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Posted

EW Jamming Script 1.00

 

First of all, thanks to Grimes, because this Script is just a tweak of the Missile Trainer script from Grimes. So...

We all know that DCS lacks an Electronic War (EW) enviroment… The ECM, are available only for individual aircraft. But in modern conflicts, since Vietnam, the Jammers, with aircrafts like, F4 Phantom, A6 Intruder, F18 Hornet, or AWACS... have been used to avoid enemy SAMs to shot down aircrafts.

What I did in this Script is to Emulate this EW (not simulate!!!). We need to use a little bit our imagination and to imagine, that some aircraft has Jamming Pods... with chaffs, ECMs or whatever.

This Scripts, creates a bubble with 5 layers (easily increased upon request) surrounding an aircraft called “Prowler1” or “Prowler2”, or, as many aircrafts as you edit in the lua file.

 

What the scripts makes is to explode the missile if the missile gets the bubble. But the good point is that the missile will explode with certain probablility, depending on the distance to the Jammer, the closer the missile is to the Jammer, the more difficult, is for the missile to get its target.

 

 

So, long story short... whatever missile guided by RADAR (AG or AA) is launched to an aircraft and the missile cross inside the bubble, the missile will be Jammed with a certain probability. It doesn’t matter if the missile is launched to the Jammer or to another aircraft...

The layers of the bubble I put is this.

Layer 1 = 500 probability of succesfull Jamming = 85%

Layer 2 = 1000 probability of succesfull Jamming = 65%

Layer 3 = 2000 probability of succesfull Jamming = 50%

Layer 4 = 4000 probability of succesfull Jamming = 30%

Layer 5 = 7000 probability of succesfull Jamming = 15%

 

It gives us plenty of new tactical opportunities and situations to work with. You can fly the Jammer by, escorting in a cruise, create a Shield between the SAMs and the aircrafts, or even to Blind enemy SAMs by overflying them really close.

Each one has its adventages and inconvenient. I put some graphics to explain myself...

 

I also attached a miz file where few F16 fly in formation with two F18 which are the Jammers... I recommend you to watch it few times... will never be the same. Sometimes, they are like and pass through the barrier of SAMs untouched... others, one aircraft is shot down.. others, they are lucky and they kill a Jammer... BAD news!!!!

 

Enjoy it!

JAMMING.thumb.png.79fcb0259fc9a2d49cb295178dfafbd1.png

Electronic Jammer Script1.0.miz

EW Jamming Script 1.00.lua

Posted

I accept suggestions!!! by the way!!!. Mainly the distances and the effectiveness in each distance. Also, I realized that the script should jamm every missile, (good and bad).

 

Would be better to discriminate? or just to make a command through F10 to Start Jamming, or Stop? May be the second would be cooler.

 

I know some ECMs even jams friendly fire... I dont know... what do you think?

Posted

Will a missile fired by a blue side unit be immune to being destroyed if it passes thu a blue side jammers bubble?

 

 

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Posted

I havent tested but it should be jammed. It is easy to correct.

But... In real life what would happen? For instance, in some planes that uses certain modes of ECM they jam their own launches... So, what do you think we should do? Discriminate or not?

Posted

Matador, I was expecting something a little different here. What would have been nice:

 

1. Designated player aircraft can activate radar jamming trough F10 menu.

2. When activated it will shut down SAM radar with some or other probability, say 80% (I know MBot made a SAM self preservation script where SAM Radar shuts down when a anti-radar is detected, see below, it might be helpfull)

--ARM Defence Script
--by Marc "MBot" Marbot
--Version 21.12.2014
--This script gives radars a chance to detect anti-radar missiles launched against them and to shut down for self-preservation

do
   local function ARMShutDown(wpn)                                                                                --Function to destroy the ARM
       if wpn ~= nil then
           wpn:destroy()
           --trigger.action.outText("Weapon shut down", 3)    --DEBUG
       end
   end
   
   local function RadarOn(ctrl)                                                                                --Function to turn radar back on after a riding out the attack
       if ctrl ~= nil then
           ctrl:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.AUTO)                --Turn radar on
           --trigger.action.outText("Radar On", 3)    --DEBUG
       end
   end

   local function RadarOff(arg)                                                                                --Function to shut down radar of attacked unit/group
       local grp = arg[1]:getGroup()                                                                            --Get group of attached unit (radar can only be turned off for whole group)
       if grp ~= nil then
           local ctrl = grp:getController()                                                                    --Get controller of group
           ctrl:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.GREEN)                --Turn off radar
           --trigger.action.outText("Radar Off", 3)    --DEBUG
           timer.scheduleFunction(RadarOn, ctrl, timer.getTime() + math.random(120, 240))                        --Schedule turning radar back on in 2 to 4 minutes
           timer.scheduleFunction(ARMShutDown, arg[2], timer.getTime() + 5)                                    --weapon is destroyed after 5 seconds of radar shutting down (weapon must be destroyed because ARM in DCS continue to engage shut off radars). If weapon hits target within the 5 seconds, then this is to simulate to ARM scoring a ballistic hit.
       end
   end

