

__Timberwolf__
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About __Timberwolf__
- Birthday December 14
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Location
Washington State, USA
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Formerly DCS, have moved on!
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EA-18G Style Electronic Warfare Script
__Timberwolf__ replied to __Timberwolf__'s topic in Scripting Tips, Tricks & Issues
Yes, it will jam any missiles within the cone or area -
EA-18G Style Electronic Warfare Script
__Timberwolf__ replied to __Timberwolf__'s topic in Scripting Tips, Tricks & Issues
If you can get the EWO comms to work send it! That would be sick. -
EA-18G Style Electronic Warfare Script
__Timberwolf__ replied to __Timberwolf__'s topic in Scripting Tips, Tricks & Issues
I have not tested it yet, I’ll try to make it work this weekend. If you can test it and tell me that would be great, though. -
EA-18G Style Electronic Warfare Script
__Timberwolf__ replied to __Timberwolf__'s topic in Scripting Tips, Tricks & Issues
No -
I have made an updated Growler EW script
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Electronic War Jamming Script V2.0
__Timberwolf__ replied to ESAc_matador's topic in Scripting Tips, Tricks & Issues
I have made a modernized EW script -
__Timberwolf__ started following EA-18G Style Electronic Warfare Script
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EA-18G Style Electronic Warfare Script by Timberwolf As we all know, ESAc_matador's EW script is now quite outdated. I have created this script, which emulates EA-18G style jamming, including defensive and offensive jamming, spot jamming, a jammer capacity system, and a loadout system. 1. Setup Place your Growler unit in the mission editor with the exact unit name defined in the script (default: "Growler" in jammerUnits). Ensure MIST is loaded before this script. Load this script as a DO SCRIPT FILE trigger at mission start. Spot jamming may break if the jet is spawned within 80nm of SAMs. Also, spot jamming may sometimes jam the wrong target; just turn it OFF and back ON to fix it. 2. F10 Radio Menu Once the mission starts and your aircraft spawns, open the F10 Other menu. You’ll see: EW Jamming Loadout Sets emitter capacity (energy available for jamming). Options: No Jammers, 1x ALQ-99, 2x ALQ-99, 3x ALQ-99, 2x ALQ-249, 2x ALQ-249 + 1x ALQ-99. Capacity scales from 0 to 3500 units. Defensive Area Jamming On/Off – continuously spoofs incoming radar-guided missiles in a full 360° bubble. Offensive Area Jamming On/Off – suppresses all enemy SAM radars within ~50 km (line-of-sight). Directional Jamming Offensive and Defensive submenus Select front, left, right, rear arcs for sector-based jamming. Spot Jamming Off – disable spot jamming Target Selection – submenu auto-populates with SAM/ship radars in range. Each option is shown as: NATO Name | Bearing° | Range nm Selecting one will start focused jamming against that site. 3. Jamming Behavior Emitter Capacity Energy is consumed while jamming and regenerates when idle. Rates: Defensive area: 15/sec Offensive area: 15/sec Directional: 5/sec Spot jamming: 30/sec (tripled from original 10) Defensive Jamming Attempts to spoof incoming radar-guided missiles. Success chance increases closer in (e.g., 98% inside 3 nm). Spoofed missiles are destroyed, with a debug message showing approximate distance and bearing (e.g., “Spoofed missile at ~5 nm (3 o’clock)”). Offensive/Spot Jamming Puts SAMs into WEAPON HOLD while suppression is active. They return to OPEN FIRE if jamming ends, emitter capacity depletes, range/LOS is broken, or spot target is lost. Spot jamming is strongest within ~35–50 nm (depending on loadout), with probabilities tapering to ~20–25% at max range. Altitude improves spot jamming effectiveness. 4. Overheat Protection If emitter capacity drops below 15 units, all jamming shuts down to prevent “overheat.” A debug message will inform you: “Growler jamming automatically shut down due to overheat.” 5. Debug Messages Show emitter capacity, active modes, spoofed missile kills, suppression successes/failures, and automatic shutdowns. Messages are group-specific (only your flight sees them). 6. Best Practices Use Loadout menu before enabling jamming. Conserve energy—full-area defensive + offensive together will drain capacity quickly. Spot jamming is energy-intensive (30/sec). Save it for priority threats (e.g., SA-10 or Patriot). If capacity runs out, wait ~20–30 seconds to regenerate before re-enabling. Flying higher improves spot jamming line-of-sight and effectiveness. Attached is the script, MIST, and a sample mission file with everything already loaded. For the sample file, make sure to select your loadout first and then wait for the jammer capacity to spool up before spawning the strike flight and jamming. Have fun EA18G EW Script by Timberwolf.lua mist_4_5_126.lua EW Script Demo.miz
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I'm from Anacortes. I'd do anything to be able to fly the VR1355 in DCS, unfortunately, there's not enough to justify this map. This is why I wish we could have community-made maps.
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I would love this (as another Pacific Northwesterner) This would be an awesome spot to fly the upcoming A-6E out of Whidbey and F-15C out of Portland and historically McChord. This would also be great for the AH-64D and Chinook from JBLM, maybe a future UH-60. A C-17 would be cool, but an official Growler or Prowler module is probably half a century out . The map wouldn't have to be too big either, with the height of both Washington and Oregon being about half the width of the Sinai map! Too bad there would be no reason to extend it to Mountain Home for some Strike Eagle action...
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I second this. Locking text at a zoom level would be extremely helpful.
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Universal UFC| Works with all modules | Simple Install
__Timberwolf__ replied to prestonflying's topic in Winwing
The UFC for the Super Hornet does not work for me -
__Timberwolf__ started following ESAc_matador
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Universal UFC| Works with all modules | Simple Install
__Timberwolf__ replied to prestonflying's topic in Winwing
The Superbug UFC doesn't work for me with this mod, does anyone have this problem? -
Electronic War Jamming Script V2.0
__Timberwolf__ replied to ESAc_matador's topic in Scripting Tips, Tricks & Issues
Offensive Jamming does not seem to do anything for me. Does anyone have the same issue? -
I am using liveries with built-in board and tail numbers and whenever I make the 'Tail #' option in the ME empty it leaves me with a '000' number displayed on multiple parts of the plane. Is there a way to remove the numbers? Thanks.
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The USS Vandegrift FFG-48 is misspelled in the mission editor as the USS Vandergrift. Negligible, just something I noticed.