| MANEUVER & COMBAT OPERATIONS (AIR, GROUND, MARITIME DOMAINS) | | Combat Ops | | | | | This topic area consists of a broad range of entity and aggregate modeling and simulation capabilities in the Air, Ground, and Maritime domains with particular focus on aspects of the Maneuver warfighting function and maintenance of the current state of simulation objects. The items include modeling constraints such as movement rates, route trafficability, control measures, weather, and environmental factors. Additional items related to the transportation of entities or supplies include load capacity, timing, and changes of state. Detailed modeling should consider transitions between domains, equipment and human fatigue, suppression effects, degradation, denial, and destruction of entities. Force protection operations should be also modeled to include entrenchment effects and timing, force protection levels, and Mission Oriented Protective Posture (MOPP) operations and constraints. |
| Maneuver & Combat | Maneuver & Combat | 99 | | | | |
| | | F29 | Time for fire assets to be mobile--time to transit--time to fire cap | Represent firing units execution of march order, movement, and establishment of fire capability in a new firing position. | Simulate firing unit displacement, movement and emplacement in a new firing position, including the time required to issue movement orders, displacement time, rate of movement, and emplacement time required to reestablish firing capability . | |
| | | M01 | PLI (Position Location Information)--Entity | An element of the synthetic environment that is created and controlled by a simulation application, an entity represents a unique physical object in the synthetic environment. | Simulate entity state for blue, red, and coalition tables of equipment, and blue, red, and coalition tables of organization (without Military Occupational Specialties (MOSs)) within Live-Virtual-Constructive (LVC) simulations with 1 m accuracy. | |
| | | M02 | PLI (Position Location Information)--Entity | An element of the synthetic environment that is created and controlled by a simulation application, an entity represents a unique physical object in the synthetic environment. | Output entity state updates 1 / sec for constructive entities and 10 / sec for 3D visualization. | |
| | | M03 | PLI (Position Location Information)--Entity | An element of the synthetic environment that is created and controlled by a simulation application, an entity represents a unique physical object in the synthetic environment. | Use dead reckoning 2nd order Taylor expansion (position, velocity, acceleration). | |
| | | M04 | Entity Type | The Entity Type is the enumerated value of the respective entity by Kind, Country, and Domain categories and subcategories. | Adhere to SISO-REF-010-2019, Reference for Enumerations for Simulation Interoperability, beginning with Version 26 to represent entity types and update as the Enumerations evolve. | |
| | | M07 | Entity Status | Entity Status describes the combatant condition and capabilities of an entity. | Output kinetic battle damage to entities 1 / sec for constructive entities and 10 / sec for 3D visualization. | |
| | | M08 | Entity Status | Entity Status describes the combatant condition and capabilities of an entity. | Output non-kinetic battle damage to entities 1 / sec for constructive entities and 10 / sec for 3D visualization. | |
| | | M09 | Entity Appearance | Entity Appearance describes the entity signature based on the Entity Status and time-sequenced changes to that status. | Calculate entity appearance state when entity status changes. | |
| | | M10 | Entity Appearance | Entity Appearance describes the entity signature based on the Entity Status and time-sequenced changes to that status. | Output entity appearance state updates when entity status changes within 1 sec for constructive entities and .1 for 3D visualization. | |
| | | M11 | Entity Movement | Entity Movement is represented by time-sequenced Entity State updates. | Calculate entity movement attributes other than movement when they change: mobility kill, gun position, sensor position. | |
| | | M12 | Entity Movement | Entity Movement is represented by time-sequenced Entity State updates. | Output entity movement attributes 1 / sec for constructive entities and 10 / sec for 3D visualization. | |
| | | M13 | PLI--Aggregate | A group of entities or a group of other aggregates. The substitution of the word “unit” is used to avoid phrases like “aggregate aggregate.”” | Represent aggregate state for units and formations with aggregate mode, type, formation, position, orientation, velocity, state, and footprint dimensions. | |
| | | M14 | PLI--Aggregate | A group of entities or a group of other aggregates. The substitution of the word “unit” is used to avoid phrases like “aggregate aggregate.”” | Calculate an aggregate state when a predetermined length of real-world time has elapsed since the issuing of the last update, applying dead reckoning to each attribute for state changes using a 2nd order Taylor polynomial which is: new condition = current condition modified by the first order derivative further modified by the second order derivative. | |
