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Simulation_Training

Simulations Add ‘Playtime’ to Training Cycle
Story by Staff Sgt. Cindy Fisher
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HEADQUARTERS MARINE CORPS, Washington - Simulation training is taking some of the “field” out of training.

Though hands-on-been-there-done-that real field experience will always be a vital part of the training cycle, simulated training will play a much larger role in the future, said Capt. Erik Jilson, a modeling and simulation analyst at the Technology Division, Training and Education Command at MCB Quantico, Va. Scenario-driven computer exercises, virtual reality video games and hi-tech equipment simulators are meant to augment live training, saving money, time and lives.

“The training that takes place before live training has the goal of better preparing Marines. When live training (occurs), less time is spent getting up to speed and the ‘in the field’ training time is more effective,” Jilson said.

Simulators usually take less time and fewer personnel to set up. Scenarios can be played repeatedly through simulations, and many simulators also include an after action reporting process for evaluation.


Flight simulators, like the one shown here for the MV-22 Osprey, save time, fuel and aircraft use. Photo courtesy of Flight Safety International
 

 

“The best training is live, but it is costly in training dollars,” said Truman C. Preston, assistant chief of staff, G7, II Marine Expeditionary Force, Marine Corps Base Camp Lejeune, N.C.

Repetition is part of training; “the more times you do (something) the better you get,” he said. “Simulations are more cost effective ways to build in the repetitions needed to gain experience.”

Simulation training also puts no wear and tear on vehicles or aircraft, and it expends no ammunition, fuel or other expendable materials. A 2nd Marine Division commanding general in the mid-80s credited a one-week division-level computer-assisted exercise with saving more than $70,000 in radio batteries alone, Preston said.

“Needless to say, savings in 2005 dollars would be considerably more,” said Preston, who retired from the Corps as a lieutenant colonel after more than 28 years.

Simulations allow Marines to make and learn from mistakes in an environment that does not result in deaths. “Using simulations, trainers can inflict casualties on trainees for improper tactics, bad decisions, poor team coordination, etc., and make them bleed, so to speak,” he said.

Marines who “bleed” in the simulations, “hopefully won’t bleed in actual combat,” he said.

Computer-based programs are the name of the game.

Increasingly, today’ battles are fought in a joint or combined arena. Marines in operations Enduring and Iraqi Freedom are fighting side by side with Army, Navy and Air Force personnel as well as forces from foreign nations.


Marines clearing a room in this screen shot from Close Combat: First to Fight use the same weapons and tactics as Marines currently engaged in the Global War on Terrorism.

 

Marine units must train to operate seamlessly in joint and combined environments, but live joint or combined training exercises are not always feasible. Deployments, operational tempo, time and logistics constraints, or a variety of other reasons are barriers to live training, Jilson said.

Computer-based gaming systems, conducted at modeling and simulation sites throughout the Corps, fill this training void.

Computer simulation training has been in use as far back as 1979 with the Tactical Warfare Simulation Evaluation and Analysis System at Las Flores on Camp Pendleton, Calif., according to Tom Buscemi, director of I MEF’s Battle Simulation Center there. TWSEAS was based on a 35 mm slide presentation that illustrated training scenarios.

From this evolved the MAGTF Tactical Warfare Simulation, which was fielded to the Marine Corps again at Camp Flores in 1995, Buscemi said.

MTWS is the Marine Corps’ main staff-planning model, said Preston.

With MTWS, small unit leaders, commanders and their staffs practice command and control procedures, standard operating procedures and techniques, tactics and procedures, said Buscemi.

MTWS produces information forces must react. It replicates fire and maneuver, intelligence, logistics, command and control, and force protection – all the war fighting functions. By responding to the scenarios, the various elements within a unit or joint command learn to operate with each other “before the trucks hit the roads, the planes get in the air or the troops go into battle,” Buscemi said.

The ability to tailor scenarios to a unit’s training needs, allowed 1st Marine Division and I MEF to fight MTWS battles in preparation for Operation Iraqi Freedom four times before they ever went overseas, Buscemi said.

“A senior watch officer who was in Iraq told me that with the exception of the causalities being real, what they experienced in Iraq was very similar to what the simulation produced, which emphasizes the effectiveness of the computer-driven combat simulations,” Buscemi said.

Let the games begin.

The Marine Corps’ virtual training arsenal has expanded to take advantage of the proliferation of video game technology.

Training and Education Command is poised to unveil the Corps’ version of the commercial game Close Combat: First to Fight in late spring of this year. The game is a tactical decision simulation, first-person personal computer program designed to train infantry Marines on fire teams.

The Marine Corps worked closely with Destineer Studios during the development of Close Combat: First to Fight.

The Marine Corps provided thousands of pages of doctrine and more than 40 Marines to work with a Destineer development team to incorporate Marine Corps combat tactics into the game, said Peter Tamte, president, Destineer Studios.

The Corps' contribution of subject matter experts and about $900,000 resulted in a realistic fire team trainer to which the Corps has unlimited distribution rights for Marine Corps use, Jilson said.

