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Everything posted by flywaldair (Skynet dev.)
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I hope Eagle Dynamics will fix that with the next update. In the meantime try adding a Unit as command center or power source, it should work just the same. I mentioned this limitation here: https://github.com/walder/Skynet-IADS#preparing-a-sam-site I will refactor the sam site class code and optimise the internal structure. At the least I will able to add debug information if a SAM site has inconsistent elements in it. Let me know what you think of the script in a mission, feedback is welcome!
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Air defence units shoot at half the distance??
flywaldair (Skynet dev.) replied to Stratos's topic in Mission Editor
You would need to set the alarm state of a SAM site, you can do that via a triggerzone and the alarm state of a group's controller. Check out my IADS script if you wan't a more challenging environment: https://github.com/walder/Skynet-IADS It will enable the radar of sam sites, once a target is within maximum firing range, later I may add the option for SAM sites to fire only at closer range. However smaller units like the SA-6 need up to 25 seconds of tracking time until they fire. Depending on your speed you will already be very close, since the sam goes live relatively close. -
Cool! :pilotfly: If you need any help let me know. Also there might still be some bugs in the code. Feel free to drop me a message or Post an issue on Github: https://github.com/walder/Skynet-IADS/issues To all the others: Thanks for looking in to the script. I really appreciate your feedback. My goal is to create the best IADS script for DCS.
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Integrated Air Defense Script
flywaldair (Skynet dev.) replied to Grimes's topic in User Created Missions General
Check out the IADS script I have been working on, it supports command centers, connection nodes and even power supplies: http:// https://forums.eagle.ru/showthread.php?t=264586 -
Hi Guys, After almost 10 years of absence from software development, I put on my old coding gloves an wrote an IADS script! Have a look at the extensive documentation over on the GitHub repo: https://github.com/walder/Skynet-IADS Highlights: EW radars scan for targets, pass them on to SAM Sites. SAM sites in general stay off. You can add command centers, connection nodes and power sources. Damage to these elements will degenerate the IADS. Optional jamming (within the limits of the scripting engine), will be more effective for older radars. HARM Defence: SAM sites that cannot shoot down HARMs will go dark if they detect a HARM. SAM sites can act as EW radars and SAM sites at the same time SAM sites will shut down if out of ammo Nice debug information on what the IADS can see and how it reacts. Understandable object oriented architecture, unit tests. Full backlog of features to be added: https://github.com/walder/Skynet-IADS/projects/1 Questions regarding mission building and scripting? Join the Skynet discord Group: https://discord.gg/pz8wcQs Updates: Latest release: Releases · walder/Skynet-IADS (github.com) Update 28.07.2021: Added NASAMS support Update 03.01.2021: https://github.com/walder/Skynet-IADS/releases/tag/2.0.0 HighDigitSAMs support Updated debug options Update 21.11.2020 https://github.com/walder/Skynet-IAD...ses/tag/v1.2.0 This release features a rewrite of the radar mesh code. Previously when a single unit in the IADS was destroyed the complete radar mesh was rebuilt. In missions with a large number of SAM sites this could lead the script to conduct radar units * radar units of comparisons. In a mission with 100 SAM sites this would result in 10'000 comparisons, possibly causing micro stutters. Due to this update some SAM sites may now show up as autonomous when adding the new version of Skynet. This is based on the improved radar mesh code. Previously these SAM sites where incorrectly interpreted as being in range of an EW radar. The script now only builds the radar mesh once when the IADS is activated or when a new unit is added at runtime. When an existing radar unit is destroyed only its parents and children are informed, therefore reducing the number of loops in the code. New features: command centers now support connection nodes, think of this as being an up stream to all connected radars updated debug output for command centers added latest mist script (4.4.90) Bug Fixes function name in readme.md corrected to masterArmSafe() updated readme.md better explaining why SAM site must be in single group with no other units that don't belong to the SAM site AWACS no longer causes stutters when first position update has been conducted. Will now update after it has moved 10 nm. Previously update occurred at 1/10th of detection distance of AWACS. SAM site that had a missile in the air would not go dark if it lost its power source potential nil call error messages fixed when debug tried to access name or type of radar unit Update 30.09.2020 https://github.com/walder/Skynet-IAD...ses/tag/v1.1.3 removed weapons.dll workaround, since ED fixed the underlying bug. Update 27.09.2020 https://github.com/walder/Skynet-IAD...ses/tag/v1.1.2 Fix for weapons.dll crash. Update 31.07.2020 https://github.com/walder/Skynet-IAD...ses/tag/v1.1.1 Point Defence Bugfixes Update 11.07.2020 https://github.com/walder/Skynet-IAD...ses/tag/v1.1.0 Added MOOSE AI_A2A_DISPATCHER support. Update 08.07.2020 From now on updates will be posted