| | | M15 | PLI--Aggregate | A group of entities or a group of other aggregates. The substitution of the word “unit” is used to avoid phrases like “aggregate aggregate.”” | Output an aggregate state update each time one is calculated within 1 sec for constructive entities and .1 sec for 3D visualization. | |
| | | M16 | Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.) | A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates. | Represent routes as waypoints, trafficability by vehicle type, width, height, and altitude. | |
| | | M17 | Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.) | A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates. | Assign routes and route segments to entities. | |
| | | M18 | Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.) | A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates. | Assign routes and route segments to aggregates. | |
| | | M19 | Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.) | A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates. | Calculate / output route segments assigned to entities based on changes to the environment and situation. | |
| | | M20 | Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.) | A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates. | Calculate / output route segments assigned to aggregates based on changes to the environment and situation. | |
| | | M21 | Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.) | A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates. | Output updates to route segments assigned to entities within 1 sec for constructive entities and .1 sec for 3D visualization. | |
| | | M22 | Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.) | A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates. | Output updates to route segments assigned to aggregates within 1 sec for constructive entities and .1 sec for 3D visualization.. | |
| | | M23 | Air Movement | Air movement is the movement of air platform systems and forces at the entity and aggregate levels, including the air transport of units, personnel, supplies, and equipment including airdrops and air landings. | Assign airspace control authority for planned and executed air movements as applicable to specific aircraft. | |
| | | M24 | Air Movement | Air movement is the movement of air platform systems and forces at the entity and aggregate levels, including the air transport of units, personnel, supplies, and equipment including airdrops and air landings. | Create ad hoc airspace routes using airspace control measures. | |
| | | M25 | Air Launch and Landing Facility | An Air Launch and Landing Facility is a permanent or semipermanent installation with the capacity to support the launch and recovery of air entities and/or aggregates. | Simulate launch and recovery of air entities. | |
| | | M26 | Air Launch and Landing Facility | An Air Launch and Landing Facility is a permanent or semipermanent installation with the capacity to support the launch and recovery of air entities and/or aggregates. | Simulate launch and recovery of air aggregates. | |
| | | M27 | Air Launch Point | The Air Launch Point is the 3D location where aircraft leave the ground commencing movement along an air route. | Calculate the position where air movement starts. | |
| | | M28 | Air Waypoint | An Air Waypoint is a 3D location at which a change in direction, altitude, velocity, or behavior is triggered along an air route. | Calculate changes in direction, altitude, and velocity of air entities. | |
| | | M29 | Air Waypoint | An Air Waypoint is a 3D location at which a change in direction, altitude, velocity, or behavior is triggered along an air route. | Calculate changes in direction, altitude, and velocity of air aggregates. | |
| | | M30 | Air Flight Behaviors | An Air Flight Behavior is an aerial maneuver executed by one or more air platform system entities | Trigger the execution of an air flight behavior when an air entity reaches an air waypoint or airspace control measure along the air route or on command. | |
| | | M31 | Air Flight Behaviors | An Air Flight Behavior is an aerial maneuver executed by one or more air platform system entities | Trigger the execution of an air flight behavior when an air aggregate reaches an air waypoint or airspace control measure along the air route or on command. | |
| | | M32 | Air Flight Behaviors | An Air Flight Behavior is an aerial maneuver executed by one or more air platform system entities | Provide a mechanism for specifying air flight behaviors. | |
| | | M33 | Flight Restrictions | Flight Restrictions describe prohibited behaviors that an air platform system or aggregate must refrain from performing when utilizing air movement. | Invoke flight restriction when the criteria for imposing it have been met. | |
| | | M34 | Flight Restrictions | Flight Restrictions describe prohibited behaviors that an air platform system or aggregate must refrain from performing when utilizing air movement. | Provide a mechanism for specifying flight restrictions. | |
| | | M35 | Air Mobile Movement | Air Mobility Movement is the air transport of units, personnel, supplies, and equipment by air platform systems and forces at the entity and aggregate levels. | Execute air mobile movement consistent with air entity transport weight capability. | |
