Search the Community
Showing results for tags 'air defence'.
-
Hi everyone, A long standing request of mine and one I hope you'll all agree with - please include empty air defence sites, suitable for placing units in. Ideally, we'd get a close to 1:1 recreation of the real sites, in their real locations. The closest example I can name in DCS is this example of an Egyptian S-75 site, which is an almost 1:1 recreation of the real thing and is the exact thing I'm talking about. However, even if Ugra were to pick a generic HAWK layout, an S-75/SA-2 site layout, an S-125/SA-3 site layout and an S-200/SA-5 site layout, then copy and paste them in the right locations across the map, that would definitely be better than nothing and would absolutely suffice. There's plenty of resources out there for finding where each one goes and most are still clearly extant in modern satellite imagery (many of the sites have however been converted, but historical imagery is still readily available). Just for some examples: Here's a HAWK site near Fulda, circa 2009. Everything about the site is clearly visible, including launcher and radar positions, revetments etc. In present day imagery it seems to be some chemical/POL facility. Here's a NIKE Hercules launch site near Arnshöfen. In present day imagery all but the western launch position has been dug up, but in historical imagery (such as this from 2008), everything is clearly visible (though note only the western launch position has its storage shelter visible, they're removed from the other positions, though where they would've been is clearly visible). The IFC site is located on top of a hill, in a forest to the north-west (and is empty save for a tower) - there's even a shot of the IFC site from a drone. Here's an S-75/SA-2 site just south of the large Wittstock Bombing Range. Unlike most imagery, these site shows everything (the central revetments for the FCR and associated equipment, the 6 launcher revetments arranged in a circle centred on the FCR, as well as other reveted positions for the acquisition radar and other equipment). If this was copied and pasted at every SA-2 site, this is would be perfect. Here's an S-125/SA-3 site adjacent to Storkow, close to Templin airbase, here's another historical image, again clearly showing the layout. Everything is clearly visible. Here's another near Möckern, again everything visible. This site appears to be defending an S-200 site in the forest to the east. Here's an S-200/SA-5 site just south-east of Gransee, to the north of Berlin. Everything about the site is clearly visible - the 2 launch battalions (with central launch control centre (which would have generators and power distribution), with 6 launch positions each. The technical batallion to the east, and to the north, the guidance area (with positions for fire-control and acquisition radars). Here is where an S-300PMU/SA-10B sie would've been, immediately to the west is an S-75/SA-2 site. Here's a 2K12/SA-6 site to the south of Erfut. This site is mostly just roads, but there are a couple of reveted positions (you can see the 4 positions for launchers in a rectangular shape, with a 5th inside the rectangle for the Straight Flush. In the development screenshots, there's this image: I'm almost certain that this is Damgarten (an airbase the MiG-29S has a livery for). This airbase has an S-125 site immediately adjacent to it. It's most visible in this image (the grey object is where the FCR and associated equipment would've been located and there are 4 circular revetments for the launchers to the west, though the southern one is only just visible, but nonetheless there are 4), EDIT: here's an image showing the site (3). There's also another site near Saal to the north-east, which this site has historical imagery of. Unfortunately however, the former site seems to be absent in this screenshot. Previously, on the Syria map, Ugra did take a crack at doing some air defence sites, though only really so with the SA-2/S-75 and while the revetment models were perfectly accurate, the site however wasn't (only 5 launcher revetments - should be 6, no revetments for radars or other equipment). I've attached SAMSiteOverview.kmz by Sean O'Connor of IMINT & Analysis below, which can be used to find just about all sites (though is missing British Bloodhound and Rapier sites). SAM Site Overview.kmz
-
The iron dome or other Israeli air defense systems can be a really good thing for the maps of Israel and I think if it will be a built in the game and not a mod it’s can work without bugs
-
Hi all, Since I'm creating multiplayer mission content since at least 3 years now in DCS I was always trying to focus on creating as realistic scenarios, as I possiby can. However when it comes to airfield or HWA defence I'm really missing a good point defence sistem from the bluefor arsenal. We have the SA-15 for reds but nothing for bluefor. NASAMS was a great addition though, I hope DCS can implement the phalanx system as well. thanks
