This product is a professional version of the commercial product. It is sold on a case by case basis to friendly governments and their supporting vendors.
|Feature||Use||H3 ANW (Game)||H3 Pro (Simulation)|
|Mapping||Features world maps||Y||Y|
|Database Editing||Allows user to “roll their own” systems, weapons and platforms||Y||Y|
|Scenario Editing||Allows users to create their own scenarios||Y||Y|
|HTI||Session export and post processing with relational database.||Y|
|STK||AGI’s Satellite Tool Kit interface||Y|
|GIS||ESRI Shapefile import and display||Y|
|VCR||Record, play back, edit and branch feature to support “Hot Washup”||View only||Y|
|VLS/Monte Carlo||Automated replay of a batch of scenarios (fixed random number seed) and
Automated replay of one scenario with randomized seed
|Umpire Mode||Dedicated player stations that allow game play to stop, as well as limited entity editing during play. Also a “God’s Eye” view.||Limited MP only||Y – MP only|
|DIS||Distributed Interactive Simulation (DIS) support||Y|
The software allows for any unlocked scenario to be loaded, tested, saved and distributed: Two projection systems are available, Lambert and Polar. Users can create their own scenarios from scratch or modify unprotected scenarios.
H3Pro ships with two editors. One is the built in editor, which is built into the game UI. The other is the Reimer Editor as shown below. This is an MS Access tool that converts the selected H3 Pro database from binary to MS Access MDB format, and back again. The tool’s source is included thus allowing for integration with the HTI output database and/or other analytical tools that support ODBC.
Harpoon Track Interface (HTI)
This interface basically records all major game events for transfer to other systems. It is intended for batch usage, but real time conversion may be possible. The STK interface will be deprecated in v3.11 as direct API level binding will be implemented.
• Exports to an ASCII file of all events.
• Imports into an ODBC compliant DBMS
• Exports to Satellite Tool Kit (STK) (below)
• HTI DBMS can be linked with the Platform DBMS for costing and scoring of scenarios
• Victory Conditions and Scores can be persisted into the DBMS for later export to SCORM systems.
• Also used for Monte Carlo analysis (below)
• Can be expanded to support driving and then analyzing logistics modeling for sessions
AGSI’s approach is twofold:
First, H3 exports ASCII files of unit position and movement information as well as sensor detections, weapon launches, and weapon strikes during game play.
Second, a data “warehouse” is built to import the ASCII files and allow for a variety of analysis and reporting activities to take place. This single piece of software, called the Harpoon Tracking Interface (HTI), also allows for the export of game events into a variety of formats starting with STK.
Additional interfaces can be added onto the HTI operations costing (for fuel, ordinance and vehicle operational hours), and other purposes. The data warehouse supports analysis by using MS Access, SQL Server or most other common databases.
AGI Satellite Tool Kit Interfaces
In versions 3.6 through v3.10 this is handled via ephermis files.
In versions 3.11 and later real time linking to various STK modules and components can be activated.
Geospatial Information Systems (GIS) Import
This release allows for the overlay of Geospatial Information Systems (GIS) information onto the game space. This provides additional layers of political, environmental and operational information to be clearly displayed in the context of custom scenarios.
GIS objects in this release include colored points, lines and simple polygons. Enhancements under consideration include filled polygons, line width, line style, text and simple icons.
This enhancement was sponsored by the Australian Defence Simulation Office.
GIS stands for Geospatial Information Systems. Essentially this is computer-based mapping that allows for information in a database, or collected from real world objects (like a plane or train), to be displayed in a computer generated map.
Some customers need to go beyond the red light or green light testing to situational analysis with platforms. This need is fulfilled by building upon the auto testing capabilities through the addition of analysis tools. The VLS will summarize each test to give a success rate based on Victory Conditions. As of v3.8.0 (May 2007), the basic infrastructure is in place, but the extraction and reporting capabilities are awaiting user generated requirements. After implementing two or three customizations, AGSI intends to combine these into a standard feature set.
1. New test requirements featured include AA log events, Victory Condition completion time, and HTI events. The user will set a requirement by specifying the damage taken, completion time, shots taken, etc. Post-run analysis can now present a graph of the results with the requirement as one axis and the runs as the other.
* Future options could include overlaying several tests over each other to compare variables in the scenarios. Another possibility would allow the user to enter a range for the requirement and the analysis could present the runs inside and outside the range.
2. Presentation – This feature will be driven by user requirements. We will ask for use cases and use stories from the users and implement those as well as our own basic presentation.
* If the views have conflicting requirements the VLS will support the switching of views.
3. Custom Data Translation – Another feature to support data analysis is the translation of H3 results into compatible formats. Our current design specifications include the support of MS Access 2000 and later, MS SQL Server 2000/2005, as well as XML for some results.
* An option not in our current design specs is the translation to XLS format for use with MS Excel. This would allow the user to use any presentation features of Excel.
* Items marked with an asterisk are for future implementation depending on the needs of our users.
This feature allows games to be restarted at any point, as well as allowing the games to be played as a movie in both forward and reverse sequence. Unlike the commercial version of Harpoon 3, H3 Pro allows the recorded sessions to be edited before play back. Thus the “tape” is really “time in a bottle”. This provides a visual “hot wash-up” capability.
Allows an Umpire to add, delete or move a unit, as well as control game play for the players. Umpire mode can be coupled with the VCR feature. There is also a Spectator mode available for observers to see one or both sides of a scenario.
This release features multicast, editors, loggers and mapping configuration files. As of version 3.9 H3 Pro supports the following PDU’s:
• Entity State
These were implemented using a Publish and Subscribe interface, which provides the architecture for the addition of other PDU’s.