| | | M36 | Air Mobile Movement | Air Mobility Movement is the air transport of units, personnel, supplies, and equipment by air platform systems and forces at the entity and aggregate levels. | Execute air mobile movement consistent with air aggregate transport weight capability. | |
| | | M37 | Air Landing Area | An Air Landing Area is an unimproved area on the ground where airborne parachute landings, air drop of equipment, and offload of air transport platform system entities takes place (also known as an air landing zone, with landing points). | Execute air entity transport offload operations within an air landing area, subject to planning parameters and environmental conditions. | |
| | | M38 | Air Landing Area | An Air Landing Area is an unimproved area on the ground where airborne parachute landings, air drop of equipment, and offload of air transport platform system entities takes place (also known as an air landing zone, with landing points). | Execute air aggregate transport offload operations within an air landing area, subject to planning parameters and environmental conditions. | |
| | | M39 | Air Landing Area | An Air Landing Area is an unimproved area on the ground where airborne parachute landings, air drop of equipment, and offload of air transport platform system entities takes place (also known as an air landing zone, with landing points). | Execute airborne parachute landings from an air entity within an air landing area, subject to planning parameters and environmental conditions. | |
| | | M40 | Air Landing Area | An Air Landing Area is an unimproved area on the ground where airborne parachute landings, air drop of equipment, and offload of air transport platform system entities takes place (also known as an air landing zone, with landing points). | Execute airborne parachute landings from an air aggregate within an air landing area, subject to planning parameters and environmental conditions. | |
| | | M41 | Ground Movement | Ground movement is the movement of ground platform systems and forces at the entity and aggregate levels, including the ground transport of units, personnel, supplies, and equipment over road networks and cross country ground routes. | Assign control measures to ground entities for planned and executed ground movements. | |
| | | M42 | Ground Movement | Ground movement is the movement of ground platform systems and forces at the entity and aggregate levels, including the ground transport of units, personnel, supplies, and equipment over road networks and cross country ground routes. | Assign control measures to ground aggregates for planned and executed ground movements. | |
| | | M43 | Ground Movement | Ground movement is the movement of ground platform systems and forces at the entity and aggregate levels, including the ground transport of units, personnel, supplies, and equipment over road networks and cross country ground routes. | Assign ground control authority to ground entities. | |
| | | M44 | Ground Movement | Ground movement is the movement of ground platform systems and forces at the entity and aggregate levels, including the ground transport of units, personnel, supplies, and equipment over road networks and cross country ground routes. | Assign ground control authority to ground aggregates. | |
| | | M45 | Sea Movement | Sea movement is the movement of maritime forces at the entity and aggregate levels on and under the surface of large salt water bodies, according to the capability of those forces. | Assign maritime control authority to maritime entities. | |
| | | M46 | Sea Movement | Sea movement is the movement of maritime forces at the entity and aggregate levels on and under the surface of large salt water bodies, according to the capability of those forces. | Assign maritime control authority to maritime aggregates. | |
| | | M47 | Sea Movement | Sea movement is the movement of maritime forces at the entity and aggregate levels on and under the surface of large salt water bodies, according to the capability of those forces. | Assign control measures to maritime entities for planned and executed movements. | |
| | | M48 | Sea Movement | Sea movement is the movement of maritime forces at the entity and aggregate levels on and under the surface of large salt water bodies, according to the capability of those forces. | Assign control measures to maritime aggregates for planned and executed movements. | |
| | | M49 | Amphibious Movement | Amphibious movement is the controlled movement of Amphibius Task Force (ATF) to its respective objective area. | Assign control measures to amphibious entities. | |
| | | M50 | Amphibious Movement | Amphibious movement is the controlled movement of Amphibius Task Force (ATF) to its respective objective area. | Assign control measures to amphibious aggregates. | |
| | | M51 | Amphibious Movement | Amphibious movement is the controlled movement of Amphibius Task Force (ATF) to its respective objective area. | Execute amphibious movement for amphibious entities under designated command authority according to assigned amphibious control measures. | |
| | | M52 | Amphibious Movement | Amphibious movement is the controlled movement of Amphibius Task Force (ATF) to its respective objective area. | Execute amphibious movement for amphibious aggregates under designated command authority according to assigned amphibious control measures. | |