-
This issue was first observed multiple times in a multiplayer mission on Syria, Lebanon locale, after which I replicated it in a single player situation, as similar to the multiplayer situation as viable. Version: Latest Open Beta at this time - 2.7.14.23966 The gist of it: HAWK site sees a target (in this case a Havoc) and, if a firing solution is available, fires. Target evades by means of terrain masking HAWK loses target, and goes back to idle search Target unmasks and is reacquired by the SR TR starts tracking target, but the Launchers don't react Target sees no need to further evade, and proceeds to do Havoc stuff, like murdering the HAWK site and everything nearby (Unsure what the conditions for this are, maybe a few cycles of lost targets) - HAWK fails to engage any target until packed and redeployed, or ROE are cycled. In my replication I set the Havocs to do a weapon hold course, to try and achieve point 7, though I suspect it may need multiple cycles over the course of a few hours to rear its ugly head in this situation. Reloading of launchers might be related, though I couldn't conclusively confirm or rule it out with this relatively brief testing. In the multiplayer server, the HAWK sites are built up with CTLD, but are otherwise completely vanilla units. In my single player test I tested it with both my normal mod complement, as well as without any mods active, and it occurred in both situations. Additionally, I highly doubt it was altitude related, as the AI Havocs in their unchallenged attack state want to be above the targets, which is in this case the HAWK site. This is an image taken from the 'SP - without mods' track file, where the launchers did not engage the Havoc (top left of image, 6.3nm, flying at 5k ASL), despite having fully loaded launchers. I confirmed in a different run with 8 or 9 launchers that the HAWK can engage for the entire stretch, up until it's masked by the ridge-line it's positioned on, off-screen to the left of this image, so this situation is well within its capabilities to engage and hit. And this was for the next Havoc that showed up. The previously inactive launchers engaged as normal. Launcher layout in the MP server: HAWK 1 HAWK 2 Area situation in the Multiplayer server, Syria map, Lebanon - HAWK 1 is Northern red circle, HAWK 2 is Southern red circle. The Havocs spawn at Beirut and head South/East, towards the combat area. Orange indicates another HAWK site which I've observed exhibited the same issue: it detected a Havoc entering the valley, opened fire, and lost track. When it next re-acquired the same Havoc, it failed to actually re-engage, and it took a while until the Havoc was shot down by other air defences. The HAWK itself never fired another missile after picking that Havoc up again, despite it being well in range the entire time. I've attached multiple tracks, two of which were shot with mods active, though none directly affect the units and they can be viewed with an unmodded client. The third one is shot without mods. Additionally, I've attached the basic mission I made to test the situation. It's not consistent with how quickly it happens, so I ran it a few times to confirm. It's also possible to increase the amount of havoc spawns (along with the scripting), in order to increase the odds of it occurring in one mission. It probably comes as no surprise that this bug is very annoying here: A SAM site that works for a while, and then casually watches as an attack helo butchers it, isn't much of a use in a dynamic persistent scenario, where the SAM engaging something isn't a 'one wave and it's done'-deal, but an hour upon hour upon hour upon hour endurance thing. SP - With mods - HAWK fail 2.trk SP - Without mods - HAWK fail 1.trk SP - With mods - HAWK fail 1.trk HAWK-Havoc test Beirut.miz
- 2 replies
-
- multiplayer
- single player
-
(and 2 more)
Tagged with:
-
reported S-300 Missile Flight Path Issues
Shadow KT posted a topic in Ground AI Bugs (Non-Combined Arms)
When defending against HARMs (I suspect the result will be the same against other weapons as well), the SA-10 consistently flies its missiles substantially higher than their target. Meaning the SA-10 missiles arc high, when engaging incoming AGM-88Cs (difference between missiles and target altitude increases with range). The delta can be in the tens of thousands of feet. I've attached two tracks (with stationary and mobile radars), as well as an example Tacview file. SA-10 Miss High #1.trk SA-10 Miss High #2.trk Tacview-20231118-173404-DCS-VX NTTR .zip.acmi- 20 replies
-
- 1
-
-
- investigating
- s300
-
(and 1 more)
Tagged with: