. 
waitUntil _cond; 
// increase _i by one 
_i = _i+1; 
// sleep a bit 
sleep 0.1; 
// cycle again 
} else {
 // _wp is not in the mission as a marker 
if (_i == 1 || "NOCYCLE" in _this) then { exitWith {};}; // Exit, we're done for now. No next _wp OR potential error, but I'm a script, what do I know? 
_i = 1; // if no problems and we're cycling, start the path again! from M1 
};
 }; // EOF

You can get the associated documentation for this here: PDF . To test the script, create a new scenario with a car and four markers, named A1, A2, A3 and A4. Name the car as you wish, put down a separate player unit (to be you viewing the scenario). Alter the supplied init.sqf above as appropriate.

Questions? Please use the comment feature, all responses will be via the comment feature so anyone else having trouble may get their solution there as well.

Jamie.

VBS2 Online Help

In response to the repetition of queries on the official forums I've decided to create a set of videos on how to use the online help facilities provided by BIA to easily find the documentation you're looking for. This is the first such video, please ignore the background audio, my lounge room isn't exactly a recording facility!

What I will cover very briefly is how to use the onlinehelp search function, because 50% of forum queries can be answered by searching this documentation, and other provided documentation with VBS2.






Below is a list of documentation on VBS2 as well as Armed Assault that may prove helpful to newcomers and veterans alike, in addition I've included a list of hardware vendor websites that include drivers, as well as a download location for DirectX 9.0c straight from Microsoft, these drivers should only be used in the event that the VBS2 driver install fails, or you experience graphical issues with your nVidia or ATi graphics card. I have not included any resource that is restricted by forum access rights.

Homepage/News:
http://www.vbs2.com

Official Support Page:
http://virtualbattlespace.vbs2.com/inde ... &Itemid=77 -- Contains most of the links you see here, the ones I've omitted are not available to Serious Gamers due to forum access restrictions.

Online User, Editor, Administrator and other manuals (latest versions):
http://developer.vbs2.com/manuals

Online Developer Manuals (latest versions):
http://developer.vbs2.com/onlinehelp

If the manuals fail 
SEARCH the forums!:
http://support.vbs2.com/phpbb3/search.php -- e.g. "VBS2 Crashes to Desktop"

Resource sites/useful stuff:
http://www.ofpec.com/ -- General Editing, geared towards ArmA, however applicable to VBS2
http://www.kronzky.info/ -- Utility scripts for ArmA and VBS2 from BIA's own Kronzky
http://www.armaholic.com/ -- Armed Assault oriented content, however a useful reference that applies to VBS2
http://www.armedassault.info/ -- As per armaholic.
http://community.bistudio.com/wiki/ -- The official BiStudio wiki
http://community.bistudio.com/wiki/Cate ... g_Commands -- ArmA scripting commands
http://community.bistudio.com/wiki/Cate ... mands_VBS2 -- VBS2 Scripting Commands
http://www.armaholic.com/page.php?id=3782 -- Mr. Murray ArmA Editing Guide - applies mostly to VBS2 old editor [German/PDF]
http://www.armaholic.com/page.php?id=4847 -- As above [English/PDF]

Hardware Drivers (if the VBS2 supplied driver install doesn't work):
http://www.microsoft.com/downloads/deta ... laylang=en -- DirectX 9.0c Web Installer
http://www.aladdin.com/support/hasp/enduser.aspx -- HASP Drivers, you'd be after the HASP HL Device Drivers
http://www.nvidia.com/Download/index.aspx?lang=en-us -- nVidia Display drivers
http://support.amd.com/us/gpudownload/Pages/index.aspx -- ATi Display drivers


I will probably add to this list as time goes on, so expect occasional updates.

Jamie.

Thursday, April 9, 2009

News from BIA

Checking the VBS2.com site this morning I noticed with the assistance of a well placed individual the announcement of some very exciting enhancements coming our way. All of which appear to be collaborations between BISim, Virtual Integrated Simulation and SimCentric. What's on the way you ask?

VBS2Fusion:
Finally an API allowing programmatic access to the VBS2 core, allowing a C++ programmer to influence scenarios in real time beyond the scope of the ASI. This will hopefully provide other AI solutions in particular, SimCentric is working on Kynapse integration (search on google, there's a search bar to the right if you CBF browsing away manually :) ).

VBS2Fires:
A software based module allowing call for fire training on various levels in the training continuum, appears to be "all arms" capable. Put your JTAC into action supporting your team, and gain a further advantage over the OPFOR, while refining your drills at the sharp end.

VBS2 Marksman MK1:
Been to the WTSS? Hate shooting pixels? Get an updated virtual range using VBS2 for visuals!

VBS2 CFFT:
Effectively VBS2Fires combined with the setup seen with the VBS2 Marksman kit giving you a 360 degree view of the battlefield, could have the potential to replace the IFOT.

For more information check here.

Keep in mind that additional license fees may apply, and obviously you'll be expected to fork out some cash for hardware, and by some cash I mean a lot of cash!