| | | M53 | Amphibious Command Authority | A Command authority that controls a designated geographical area or functional components of an Amphibious operation. | Designate amphibious command authority over assigned entities conducting an amphibious movement. | |
| | | M54 | Amphibious Command Authority | A Command authority that controls a designated geographical area or functional components of an Amphibious operation. | Designate amphibious command authority over assigned aggregates conducting an amphibious movement. | |
| | | M55 | Trafficability (terrain impacts on mobility) | Trafficability is the ability of a given aggregate, system platform or lifeform entity to traverse a specified terrain surface or volume. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance. | Apply trafficability effects to platform entity movement over or through a specified terrain surface or volume. | |
| | | M56 | Trafficability (terrain impacts on mobility) | Trafficability is the ability of a given aggregate, system platform or lifeform entity to traverse a specified terrain surface or volume. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance. | Apply trafficability effects to platform aggregate movement over or through a specified terrain surface or volume. | |
| | | M57 | Trafficability (weather impacts on mobility) | Trafficability is the ability of a given aggregate, system platform or lifeform entity that traverses a specified terrain surface or volume, given current and cumulative weather conditions. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance. | Apply trafficability effects to platform entity movement over or through a specified terrain surface or volume, given current weather conditions. | |
| | | M58 | Trafficability (weather impacts on mobility) | Trafficability is the ability of a given aggregate, system platform or lifeform entity that traverses a specified terrain surface or volume, given current and cumulative weather conditions. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance. | Apply trafficability effects to platform aggregate movement over or through a specified terrain surface or volume, given current weather conditions. | |
| | | M59 | Trafficability (weather impacts on mobility) | Trafficability is the ability of a given aggregate, system platform or lifeform entity that traverses a specified terrain surface or volume, given current and cumulative weather conditions. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance. | Apply trafficability effects to platform entity movement over or through a specified terrain surface or volume, given cumulative weather conditions. | |
| | | M60 | Trafficability (weather impacts on mobility) | Trafficability is the ability of a given aggregate, system platform or lifeform entity that traverses a specified terrain surface or volume, given current and cumulative weather conditions. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance. | Apply trafficability effects to platform aggregate movement over or through a specified terrain surface or volume, given cumulative weather conditions. | |
| | | M61 | Maritime choke points + key terrain/hydrography (shallow water, natural barriers like islands) | Maritime Choke points are geographic features that constrain sea movement, resulting in natural congestion along two wider and important navigable passages. Their characteristics include shallow water, reefs, atolls, islands and mainland shorelines. | Simulate maritime choke points by limiting sea vessel movement in shallow waters where the bathymetry conjoins the terrain surface model, defining trafficable channels where ships' keel depth does not exceed the bathymetric depth. | |
| | | M62 | Sea State | Sea State is a scale that categorizes the force of progressively higher seas by wave height. | Simulate the effects of sea state on amphibious and naval movement. | |
| | | M63 | Sea State | Sea State is a scale that categorizes the force of progressively higher seas by wave height. | Simulate the effects of sea state on loading and offloading of transport vessel platform entities to and from joint logistics over the shore. | |
| | | M64 | Sea State | Sea State is a scale that categorizes the force of progressively higher seas by wave height. | Simulate the effects of sea state on loading and offloading of transport vessel platform aggregates to and from joint logistics over the shore. | |
| | | M66 | Weather effects on visibility | Visibility is the greatest distance in a given direction which it is just possible to see and identify with the unaided eye either: (1) in the daytime, a prominent dark object against the sky at the horizon or (2) at night, a known, preferably unfocused, moderately intense light source. A variety of atmospheric and meteorological effects, including air temperature, barometric pressure, humidity, wind direction and velocity, precipitation, cloud cover, storms, and natural obscurants may impact visibility | Simulate weather effects on visibility in multiple spectra from infrared through visible to ultraviolet wave bands. | |
