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Munitions End Game Effect Analysis Tool



OBJECTIVE: Advance the ability of SOCOM Operators and mission commands to incorporate existing physics-based analysis tools into mission planning methods to enable the rapid prediction of weapons effects on user-defined targets and hazards to non-targets. 

DESCRIPTION: Recent advances in physics-based analysis have demonstrated that accurate simulation results of complex weapon/target interactions are achievable within viable timeframes. Existing fast running tools have historically been used to aid mission planning; although these tools can provide quick answers, the results lack the fidelity, accuracy, and flexibility offered by the physics-based models. Incorporation of the physics-based simulations into a faster platform, and then pairing this with a more accessible user visualization interface would result in a planning tool that offers accurate and detailed results of the new simulations at the speeds and convenience of existing fast running tools. Current capabilities could be expanded and enhanced, or supplemented, to better address SOCOM’s current and future needs. The result would be a custom graphical user interface (GUI) that includes simple user input; quick, accurate, and detailed results; the ability to load, save, share, and compare scenario results; and cross-platform functionality to address end-user needs. Mission information, in the form of scenario input parameters, should be entered interactively and intuitively into the planning tool through the customized GUI. This input process may be accomplished in one or more ways, including 1) selection from libraries of predefined weapons, targets, and other details to build the scenarios of interest, 2) loading previously analyzed scenarios and modifying these to fit the current situation, and 3) creating custom engagement scenarios by modifying weapons or targets within the library or by directly creating new weapons and targets. The user should have flexibility to easily explore various weapons and targets, including but not limited to: structural geometry, impact angle, detonation scheme, aim point, and weapon and target composition. The intuitive GUI should facilitate easy scenario generation and encourage “what-if” scenario exploration. The predicted results of each scenario will be conveyed in a simple and accessible format that spans the needs of users of varying experience and technical expertise. The GUI will allow users to easily access the top-level results for a quick understanding of the outcome of any scenario, but also allow a format to intuitively step down into more detail on each parameter of interest, when needed. The planning tools should also enable users to easily compare multiple engagement scenarios at various levels of detail, and then to save and share customized targets, scenarios, and results. The planning tool will also use high-fidelity simulation to better quantify the extent and severity of collateral hazards. The proposed planning tool must be configured to work on platforms relevant to SOCOM, including both laptop PCs and tablets. All features within the software must be accessible across PC and tablet operating environments. In addition the contractor must implement the Munitions End Game visualization tool using AFRL’s Endgame Framework architecture which is used to develop weapon effects simulations across the DoD. The Endgame Framework is a vulnerability/lethality modeling and simulation architecture that provides the capability to support and integrate traditionally separate airborne, surface mobile, ground fixed, and directed energy threat analyses, by providing many core functions including a 3D geometry engine, interactive GUI and a simulation executive controller. To this end, Endgame Framework will be provided along with the necessary documentation. 

PHASE I: Submitting for Direct to Phase II. 

PHASE II: Leveraging advances from multiple highfidelity computational physics based effects analysis programs, develop, install, and demonstrate a prototype planning tool system as describe above. 

PHASE III: This system could be used in other military applications where SOF and general purpose forces can use detailed effects analysis to plan operations. This capability could also be adopted by other organizations such as Homeland Security and federal law enforcement to protect critical assets. 


1. Mann, J., Fisher, D., Kraus., Lowndes, E., and York, A. “An Analysis of Engagement Algorithms for Real-Time Weapons Effects.” JDMS, vol. 3, no. 3, 2006, pp.189-201. Semantics Scholar,; 2. A. Kurtz, J. Cogar, S. Treadway, X. Xiao, “Advanced Lagrangian Techniques for Modeling Missile Defense Intercepts.” 2009 AIAA Weapons System Effectiveness Conference, August 2009, Tucson, AZ.; 3. Driels, Morris. Weaponeering: Conventional Weapon System Effectiveness. American Institute of Aeronautics and Astronautics, 2013.

KEYWORDS: Weapon Effects, Physics-based, Analysis, Database, Mission Planning, Engagement Scenarios, GUI 

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