Those who are in a position to nag the movers and shakers would have probably stopped reading by this point to go start agitating to provide more options to the troops, so I'll finish up here and go continue working on the upcoming tutorials.

Jamie.

Monday, April 6, 2009

Looking toward the future

Well folks, there's one thing google's webmaster tools are telling me and that is, you're after FSM tutorials. The good news is I have one planned for release after the topographical map tutorial goes live. I will cover as much as I possibly can from basic concepts right through to the head spinning implications for useage within VBS2. Unfortunately BIA haven't released their FSM editor so at this stage it looks like it'll be a double shot of FSM learning fun. The purpose of this post simply is to say quite literally, watch this space!

As for the topographical map tutorial I'm working on final sound recording for the walk-through video, you'll get to hear my fantastic Aussie accent and perhaps some background noise (not really, I'm no voice actor!). Also I'll be putting up a number of example scenarios to compliment the standard VBS2 ones supplied by BIA to demonstrate a number of things, like how to handle dismounts and their parent vehicles, these will be fully documented to outline the key points as well.

Currently my biggest challenge is sourcing a PDF printer app, I may have to install openoffice to achieve this, once that's done there may be a flood of documents explaining all sorts of things.

Cheers for the patience, it's a busy week again, I will post new content as I get the articles to an appropriate standard.

Jamie.

Struggling to keep up to date?

If you're like a lot of people out there you find a site you like, you bookmark it and occassionally you get back to that site a few weeks later, or you completely forget about it. For this particular blog that may prove fatal, in that you may miss something important. I know a lot of the content doesn't apply to each and every one of you, however, there may from time to time be things you don't want to miss.

For the above reason I've provided the tools to help you keep up to date with this blog. Filling the sidebar are these tools to not only share this blog with others, but also to tie yourself in. The first button up top is a share link which will enable you to tell others about this blog through various social networking applications including e-mail and facebook. Below is a ticker which links to an RSS Feed which you can use an application like Mozilla Thunderbird, or Google Reader to get updates from. Finally below the clustrmap is the follower panel, an integrated Blogger widget that will enable blogger users to keep up to date with new posts on this site.

Unfortunately I don't have an update timeline, I'm not a professional blogger and updates come between work and life commitments, however I hope the content on this blog is seen as useful, and not such a pain in the rear to keep up with. It is for those very reasons I'm working hard to deliver quality content, but also making sure it's easily accessible for all.

EDIT: Almost forgot, below the blog ticker for those of you who can't use RSS, I've provided a system to subscribe via e-mail, get all the updates you need, right in your inbox!

Cheers,

Jamie.

Sunday, April 5, 2009

Application Scripting Interface

For the boss men out there, understanding the worth of a particular aspect of a simulation requires a functioning example and generally some text in the form of a paper. One particular aspect I'll highlight in this article is VBS2's Application Scripting Interface or ASI. In particular I'll move around the domain of Agents or AI actors and this paper here. 

Basically the paper is the result of research into populating VBS2 with realistic virtual actors that are controlled through the ASI. To summarise the goals there was intent to improve behaviour of the agents (non-player characters) through a third party model. Essentially through a plug-in DLL, the context the agent finds themselves in is evaluated, that information is then sent through a model internal to the DLL to formulate a response to that context. The response is generally a combination of commands including doMove, used to move the agent to a particular location that is deemed advantageous given their current role. In one example the objective of an agent was as a suicide bomber to move themselves to a position where they'd cause maximum casualties with their payload.

This however is not the only purpose for the ASI, other examples include improving interaction with other HLA/DIS simulations, or influencing VBS2 based on information from a separate program. The possibilities are almost limitless as the ASI is a direct line into the VBS2 scripting language. However it must be noted that a lot of things possible in the ASI are also possible in plain scripting with no DLLs, unless you're looking to talk to something externally.

Over time as more ASI examples come to light and they're documented I will post the document links here. There is a lot of potential in this that is yet to be explored.

For those of you interested in exploring CoJACK (mentioned in the paper), there is a site here.

Jamie.

Wednesday, April 1, 2009

VBS2 Internal Function Library

Some of you may not be aware of the Function Library internal to VBS2, it is a set of scripts that perform certain tasks that have been developed by BIA/BISim to help content developers simplify their tasks by using a few parameters with a call to a function name to get a result, instead of having to solve the most common problems themselves in their own script.

The reason I am bringing this up is the reference for the functions as far as I'm aware isn't in any standard documentation, you either have to dig on the forums or through the biki, so instead I'm posting a quick intro here, with links. Keep in mind that these functions can only be used inside SQF files, they can't be used directly in the editor or in SQS (another reason not to use it).

To use this library, put the following in the top of any SQF using the functions:
#include "\vbs2\headers\function_library.hpp"
Then to use a specific function from the library, add a line like this:
_returnValue = [parameters] call fn_vbs_exampleFunction;

A full list of functions by category can be found here. Keep in mind that function names are case sensitive, so use their names exactly as you see in the reference. Also, check the version number for the functions as you would a normal command, as if you try to use a function not available in your version, you will probably be disappointed by errors. As for VBS2 Lite, I have no idea what functions do and don't work, so that will largely be a trial and error thing.

