Military and Strategic Journal
Issued by the Directorate of Morale Guidance at the General Command of the Armed Forces
United Arab Emirates
Founded in August 1971

2018-11-08

MACE Unmatched Battlespace Simulation

Modern Air Combat Environment (MACE) is a physics-based, full spectrum Computer Generated /Semi-Automated Forces (CGF/SAF) application with a large and user-extensible order of battle, capable of many-on-many simulation yet having very high fidelity at the engagement level. MACE supports the Distributed Interactive Simulation (DIS) architecture including simulation management, entity state, fire, detonate and emissions Protocol Data Units (PDU). MACE is ideally suited for both stand-alone scenario creation/mission rehearsal and distributed mission simulation.

MACE is a Combat Air Forces – Distributed Mission Operations (CAF-DMO) certified CGF/SAF with over 600 licenses in production. It is currently used by the USAF A-10 programme, the 160th Special Operations Aviation Regiment (SOAR), the Distributed Mission Operations Centre (DMOC), the Distributed Training Operations Centre (DTOC), the Distributed Training Centre (DTC), AFSOC’s Mission Readiness Operations Centre (MROC) as well as over 70 fielded and fully accredited Joint Fires training devices including the Advanced Air National Guard JTAC Training System (AAJTS), Joint Terminal Control Training and Rehearsal System (JTC TRS), the JTAC/TACP Operational Simulation Suite (J/TOSS), AFSOC JTAC Simulator, the US Navy’s Combined Arms Virtual Environment (CAVE), and the UAE’s Combined Unit Training System (CUTS).  This past year Air Forces Special Operations Command (AFSOC) announced it is going to integrate MACE in all of its major simulators to include the AC-130, MC-130, CV-22 and UAVs. 

Versatile Capability To Simulate Highly Contested Battlespaces
MACE can simulate highly contested battlespaces including full Integrated Air Defence Systems (IADS) comprising Early Warning, Acquisition, Height Finding and Target Tracking radar. In fact, MACE can also simulate advanced, 5th -generation Active Electronically Scanned Array (AESA) and Passive Electronically Scanned Array (PESA) radar over Distributed Interactive Simulation (DIS). Each sensor is modelled down to the pulse level to include the dynamic generation of high-fidelity emitter audio. MACE simulates air-to-air and surface-to-air missile fly-outs and air-to-ground weapons and ballistics. Instructors can make real-time, dynamic inputs into the scenario by adding or moving threats, including both surface-to-air missile (SAM) systems and aircraft equipped with airborne radar and air-to-air missiles. 

Superior Geographic Information System Core
MACE is built upon a mature Geographic Information System (GIS) core. BSI has built a worldwide tile server and road vector database derived from the OpenStreetMap project. This means that your battlespace is the entire world and you have the GIS data you need to create scenarios appropriate for both training and mission rehearsal.

Modern, object-oriented and multi-threaded MACE takes advantage of today’s multi-core processors. MACE is multi-threaded to provide extremely fast line-of-sight and aerodynamic calculations – essential for real-time, many-on-many simulation. 

Full Spectrum Battlespace Simulation
Most competing CGF/SAF programs were either purpose-built by one of the branches of the armed services or, for commercial competition, were purpose built for a particular weapons system trainer. MACE is different because it was designed from the ground-up as a full-spectrum CGF/SAF. It is a general purpose combat simulator that excels in the areas of Joint Fires and IADS simulation, specifically because of a full-spectrum, holistic approach to simulating the battlespace. 

Live-Virtual-Constructive Simulation
MACE is available with an integrated Test and Training Enabling Architecture (TENA) interface for interoperability with instrumented ranges. MACE’s Virtual SA-8 Simulator provides person-in-the-loop virtualisation of constructive MACE-generated SAM threats. In addition, any MACE platform (aircraft, lifeforms, vehicles) can be either constructive or virtual; simply make a joystick/gamepad input to take virtual control of a constructive entity. 

Unique Ability To Realistically Simulate IADS
During mission simulation, the EW, HF, ACQ and TT radar sites in MACE are linked together to form an Integrated Air Defence System (IADS). The IADS can be imported from FalconView (4.0 or newer) or created in MACE -- you can even import a real electronic order of battle (EOB) in PCI format. The ability to realistically simulate an IADS is a clear differentiator between MACE and simulations which rely on scripting or simplistic rules to trigger radar activity. In MACE, a complex algorithm is executed for each sensor in the battlespace. Does the sensor have line-of-sight to the target? Is the target obscured by stand-off jamming? Has the sensor ‘burned through’ the jamming, if present? MACE answers each of these questions, and more, for every single sensor in the battlespace, many times per second.

