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Spearzone

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Everything posted by Spearzone

  1. Yes that's true you are right .... I was more refering to the jamming of radar sites like a Growler could do and also effective self protection jammers e.g. for the F/A-18. Creating a set of new trigger options or tools you could use when scripting like making a specific unit invisible to the sensors for a specific enemy unit would just open up many many options to at least create missions and scripts that can roughly simulate pieces of EW (at this point you can only set a whole group invisible to the sensors of all enemy units, which is a completely different thing)
  2. No sir, I believe that's not true. https://www.fighterpilotpodcast.com/episodes/083-electronic-attack/
  3. I think we all know that DCS presently doesnt give us an option for EW and Jamming. Almost everything about these topics is classified which makes a complete simulation impossible. However I wish ED would implement at least some possiblities to simulate EW and Jamming at least roughly. There are some nice scripts like Skynet IADS or the ARM Defense script that can simulate at least the suppression of enemy radars by HARMs (Radar turns off with a certain probability if a HARM is fired). In regards to simulate jamming there are a few options missing in the ME and also for scripting. At this point you can only make a whole group invisible to the sensors of all enemy units. To simulate successfull jamming we would need an option to make a single unit invisible to the sensors of a specific single enemy unit. This would enable huge possibilities to simulate part of EW. Then we would also need at least ai growlers or prowlers. Example : You have a growler with its jammer on and you have a friendly unit that is right inline between the growler and an enemy radar. Now we could set this specific aircraft invisible to this specific radar , as long as it is inline with the growler and the jammer is on. This would also open so many options to create nice ccordinated Multiplayer missions.
  4. I know this has been requested before but I'd like to bring it to attention again : We truly need some more callsigns for player and AI aircraft. Just hearing ENFIELD, UZI and COLT all the time gets kind of boring in terms of radio comms. If you have any suggestions for new callsigns please reply !
  5. I would like to request an option to remove or spawn static objects by trigger in the Mission editor. This would give the user the ability to change the parked aircraft on the carrierdeck during a mission for example different position or statics for launch and recovery operations. Redkite has done a good youtube tutorial on how to do it by scripting : But for the task of removing or placing static objects this is a rather complicated way.
  6. Redkite has made a tutorial on how to remove and spawn statics on the carrier:
  7. +1 We have been stuck using the same "old" static objects for quite a long time now
  8. Looks really nice
  9. +1 Adding a bunch of new static objects could really improve self made missions. I am using static objects quite a lot and espacially when looking for objects that could be placed as strategic targets (powerplants, factories and so on) we have to deal with the same few rather old school objects since years now. It would be quite nice to see some modern factory type buildings, maybe some modern looking large houses with glass fronts for the cities and so on :thumbup:
  10. What does this have to do with cheating ?
  11. Hey Folks , I am aware that ED has experienced problems with piracy lately and is taking measures to stop it and this is indeed understandable. However there are some really nice community created mods out there like the just recently released community superbug featuring the Super Hornet and the Growler. The cockpit for the mod is based on the F/A-18C module, however since the last Open Beta Update it cannot be run anymore as the use of premium module cockpits and avionics for mods is blocked now. It's espacially the modders, the skin makers, the script makers and so on that spend hours over hours to make our hobby even more enjoyable. Usually a user would only be able to use the mod if he owns the F/A-18C module but it seems like copy/piracy protection also interferes with mods like this now and you won't be able to run it on a current version even if you own the specific premium module. @Eagle Dynamics : Please find a way to enable users who officially bought a premium module to run other community created mods that are based on that same module ! Thank you very much ! [Remark : pictures taken out of the community superbug discord group]
  12. :thumbup: Well said !
  13. There are several alternative G-Breath soundfiles available for download that you can use : https://www.digitalcombatsimulator.com/en/files/3302272 https://www.digitalcombatsimulator.com/en/files/3305901 https://www.digitalcombatsimulator.com/en/files/3303175
  14. Exactly .... and using some simple scripts like MBOTs ARM defense script you can fly nice MP missions with suppression or destruction of enemy air defenses in WILD WEASEL style. We have done it several times in Multiplayer sessions : One flies in and stimulates the threat and gets it to shoot at him while the others watch for the position of the SAM launch .... TWO suppresses the threat by shooting a HARM (need a script like the ARM defense script or use SKYET IADS script to have radars that react on HARMs by shutting down) and THREE kills the Radar or Site with MAVs or a CBU. It's great fun and quite satisfactory if you do it in MP in a nice coordinated manner.
