This paper will present a new approach for handling the battle lethality computation in the context of a Distributed Interactive Simulation (DIS) network training scenario where participants in an exercise are required to broadcast their current damage status. Usually, each simulation handles the computation and the assessment of damage differently, resulting in an “unfair fight� between the participants. Rather than having each simulation performs this computation, an alternate approach would be to delegate the lethality computation to a common processing task implemented on a server. The design of the battle damage server will be described and discussed in this paper.
The advantage of the battle damage computation approach described in this paper is twofold: participants within the network would use a common mathematical model, and simulations being freed from the burden to compute the battle lethality. This approach will help to eliminate the interoperability variances in lethality results and achieve a “fair fight� weapon effect.