If anyone is a keen scripter, yet doesn't know how to create their own function library, please post a comment, if there's enough demand to learn how to do something in particular that will guide the path of this blog, assuming the requests are reasonable in scope and the topic can be covered in a handful of posts!

Cheers,

Jamie.

BIA Part-Time Position, and Other Stuff

For those of you looking to fill around 25 hours per week working with a particular simulation we all know and love, there's a part-time position with BIA for a particle scripter. If you don't know what a particle is, you're off to a bad start! Position is said to be working on both VBS2 and ArmA II, I would assume this is your typical work from home arrangement.

Interested parties should check here.


Get in fast, and don't tell the HR person I said hello!

In other news I've just returned to work, hobbling around the office. I'm currently working on polishing the topographic map tutorial, once it's fully ready to go and has been looked over by a proof reader I'll post it here.

For those of you keeping an eye on ArmA II (or ArmA 2 for those not familiar with roman numerals), there's a new video getting about from GC08 on youtube, you will find it here.

Expect more updates during the week! Just keep in mind my post rate will depend on work load, for those of you who don't like bookmarking, there is an RSS feed you can subscribe to (top right).

Cheers,

Jamie.

Sunday, March 29, 2009

ArmA II and an Upcoming Tutorial


For those few who haven't got the time to keep an eye on ArmA II, here's a quick update. There's been substantial activity at ArmA2.com with posting of new media over the past two months. It's really worth taking a look at the tech behind the new iteration of the engine and understanding what's coming, I know that I for one will be picking up a new copy as soon as it hits store shelves (I've seen dates ranging from a May release through to late June). Along with ArmA2 we'll see the addition of new technologies graphics wise, hopefully improvements in the terrain area as well, Chernarus (the ArmA 2 campaign terrain) is 225km^2 in size. Also we're apparently going to witness the death of SQS syntax, meaning all scripting must be in SQF, which will apparently have a few changes as well. For those who haven't seen it yet, check out the embedded video below:


Click full-screen to get a better look!

Also for those of you here to learn something, I've got a tutorial on the way that some of you may be interested in, particularly the terrain guys. I will be posting a full how-to step by step guide on the methods to process Topographic maps and include them for use in the VBS2 map screen! I'll also attempt to provide some on-going support to those of you who have a bit of difficulty getting it, or at least putting you in contact with people who can help.

Watch this space!

Jamie.

Saturday, March 28, 2009

The Danger of over-enthusiasm for Sim Training

Anything in the following post will largely revolve around an informed response to Pete Morrison's comments as on the VBS2 website here: click. Particularly this comment, "Before long, I am convinced that entire mission rehearsal exercises will be conducted entirely in game-based virtual simulation, prior to deployment"

Simply put, lets not get ahead of ourselves here, if anything research by people much more intelligent than me illustrates the short falls in using a single approach to deliver training. Yes, simulation is a step in the right direction for relating military training to the modern junior soldier who has grown up with his XBOX and PC. Anyone with half a brain should be able to see this is the case, relate the training to the soldier's interests, improve effectiveness of the stimulus and his retention of the key points. I don't need to say this, as it was illustrated in a paper from I/ITSEC that I linked to in a previous post (experiental learning and a blended approach).

The shortfall with purely game-based virtual training and using that solely for pre-deployment is lack of focus on some skills that will keep soldiers alive. Yes we can shoot a pixel at 300m at the WTSS and watch him fall down, and maybe one day it'll be a high definition pixel courtesy of Laser Shot. But unless we're training to fight in an air conditioned building, or purely focused on MOUT during deployment, we're coming up short. The enemy aren't stupid, they do revise their tactics and attempt to exploit weaknesses, if they find we've failed to prepare in the sticks, that's where they'll hit us.

VBS is simply a procedural model and a virtual simulation, depending on the application. It cannot possibly replicate everything involved in an attack, fighting withdrawal or ambush, it would be ok if wars were massively multiplayer battles fought online to "level up" and achieve world wide noteriety for being such an awesome geek. Unfortunately in war, people die, no desktop trainer or shoot house will have a massive effect on that, and as long as that remains a constant, our preparation must be a combination of mental as well as physical.

In addition to this we're fighting resistance in the form of the old-school, post-cold war soldiers who see efficiency in the class room as being more important. To suggest at this stage we'll replace blanks or simunition with ballistics models and also physical models in the virtual environment that they assure us are correct is nothing but a dream. Maybe if we could train with actual SOPs in the desktop environment rather than modified simulation SOPs or even "notionally" performing our task in the team in some cases, we'd have a chance.

Case in point, the M113AS4, I'm not interested in the fact the ADF may not have funded this content, it's an inaccurate representation. The reason I say this simply is, the cargo hatch on top cannot be opened, and diggers can't peek out the top, something we do on a regular basis, some unit SOPs may even dictate that the passengers provide rear security. This isn't exactly an unfair example as it has been proven possible in other physical models in VBS2. Without substantial development and intensive communication between SMEs and the modellers, VBS2 wont go much further than a part-task trainer.

Comments?

Jamie.