"Kill More, and Die Less" Description of Distributed Mission Training benefits from a current USAF F-16 Pilot. Distributed Mission Training (DMT) is one of the key innovative modeling and simulation (M&S) systems focused on increasing and maintaining warfighter skills in the combat airforces. DMT is a rapidly evolving technology with many Air Force organizations and contractors working to provide the best training obtainable. However, to achieve Gen. Hawley's challenge for DMT Training to have a "Fair Fight with Sweaty, Smiling Pilots emerging from the simulator cockpits" some technological challenges still exist.
This paper presents a Distributed Ordnance Server potential solution for providing DMT "Fair Fight" that overcomes the kill/miss errors induced by long-haul physics/network latencies. Further, the Distributed Ordnance Server solution also provides standards for munitions performance that overcome the plethora of different fidelity weapons models built into simulation hosts over many years by many different engineers.
AFRL demonstrated through the ROADRUNNER and COYOTE exercises the benefits of a single common Ordnance Server and identified other problems yet to be solved. The initial AFRL single Ordnance Server Solution solves all of the munition standards technical problems as long as all the shooter and targets are in the same temporal space. However, when long-haul latencies become too large, disparities in the spatial positioning adversely affect the accuracy of the kill/miss outcomes.
This paper's key hypothesis investigated is, "Fair Fight" can be achieved insuring the weapon models, the target model and any countermeasure models interact in the same temporal space. The same temporal space is achieved by a "local" Distributed Ordnance Server positioned at long-haul locations that exceed the acceptable latency tolerances.
The new phase "Temporal Triad" was coined to describe these critical temporal interactions between target, weapon and counter measures. This paper presents solutions to critical problems associated with the DMT simulated "kill" inaccuracies that can occur due to network latencies. McKee (1997/98) utilized a elegant series of live fire experiments as a basis for DMT type testing with live and constructive models and found latencies of greater than 70ms too great for accurate weapon outcomes against a maneuvering target. The unique and innovative portion of this paper is, by architecturally adding distributed ordnance servers and transfer of ownership of weapons between Ordnance Servers, latencies of greater than 70ms can still accurately model "fair fight" outcomes.
Details of the Experimental Design and the subsequent Results are presented. Of particular use to the simulation and training communities are graphics that illustrate Network Induced latency of greater than 70ms weapon to target is too great for "fair fight". Further, the successful results mitigating the long haul latencies via multiple Distributed Ordnance Servers is presented. Conclusions and Future Research Directions are presented with current and anticipated benefits for future Fire & Forget, Directed Energy, Kinetic Energy, and GPS weapons.