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VR-Forces - a complete simulation solution.

A powerful and flexible computer generated forces platform to fill synthetic environments with urban, battlefield, maritime, and airspace activity.

Whether the need is for a threat generator for training and mission rehearsal systems, a synthetic environment for experimentation, or an engine to stimulate C4i systems, VR-Forces is powerful enough to get the job done.

VR-Forces comes with simulation models for hundreds of battlefield units and systems. During scenario execution, VR-Forces vehicles and humans interact with the terrain, follow roads, move in convoys, avoid obstacles, communicate over simulated radios, detect and engage enemy forces, and calculate damage. Whether modelling at the entity or aggregate level, VR-Forces can stimulate unit’s behaviour based on scenario events such as sensor detection, the crossing of tactical phase lines, or areas of interest.

VR-Forces provides an intuitive GUI that allows users to easily build scenarios, by positioning forces, creating routes and waypoints, and assigning tasks or plans with a simple point and click. Users can lay down the basic outline on a 2D tactical map, and then switch to the 3D scenario editing mode to accurately position entities within a complex urban environment. Turn on XR mode to gain a big picture understanding of the scenario, without losing the 3D perspective. Bring up a 3D inset view for any entity to see the world from its perspective.

  • Capability - Take advantage of VR-Forces flexible architecture to configure it to run stand-alone on a desktop, in a classroom setting, as a remote simulation server, or embedded into specific training devices.
  • Levels of Modelling and Simulation - VR-Forces simulates at both the aggregate level and the entity Level, allowing users to build scenarios that scale from just a few individuals in close quarters to large multi-echelon simulations covering the planet. With aggregate-level simulation, commanders control the flow of engagements while the models consume and replenish resources, as well as monitor how the engagements affect entities’ resources. Entity-level simulation provides specific control of individual vehicles, munitions, human characters, even animals. It is useful for training operators as well as team tactics, techniques, and procedures.
  • Simulating behaviour - VR-Forces is a flexible framework for simulating entities and their interactions with the environment and other entities. These behaviours give VR-Forces entities a level of autonomy to react to the rest of the simulation on their own. This saves users from having to script their behaviour in detail. The autonomous behaviours include:
    • Using sensors to detect other entities.
    • Attacking enemy units on contact, based on the current rules of engagement.
    • Sending and receiving spot reports through the simulated radio networks.
    • Entity activity like “wander about”, “flee from something”, or “search for something.”
    • Identifying obstructions to movement and moving around them.
  • Compelling Content and Graphics - VR-Forces is loaded with content; out-of-the-box users get hundreds of entity definitions preconfigured and ready to use in simulation. Plus hundreds of 3D models mapped to those simulation entities for 3D visualisation. Additionally, VR-Forces includes several terrain databases that can be used as the basis for simulation exercises; hundreds of human characters used by the embedded DI-Guy capabilities; software effects for the environment, weather, and dynamic special effects; and a rich set of documentation covering all aspects of the product and its use.
  • Interoperability – DIS/HLA. VR-Forces interoperates as part of a simulation federation;
    • Easily connect to DIS and HLA exercises – The VR-Forces Launcher provides configurations for the most common DIS and HLA RPR FOM connections, including HLA 1.3, HLA 1516, and HLA Evolved and support for the DI-Guy FOM extensions.
    • Knowledge of all the entities and interactions in the federation – VR-Forces not only publishes entities to the network, it can also work with entities simulated by other federates. Other federates can simulate the complete entity, or part of the entity such as an emitter track/jam beam.

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