MACE also includes a very high-fidelity ‘object model’ for every sensor in the battlespace, sufficient for MACE to run the dynamic two-way Radar Range equation with pulse-level fidelity. 

Dynamically Generated Threat Radar Signals
MACE provides the user with a toolset for defining an emitter’s beam, scan and pulse patterns; each emitter supports multiple modes, and beam, scan and pulse patterns can vary by mode. This pulse level fidelity enables the generation of emitter audio from the pulses as they're processed by the receiver. Both crystal video and super-heterodyne receivers are modelled within MACE. All the threat radar signals presented visually and aurally in MACE are actually being generated dynamically from the threat system’s parameters.

Energy-Based Aerodynamic Models 
MACE uses an energy-based aerodynamic model for aircraft flight. Specific Excess Power (Ps) is the primary driver for describing an aircraft’s flight performance. At positive values of Ps an aircraft is free to turn, climb or accelerate, when Ps is negative an aircraft is forced to decelerate or dive or a combination of both. Ps is also useful to depict an aircraft’s speed-altitude envelope; if Ps has reached zero, the aircraft can neither climb nor accelerate, and thus the aircraft has reached either its ceiling or maximum level velocity. When an aircraft manoeuvres, it retrieves the specific excess power of the aircraft at its current altitude, Mach number, and g-loading. It then initiates a climb angle, turn angle, and rate of acceleration based on its specific excess power data-tables. An energy based aerodynamic model is a good balance between reasonably-close aircraft performance and limited CPU usage when trying to simulate large numbers of constructive forces. 

Flyable Flight Models
MACE includes 6-DOF models for all rotary-wing aircraft, 6-DOF hydrodynamic models for all surface and sub-surface platforms, and 5-DOF physics-based flyable flight models for fast moving fighter-type and slower moving attack-type aircraft. These models are not intended to provide flight training, but rather to construct a flight model that is “sufficiently realistic” for simulating aircraft response to person-in-the-loop flight control inputs. In MACE, you can quickly transfer an entity from constructive (computer) control to virtual (person-in-the-loop) control, and back again. 

Missile Flyouts and Ballistic Flyouts
MACE uses a physics-based aerodynamic model and limited guidance model for missile fly-outs. Missile aerodynamics is derived from weapon thrust, drag, and weight. Weapon thrust is calculated by the motor’s mass flow rate and specific impulse. Drag is calculated by the missile’s drag reference area, coefficient of drag (subsonic and supersonic), speed, and atmospheric conditions at the flight altitude. Missile weight is reduced as propellant is burned. The missile flight profile is based on a four stage approach that includes a free fall time, booster stage, sustained stage, and glide stage. MACE also uses a physics-based aerodynamic model for ballistic fly-outs. 

Full Spectrum Battlespace Simulation
Ask yourself – can your CGF/SAF generate lifeforms that pathfind around obstacles? That are aware of each other and avoid collisions? That can enter/exit other vehicles? Does it have 9-Line, 5-Line and Call for Fire interfaces? Can this same CGF/SAF simulate an entire IADS? Can it simulate AESA/PESA radar down to the pulse level? Does it have fixed-wing, rotary-wing and hydrodynamic models?  Only MACE has all that. 

Fully Integrated Avionics And Combat Equipment
Since MACE is purposefully designed as a data-driven application, the end user can add or edit their own threat data, even down to the pulse level for generating emitter audio. MACE has a wide variety of Sensors and displays to suit the customers’ needs. 

MACE-EW For Electronic Warfare Training And Simulation 
Because of its capability to generate high-fidelity radar signals and the library of EW displays included, MACE-EW is also widely used as a stand-alone or networkable Electronic Warfare training simulation. Both MACE and MACE-EW have the same signal generation capability; MACE-EW is differentiated by the inclusion of 2 separate panoramic receivers, a direction finding (DF) display, a simulated ALE-50 Towed Decoy and a simulated USQ-113 communications jammer.

Integration With Image Generation Software 
MACE uses Distributed Interactive Simulation (DIS) standard appearance bits and articulated parts to provide your Image Generation (IG) software with very detailed descriptions for rendering entities in your 3D Battlespace. MACE includes a vast library of entities including civilian and military aircraft, surface-to-air threats, vehicles, targetable buildings and humans. MACE has been extensively tested with MetaVR’s Virtual Reality Scene Generator (VRSG).

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