The collaboration gives Destineer a game they bill as “the real life experiences of the proud few.” They hope it better illustrates to the gaming community the honor, courage and commitment it takes to be a Marine, said Tamte.

The production of an average video game costs between $5 million and $20 million, said Tamte.

Marine Corps input is pervasive throughout the game.

In First to Fight, a player selects three men from a roster of 20 characters to fill his four-man fire team. About 15 of the characters are based on active duty Marines. “We hope that surrounding players with real-life Marines will help create a taste of what it might be like to actually be a Marine in urban combat,” said Tamte.

Staff Sgt. Hector “Casanova” Arellano, with 3rd Amphibious Assault Battalion, 1st Marine Division, had just returned from Operation Iraqi Freedom I when he was approached to help with the game.

He provided input on fire team tactics like clearing stairs and rooms and moving under fire, said Arellano, a Los Angeles native who is also featured as one of the characters in the game.

The commercial version, which will be available for X-Box, Macintosh and Windows, is scheduled for release in March for about $40.

"While (tactical decision simulations) are games, when used with a training plan and facilitation they are valuable tools for improving war fighting skills," said Jilson.

Although the Corps has been involved with other TDSs like Operation Flashpoint, which was later renamed Virtual Battlefield Systems One, “usually it is a small-scale program or involves modifications after development is completed,” said Jilson.

The MEF simulation centers and infantry military occupational specialty schoolhouses already using TDSs will be the first to get Close Combat: First to Fight. Units interested in the TDS should contact their MEF simulation center or the Technology Division of the Training and Education Command.

Training in the Air …

The next step to more realistic simulation training takes Marines out of the computer room and puts them into equipment simulators.

Pilots at Marine Medium Tilt Rotor Training Squadron 204 based at Marine Corps Air Station New River, N.C., spend considerably more time in simulators training to fly the MV-22 Osprey than in the actual aircraft, said Col. Joel “Coach” Kane, the commanding officer of the squadron.

During the four-month initial instruction phase of the curriculum, pilots are in the MV-22 Full Flight Simulator 60 hours and in the aircraft 36, Kane said. “Flight simulators do an outstanding job of introducing pilots and aircrew to a specific type, model or series of aircraft.”

The Osprey is a tilt-rotor aircraft that takes off like a helicopter. Thanks to the two rotors mounted to its wings that tilt forward, it can convert to fly as a plane. This transition “creates some unique aerodynamic challenges that pilots must work through,” Kane said.

In the simulators, a student pilot “gets a feel” for what is required to maintain control of the aircraft “long before ever getting into the seat of an actual MV-22,” he said.

A mistake in the aircraft could result in the loss of life and a more than $80 million dollar aircraft. A mistake in the simulator means a reboot by the instructor and students try again.

On Land …

Marines attending the M-1A1 Main Battle Tank crewman course at the Army’s Armor Center at Fort Knox, Ky., know of the demand for M-1A1 Tank Drivers Simulators.

The simulators are mock-ups of tank compartments. The boxed compartments are mounted to mechanical systems so that when students move the controls the compartments move, said Master Sgt. Bernard Prevost, the operations chief at the Marine Corps Detachment there.

Due to the high demand for simulator time, students average only about four hours in the simulators, but those four hours are valuable, Prevost said.

“Tanks are kind of hard to stop and it’s better to make your mistakes in the simulators; it greatly reduces your mistakes out in the training field,” he said.

Not only do the simulators get first-timer mistakes out of the way, they increase the variety of a student’s training experience. The basic tank course is only 53 training days long, but with the simulators a student attending during summer can still learn how to operate the tank in winter conditions, he said.

“The simulators change not just the weather but the terrain; whatever the simulator operators dictate,” he said.

… And Sea

Another up and coming vehicle that will rely on equipment simulators during training is the Expeditionary Fighting Vehicle. The EFV, currently in development, is the next generation of AAV.

Seven different types of trainers are planned for specific areas or tasks in the EFV, according to Daniel Dykstra, the division head for Manpower, Personnel, and Training of the Logistics Directorate under the Direct Reporting Program Manager Advanced Amphibious Assault. Planned simulators include a driver simulator, a turret simulator and a weapons station maintenance trainer.

The trainers are still in development and have yet to be tested. They will support a curriculum that is being developed. Based on a study by Program Manager for Training Systems, Marine Corps Systems Command, based in Orlando, Fla., students can expect to spend 20 to 50 hours in the more complex simulators, like the driver and turret simulators, Dykstra said.

Initial operational fielding, the first fielding of limited quantities of EFVs, is scheduled for fiscal year 2010, according to the currently proposed budget. The EFV training systems should arrive at the Amphibian Assault School Battalion at Camp Pendleton in fiscal year 2006.

The value of simulation training to augment live training is apparent. Wherever it is determined that virtual training – simulation – is the correct technology for training, it will be applied, said Jilson.

© 2005 Headquarters Marine Corps. All opinions expressed in this article are the author's and do not necessarily reflect those of Military.com.

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