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Everything posted by flywaldair (Skynet dev.)
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@frederf thanks for the detailed explanation. I sort of figured out this sequence by trial and error myself. It just strikes my rather non-intuitive for something used in a high pressure environment, with grave consequences when used in the wrong way. Let's see if ED updates this later on in the OB, based on new information.
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@pikey: thats a nice side effect that Skynet actually improves performance by turning off SAM AI. I saw you hand coded the dispatcher connector. Did you know there is a helper method in Skynet to connect the Moose dispatcher? It only forwards EW radars that are connected to the IADS and the ones that have a working power source. Anyway cool you used it and I plan to continue development and support for the forseable future. @all: there might be microstutters when a unit is destroyed, because Skynet will do 810‘000 comparisons to update the network. I will optimise that part of the code so it only does 2 updates.
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Hi Guys, I have looked at the Walleye setup sequence and it strikes me rather strange. When using the Walleye with the datalink pod, I first select the WEDL twice so the TV screen show up. Then I select the DL13 button to get the feed from the datalink. The picture changes to a slightly lower quality, presumably because the image is now transferred by the datalink pod. What I find strange is that I see a picture (presumably already via datalink, since its lower quality), however the WEDL on station 8 is selected and the channel is 2. If I drop it in this configuration the screen will go to static, since there is a mismatch in the selected channel. This does not make sense to me, why does the screen show as long as the missile is attached to the jet? the degrade in picture quality in the step before implies it has already switched to the datalink. I know I can change the Walleye via WPN and the channel for the datalink via the UFC. However if I select WEDL on station 8 and then switch the UFC channel for the datalink to 8 I still get static. Doe someone know what all these steps do in the real jet in the background? Is the current behavior still WIP?
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Electronic Warfare and Jamming
flywaldair (Skynet dev.) replied to Spearzone's topic in DCS Core Wish List
I would love to see EW in DCS. And I believe ED is working on something form what I heard in one of their interviews. The function Spearzone mentioned would also be helpful for scripting in general. e.g. prevent a sam from firing at a certain target, according to a mission script. And those who want could use it so simulate jamming in a basic way. -
they won‘t try the Skynet script in my footer. It‘s only 4 lines of code to enable an IADS that will do what you are looking for
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Thanks, great to hear! Try setting up the IADS like this, it will allow the SAM sites 30 seconds to warm up before their state is frozen and the IADS spools up: redIADS = SkynetIADS:create('Enemy IADS') redIADS:addSAMSitesByPrefix('SAM') redIADS:addEarlyWarningRadarsByPrefix('EW') redIADS:setupSAMSitesAndThenActivate(30) When calling: redIADS:setupSAMSitesAndThenActivate(30) You must not also call: redIADS:activate() The second call will cancel the warm up. IF you need further support join the Discord group: https://discord.gg/pz8wcQs
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Hi, I had a look at you script, quite a lot of functionality in it. I have sort of stopped working on the jammer since the scripting engine is very limited so simulate jamming. Besides there is very little public information on how jamming works IRL and what the effects are on different radar systems. Skynet has more setup options including power sources and connection nodes. Check out the documentation on gitHub: https://github.com/walder/Skynet-IADS
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Scripting Usage
flywaldair (Skynet dev.) replied to NineLine's topic in Scripting Tips, Tricks & Issues
As the developer of Skynet I would very much like an up to date API documentation of the scripting engine published and maintained by ED. Right now the best resource is: https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation Oftentimes the information there is not up to date and it feels strange having to visit a community site for documentation of the DCS scripting engine. I think it would also be beneficial if script developers that work on a project that is used by the community get access to ED developers to learn where the engine is heading and what API changes may be on the horizon so they can adapt their scripts ahead of a new release. This could be a public forum which everyone could read but only certain people would be allowed to post. On the other hand script developers would need to meet certain standards to be added to this forum (clean architecture, version control, good documentation, continued development, (unit tests? ;-) ). So ED would know they are not wasting time answering basic questions on this subforum. Regular Q&A calls would also be great. On the other hand this would allow ED to feature well made scripts in a documentation guideline for people getting in to the mission editor. I guess that would reflect well on DCS as product. Right now it's the wild west if you want to get started with mission building. I opened the mission editor for the fist time in January and spent a lot of time scraping the forum and the hoggit page for info on the scripting engine that would allow me to build Skynet. oh and a debugger with breakpoints would be great! -
FYI Monstertech's super taurus mount is available to order
flywaldair (Skynet dev.) replied to FoxTwo's topic in Winwing
cool! just ordered it. -
It does move left according to this post, however it has no assigned function in the real jet: https://forums.eagle.ru/showthread.php?t=199095
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"retract speed brakes" after catching the wire...?
flywaldair (Skynet dev.) replied to fitness88's topic in DCS: F/A-18C
older jets had a rather long engine spool up time. so they would approach at or almost at full mil power and extend their speed brakes. in case of a wave off or bolter they would retract their speed brakes. the time it took to retract the speed brake was less than the spool up time of the engine. -
Advanced Air Defence Systems
flywaldair (Skynet dev.) replied to Boogieman's topic in DCS Core Wish List
I scripted it to be efficient, so not much overhead in regards to calculations done on the client. Network wise it shouldn't have an impact, since all calculations are done on the client side as far as I understand the multiplayer approach in DCS. Anyway the main bottleneck will be a lot of ai or player units in a mission, not the IADS script. -
The jammer will jam the IADS it is connected to in the code, so theoretically you could jam blue on blue. Anyway the jammer is fairly simple. The other elements in the iads are more realistic. emitter is based on the context in the documentation so yes it is used to describe a radar or jamming unit. Du kannst mir auch auf deutsch schreiben!