in the releases section on GitHub: https://github.com/walder/Skynet-IADS/releases/ Update 01.07.2020 Added a set up function to get SAM sites in to a red state at mission start -> redIADS:setupSAMSitesAndThenActivate() SAM sites now retain their red state when going dark, resulting in a faster reaction time when they are awoken by the IADS Due to above changes SAM sites will only rearm when fully out of ammo, they will not rearm if going dark and ammo is left. Update 26.04.2020 Improved performance of Skynet when may units are involved (aircraft and radar sites) Added iads:setUpdateInterval(5) -> so mission builders can set whatever update they like Added earlyWarningRadarStatusEnvOutput and samSiteStatusEnvOutput will output detailed early warning radar info to the dcs.log file. Intended for multiplayer test debug. Setting these var to true may result in the game lagging. Added a stress test mission with 50+ AI planes and lots of SAM sites. Added new method to access a sub group of SAM sites by prefix (redIADS:getSAMSitesByPrefix('SAM-SECTOR-A')), makes configuration of the IADS easier. Fixed a bug in the harm detection code when one radar in the SAM site is destroyed Fixed Bug in setting maximum jammer distance Update 10.04.2020 Fixed a bug where units acting as EW radars would not detect incoming harms Update 08.04.2020 All types of SAM search radars can now be used as single unit EW radars, previously this resulted in errors SAM sites with no working radar are no longer updated with target information by the IADS Update 03.04.2020 Fixed an annoying go live / do dark output introduced with the go autonomous code in last release Added blue IADS in demo mission Update: 01.04.2020 SAM sites will go autonomous if they are outside of EW radar coverage and revert back to their default behaviour if they are within EW radar coverage again SAM sites will rejoin the IADS if the loose a connection node and a new one is added Fixed radio menu bug when removing either IADS or jammer Update 23.03.2020 Finished work on the first release of the jammer, added a unit in the test mission, select 'Hornet SA-11-2 jammer support' fly against an SA-11 protected by an F4 jamming Updated docs on the jammer Let me know what you think of the jammer feature and how you think it can be improved Update 22.03.2020 Tested on 2.5.6.45317 Radar unit with point defence set to ingore harms will eventually go dark if a saturation point is reached. Updated documentation, wrote more unit tests Added code to clean up state of IADS internally over longer period of time Worked on jammer to make it compatible with all the changes in the last few weeks, still WIP Update 21.03.2020 tested all blue SAM and EW sites with Skynet. Also added HQ-7 (chinese SAM) fixed bug where EW radar would not wake up after HARM shutdown Ships can now be added to the IADS as EW radars EW radar will go dark by default if connection to IADS is lost updated unit tests. Update 19.03.2020 Added option so a radar unit with point defence support will not go dark when HARM is inbound and point defence has ammo left Blue side: Hawk and Patriot tested, added default HARM Defence chance for these systems Updated documentation on GitHub, added potential mission editor bug note in the FAQ section including workaround Updated IADS output based on side its on Update 18.03.2020 Fixes reported bugs Added point defence feature, see GitHub Documentation Update 17.03.2020 Fixed prefix adding error in unit name or group name when the prefix contains a special char SAMs now are able to rearm ammo (controller setOnOff may not be false for this, but setOnOff false ist better for HARM evasion, script handles both correctly) Any kind of aircraft with air to air radar can now act as AWACS when added to the IADS. Update 16.03.2020 Added deactivate() method to clean up an IADS instance, so no dereferenced background tasks keep running all IADS methods with the word SAM -> SAM is now always in upper case e.g.:addSAMSitesByPrefix, this will have to be updated in existing scripts loading units by prefix in to the IADS is now case sensitive to reflect how mission editor behaves Updated documentation, added unit tests Update 15.03.2020 Rewrote (for the 3rd time) internal structure of SAM sites, range data is now all taken from in game, this way the script should be future proof SAM and AAA sites shut down if they are out of ammo, but only after their last missile is no longer in the air AWACS support for EW radars: currently only the A-50 Mainstay and the J-2000 Mainring are supported, more will follow Updated documentation with detailed setup example and updated Demo Mission Updated unit tests, currently there are 60 tests, with 324 assertions to make sure everything works as intended Update 13.03.2020 Added radio menu option to toggle IADS status output updated method to add power source for command center, see documentation on GitHub Updated documentation on GitHub Updated unit tests Update 12.03.2020 Added HARM Defence, see the HARM Defence section in the documentation for details Updated documentation on GitHub Updated compiled script Added Units Tests, fixed bugs Update: 10.03.2020 Updated the interface to set SAM site and EW radar options Updated the documentation Added go live ranges for SAM sites (kill zone or max radar range) Added the option to set a SAM site as EW radar Harm defence is still broken Updated IADS debug output Added even more unit tests squashed lots of bugs Update: 06.03.2020 Fixed bug when connection node / power source is a unit or static