  15. Finally got it working. My mistake was that after assigning the different targets I cycled through stations a second time to check if coordinates were stored but this kept overwriting the coordinates. You can only cycle again through the targets to check the coordinates after pressing UNDESIGNATE.
  16. Thanks for the video, very nice ! Did you do this in stable or open beta version ? I tried to do it according to your tutorial bur didn't get it to work (using Open Beta). Target designation kept overriding coordinates for all stations.
  17. This has been requested several times in the past , but I'd like to bring it up again as it's a feature that could greatly improve atmosphere for night attacks. Please add and option for some random / barrage type AAA fire at night. Like in the pictures we all know from desert storm or night attacks during the war in yugoslavia. At the moment you can select "FIRE AT POINT" for AAA units in the editor but it means units will fire flat over the ground and not into the air. If there would be an option to randomly fire in the air in a specified zone this would be great. You can do some workaround at the moment by using immortal UAVs circling over a city but this is quite unrealistic. :cry:
  18. I'd like to request a feature to trigger "unlock" additional kneeboard pages. This way you could simulate new INTEL Info or data received via Datalink. Example you are ordered to proceed to a certain point and attack a specified target or contact a JTAC. You could then trigger the availability of additional kneeboard pages showing for example UAV images with coordinates or datalink uploaded images from the ground forces.
  19. Please add a rewind function to the replay !
  20. I would like to add a request for a new command to make a unit invisible to a specific other unit. This would be a huge step forward to create missions with simulated EW / Jamming features. At this point we can only select : "Perform command - INVISIBLE" Which makes a unit invisible to all sensors of the opposing force. So if you create a jamming script using this feature your aircraft would get invisible to all enemy units (including aircraft) and not only to the unit you are jamming. I'd like to request a feature like : "Perform command - INVISIBLE to unit XY) This would enable us to script or simulate a bit of EW / JAMMING much more realistically. JUST AN EXAMPLE : LET'S SAY YOU HAVE A SCRIPTED SELF PROTECTION JAMMER, ABLE TO JAM SA-2/3/6 but not SA-8/10/11. YOU FLY INTO A ZONE WHERE YOU HAVE TWO SA-3s called SA3#1 and SA3#2 AND a SA-8 called SA8#1. When the SA-3s are into your jammers' range you could do : perform command - invisible to SA3#1 , perform command - invisible to SA3#2 (using probabilities depending on range). This way the SA-3s are "jammed" while the SA-8 could this see you. If you are flying into burnthrough range of SA3#1 you could remove the invisible to SA3#1 command , while your unit would remain invisible to SA3#2 cause it's still jammed. Using todays limited invisible option your unit gets invisible to all other units including the SAMs you would most probably not being able to JAM and enemy aircraft. Another option is to turn the SAMs radar on/off or toggle it's alarm state, but the problem with these options is that it will have impact on the detection of all other units aswell , not only the one you are trying to hide by jamming. To anyone interested in simulating an IADS including command centers / power sources / connection nodes / awacs and early warning implementation I would highly recommend to take a look at flywaldairs SKYET IADS script which is a great script under constant development : https://github.com/walder/Skynet-IADS https://forums.eagle.ru/showthread.php?t=264586
  21. 2nd try Ok, i ran the sequence of missions described above several times ... each time the destroyed object in the next missing was in the air. After moving the object a bit the bug didnt occur again
  22. Static object elevation bug ? I am working on a sequence of missions using dynamism. In the mission 1 a comm station gets destroyed..... in mission 2 , the comm station is shown as a destroyed object, but somehow floating above the ground. Any ideas on this ? (For info : The debug window you see in the upper right corner is for the SKYNET IADS script which i also got running in the campaign)
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