| | | M67 | Weather impacts on fatigue | Weather impacts on fatigue include the temporal impact of weather on system level platform, lifeform, and structure entities and aggregates. | Simulate degraded performance effects due to fatigue caused by weather conditions over time. | |
| | | M68 | Weather impacts on aviation operational availability | Weather impacts on aviation operational availability include the prospective and realized impact of weather on a system level platform entities and aggregates. | Simulate and output aircraft performance effects caused by weather conditions. | |
| | | M71 | Model weather, enemy, and terrain and compare it to the expectations of the oplan for deviations | Modeling weather, enemy, and terrain conditions entails maintaining Perceived and Ground Truth common operating pictures for the aviation component player and exercise control elements. | Represent and compare the perceived and ground truth Common Operating Picture, providing detailed logging including annotations for predictive analysis and after action review feedback. | |
| | | M72 | Model weather, enemy, and terrain and compare it to the expectations of the oplan for deviations | Modeling weather, enemy, and terrain conditions entails maintaining Perceived and Ground Truth common operating pictures for the aviation component player and exercise control elements. | Provide an analytical tool for comparison of logs to oplan. | |
| | | M75 | Beach gradient impacts on amphibious mobility | Beach gradient impacts on amphibious mobility are determined based on the beach gradient value and the landing equipment utilized at entity or aggregate level. | Modify landing craft and cargo equipment acceleration, deceleration, minimum velocity, maximum velocity, maximum turn rate, angular velocity, and angular acceleration upon landing based on beach gradient, surface material category, and water density. | |
| | | M76 | Fatigue | Fatigue comprises the physical performance degradation of and system level platform, lifeform, and structural entity and aggregate performance when in operation over a period of time. Lifeform fatigue is normally transient, with the rate of recovery based on rest and sustenance. Equipment fatigue is generally structural, not temporary in effect, and requiring replacement or repair of the broken part, subsystem, or component. | Calculate fatigue effect on maneuver based on the duration and intensity of operations as a function of performance and fatigue thresholds in relation to sustenance and rest, including sleep periods as applicable to human-operated platform entities. | |
| | | M77 | Fatigue | Fatigue comprises the physical performance degradation of and system level platform, lifeform, and structural entity and aggregate performance when in operation over a period of time. Lifeform fatigue is normally transient, with the rate of recovery based on rest and sustenance. Equipment fatigue is generally structural, not temporary in effect, and requiring replacement or repair of the broken part, subsystem, or component. | Calculate fatigue effect on maneuver based on the duration and intensity of operations as a function of performance and fatigue thresholds in relation to sustenance and rest, including sleep periods as applicable to human-operated platform aggregates. | |
| | | M78 | Fatigue impacts on mobility | Fatigue impacts on mobility include degradation in movement performance, including reduced acceleration and velocity thresholds, navigation errors and higher accident rates for human operated system level platform, lifeforms, and aggregates | Calculate, log, and Output fatigue impacts on mobility for human-operated platform entities according to the level and duration of fatigue. | |
| | | M79 | Fatigue impacts on mobility | Fatigue impacts on mobility include degradation in movement performance, including reduced acceleration and velocity thresholds, navigation errors and higher accident rates for human operated system level platform, lifeforms, and aggregates | Calculate, log, and output fatigue impacts on mobility for human-operated aggregate entities according to the level and duration of fatigue. | |
| | | M80 | Ship to shore connectors | The Ship to Shore Connector (SSC) is the evolutionary replacement for the existing fleet of Landing Craft, Air Cushion (LCAC) vehicles, which are nearing the end of their service life. The SSC is an air cushion vehicle whose mission is to land surface assault elements in support of Operational Maneuver from the Sea (OMFTS), at over-the-horizon distances, while operating from amphibious ships and mobile landing platforms. | Simulate ship-to-shore (SSC)-capable entity transport of other entities. | |
| | | M81 | Ship to shore connectors | The Ship to Shore Connector (SSC) is the evolutionary replacement for the existing fleet of Landing Craft, Air Cushion (LCAC) vehicles, which are nearing the end of their service life. The SSC is an air cushion vehicle whose mission is to land surface assault elements in support of Operational Maneuver from the Sea (OMFTS), at over-the-horizon distances, while operating from amphibious ships and mobile landing platforms. | Simulate SSC-capable aggregate transport of other aggregates. | |
| | | M82 | Sea lines of communication | A sea route, that connects an operating | | |