ground vehicle Added lots of unit tests, and fixed other small bugs HARM Defence is currently broken, will fix it with the next update Update: 04.03.2020 Fixed bugs, wrote Unittests, thanks for reporting! Update: 03.03.2020 Added build time stamp to the compiled script, if you run in to an issue check that with the current one on GitHub added more unit tests, found a bug thanks to them Update: 02.03.2020 Added unit tests, because a good developer writes the test before he writes the code, right? Updated the list of SAM Sites that will react to HARMs Updated the compiled script Update: 01.03.2020: Added HARM Defence. Currently only for the SA-6 and 1L13 EWR, more will come soon SAM Sites can now act as EW radar and SAM site a the same time (see updated documentation on GitHub) IADS has a track file of all contacts, keeps them up to 30 sec even with no new radar information Refactored large parts of the code, now more readable, will allow for faster development It's generic and all written in lua so you can easily add it to your missions. Just 4 lines of code needed. No silly triggers and hardcoded garbage, I swear! I tried to make the integration as easy as possible, I understand not all mission builders want to code. Download this simple demo mission to see the IADS in action: https://github.com/walder/Skynet-IAD...rsian-gulf.miz Just place your plane near the iranian coast and see how the SAMs react. Let me know what you think of it. Depending on your feedback I will add more features. A special thanks to Spearzone and Coranthia for researching public available information on IADS networks and getting me up to speed on how such a system works. Also I shamelessly incorporated Grimes SAM DB from his IADS script, he is ok with it. Here's a quick overview of what's supported:
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I am trying to improve the air defence in a mission with some lua code. I had a look at the IADS script by grimes: https://forums.eagle.ru/showthread.php?t=118175 It's pretty nice, however the SAMs behave to random for my taste. Therefore I thought 'll try coding a IADS myself. I built a spike in wich an EW detects a target and then checks to see which sam in closest, if a SAM is within firing range EW activates the SAM. For this I would need to have range and height data for all SAMs in DCS. I am also thinking of adding a C3 so if that is destroyed the IADS degrades. In grimes script he has a table of all the SAMs and their range, max alt etc. Is this information available at runtime via lua on a sam object? If possible I would like to refrain from keeping a static table with such values in my code. Also in regards to HARM's: I tried to get AAA to fire at the incoming HARM's, by setting the HARM in flight as a known target via: https://wiki.hoggitworld.com/view/DCS_func_knowTarget The AAA just sits there idle while the HARM blasts the SAM in to pieces. Does KnowTarget not work for a controller to set a missile in flight as a target? As an alternative I thought of explosions near the flightpath of the HARM to simulate AAA firing at it via: trigger.action.explosion(Vec3 point, number power) If anybody has a better idea please post, thanks! To get SAMs to switch off faster when they are beeing shot at I used: https://wiki.hoggitworld.com/view/DCS_func_setOnOff Removing the AI from the controller of a SAM is much faster than switching the alarm state.
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Catch Event hit Static F-14
flywaldair (Skynet dev.) replied to flywaldair (Skynet dev.)'s topic in Mission Editor
Thanks, but that did not work. I mean I get internal IDs. but they are not coresponding with unit Ids. Does someone know how to get a reference on the object that just died with such an event? According to the reference I should get a Unit in event.initiator: https://wiki.hoggitworld.com/view/DCS_event_dead -
I have set up a mission with a static f14 on the runway. The f14 is added, and clearly the function triggers once the plane is destroyed. How can i get the id of the unit destroyed in the checkHit function? According to the reference event.initiator is a reference to the unit, however I can not get the id of the unit in that context. function addStaticF14Iran(coordinate, unitid, heading) local f14 = { ["type"] = "F-14A", ["unitId"] = unitid, ["livery_id"] = "IIAF Asia minor", ["y"] = coordinate.y, ["x"] = coordinate.x, ["name"] = "Shiraz F-14 Static "..unitid, ["displayName"] = "F-14 "..unitid, ["category"] = "Planes", ["canCargo"] = false, ["heading"] = heading, } coalition.addStaticObject(country.id.IRAN, f14) end local parkingC01 = {x = 381258.60570657, y = -354104.74459296} local parkingHeading = 0.47123889803847 addStaticF14Iran(parkingC01, 2001, parkingHeading) function checkHit(event) if event.id == world.event.S_EVENT_DEAD then trigger.action.outText("DEAD: ",10) trigger.action.outText("EVENT: "..event.initiator.id, 10) end end mist.addEventHandler(checkHit)
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Thanks for working on my previous report so fast: https://forums.eagle.ru/showthread.php?t=260602 I just tested it an now the TD box is always ocluded by the reticle. In my post I mentioned a remark from a harrier manual with the same radar. It states that the TD box is ocluded, when distance is lower than 3'000 ft: Unfortunately I only found videos of close combat < 3'000 ft. where the TD box is ocluded. I believe it should be shown, it the distance is greater than 3'000 ft. Currently it is always ocluded regardless of the distance.
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As can be seen in this YouTube video, the TD Box is occluded by the gun reticle: According to a source in the harrier which has the same radar, the distance is stated as 3'000 feet: Currently the TD box is always displayed in DCS.
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Is there a way to set a take off time for a human player? Im aware there is a delay function where one is only able to board a plane after a given time. The times on my waypoints currently assume I take off as soon as the mission starts. I would like to have 5 minutes on ground so my flight can discuss the tactics and then take off. currently I just manually add 5 minutes to the planing TOT etc. This works but it would be great I cut offset all waypoint times by a given value
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Ext Tank Switches
flywaldair (Skynet dev.) replied to flywaldair (Skynet dev.)'s topic in DCS: F/A-18C
Ok, that sort of makes the most sense. NATOPS states an emergency procedures in which the switch should be set to override. EXT XFER Indication. -
Ext Tank Switches
flywaldair (Skynet dev.) replied to flywaldair (Skynet dev.)'s topic in DCS: F/A-18C
ok, but the stop position has the same effect. -
The external tank switches have 3 positions. Override, Norm, Stop. I read the natops and I understand Stop stops the transfer of fuel until the Fuel lo condition is set. However I don't unterstand why there is a Override setting. It seems to do the same as Norm apart from the fact that you can enforce tank pressurisation. In what situation would one set the switch to Override?
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CVW-11 Intercept Geometry Presentation
flywaldair (Skynet dev.) replied to IceFire's topic in DCS: F/A-18C
Great video, put the theory in to practice last weekend. Are you guys planning on putting out more instructional videos? I find them very professional and beyond the arcade level of other DCS related channels. -
Nice little surprise in the update today
flywaldair (Skynet dev.) replied to Ziptie's topic in DCS: F/A-18C
could it be that some data is not being calculated yet? eg vc indicates 0 in the AIM 120 -
Do hornet pilots apply brakes when retracting the gear? At least for GA airplanes it is considered a standard procedure to prevent spinning wheels inside the wings or fuselage. Spinning wheels can imbalance a plane. Is there some kind auf auto brake mechanism in the Hornet?
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HP's Reverb VR Pro Headset
flywaldair (Skynet dev.) replied to nervousenergy's topic in Virtual Reality
Same here, got lenses from https://vroptiker.de/sehstaerke-linsen-einsaetze/hp-reverb/ Sweet spot is much better than wearing glasses! I also have a rather strong astigmatism. -
HP's Reverb VR Pro Headset
flywaldair (Skynet dev.) replied to nervousenergy's topic in Virtual Reality
I tried that flickering RGB App for a few hours. Didn't bring the pixels back to life unfortunately. -
HP's Reverb VR Pro Headset
flywaldair (Skynet dev.) replied to nervousenergy's topic in Virtual Reality
Already in process since I have a small cluster of dead pixels in the right eye. Will see if the replacement gets rid of that warping, or if my eyes are just misaligned :noexpression: -
I got mine about 6 weeks ago. I ordered it after my warthog base developed the usual issues after a 3 years of use. The base is great! I use a 10 cm extension and the Hornet stick. I did not replace the cams just some fine tuning of the spring tension. My flying is much more precise and the travel of the stick is almost exactly like in the real hornet when using VR. I can not feel the center detent with the 10 cm extension. With the warthog base I was still able to feel it slightly.
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HP's Reverb VR Pro Headset
flywaldair (Skynet dev.) replied to nervousenergy's topic in Virtual Reality
Warping around the center Hi Guys, I have been using the reverb for about 3 weeks now, and I really enjoy the increase in clarity compared to the CV1 I previously owned. I have noticed a strange kind of warping effect. Roughly in the the center 40 degrees of the field of view. When I move my head left and right it seems this part of the screen slightly warps forward. It's rather difficult to describe. Has anyone experienced a similar effect while using the Reverb? I tried different IPD setting these don't seem to have an impact. Also I tried the headset with and without glasses. This warping effect occurs in all the VR environments (steam, different games, not only DCS.)