   ARM_Shot_EventHandler = {}                                                                                    --Event handler to look for launched ARM
   function ARM_Shot_EventHandler:onEvent(event)
       if event.id == world.event.S_EVENT_SHOT then
           local wep = event.weapon                                                                            --Get the weapon of the launch event
           local tgt = wep:getTarget()                                                                            --Get the target of the weapon
           local desc = wep:getDesc()
           if desc.missileCategory == 6 and desc.guidance == 5 then                                            --Check if the weapon is an ARM
               --trigger.action.outText("ARM Launch", 3)    --DEBUG
               if math.random(1,10) > 5 then                                                                    --70% chance that ARM launch is detected by target
                   timer.scheduleFunction(RadarOff, {tgt, wep}, timer.getTime() + math.random(5, 15))            --Target reacts within 5 to 15 seconds after ARM launch with shutting down its radar
               end
           end
       end
   end
   world.addEventHandler(ARM_Shot_EventHandler)
end

3. Should only be able to work for a radius of maybe 15km around jamming aircraft. (moving zone)

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Posted
Matador, I was expecting something a little different here. What would have been nice:

 

1. Designated player aircraft can activate radar jamming trough F10 menu.

2. When activated it will shut down SAM radar with some or other probability, say 80% (I know MBot made a SAM self preservation script where SAM Radar shuts down when a anti-radar is detected, see below, it might be helpfull)

3. Should only be able to work for a radius of maybe 15km around jamming aircraft. (moving zone)

+1 This!

 

But the jamming radius should be optional, say 15Km or 25Km (imulating ECM strength).

 

It would also be nice to have a stand-off. The stand-off jammer should be less effective against SAMs, which are closer to the attacking aircraft, but it should jam more SAMs (in azimuth) in threat direction.

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Posted (edited)

That is not difficult to do. Ok, now is when this is becoming interesting, we need to get something we think would make us feel like RL.

 

In my understanding of ECMs there are different ways of using them.

 

1.You can create interferences around you with a disturbance of frecuences in an area surrounding you like the script I made. So enemies cant lock on you. But they do know where you are. They can, and in history of air wars they did shoot at you blinded... With hopes of getting you locked duting the missile trip to the target. This is what In wanted to emulate. Son you dont necesarely need to be overflying the SAMs. This are examples one and two in my drawing. Where you blind only certain area of the SAM coverage.

 

2.What is true is that other tactical option is to blind completely the SAMs by overflying them emitting a really powerfull emissions. This method is what you suggest.

 

What I propose is to keep the first scriot (bubble destroying missiles) and add a second function with same philosoohy... Where the jammers set the AI radar SAM off during a while in a random time. (from 30 to 200 seconds) and the jamming process depends on the distance. The longer the most difficult. To jam.

 

This will avoid the SAMs rain, but will give some posibilities of some SAMs being fired, which is more real

 

So... What do you think?

Edited by ESAc_matador
Posted

Yes go for it. For some reason I can not find a good schematic of what the guys did in the Vietnam war with the EF-111A Raven to jam SAM radar.

TmBwnAc.png

 

They basically had a Raven flying into the radar zone and started jamming as soon as they picked up a spike letting the strike aircraft trough.

This is the best I can find for now.

Midnite Signature.jpg

Posted (edited)

That would be the second case. Now... What we do with distances? The closer the better for jamming?

 

I check some conceptual jamming informatiion and we are in the rigth way with both types. One is called EA (attack) the second ia EP (Protection).

 

Now, the first case, jamming the sams usually are difected so we can introduce a property. Only if the SAMs are in front of the aircraft... Let say, with a tolerance of 60 degrees for each side, the jamming will sucess upon range and probabilities.

Edited by ESAc_matador
Posted (edited)

Ok, fellas...

 

This is the concept. This is done... I am able to discriminate the units (SAMs) inside the zone shown in the picture... distances and probabilities are subjet to change.

 

Now, we need to see how long the SAMs takes to shut down. If we do multiple checks per minute, let say every 5 seconds... that are about 12 checks. Most probably one of them will be to shut the SAM off. So always will be off. There is no posibility to any mistake. I need to see a way to keep that 5-10 % chance of being shot. May be playing with stadistics... I ll see. But any suggestion is welcomed.

 

Please, check the drwaing and tell me if this is what you expect.

 

EDIT>

 

It comes to my mind, that we can add some altitude to make it work properly... I mean... the higher the less effect against the SAMs

 

EDIT2>

I think, I know how to make the process of selection if jammed or not. Let see, these are the conditions I think we can manage.

 

 

Conditions:

0) THe SAM must have a Radar Sensor.

1) The SAM must be in range with the Jammer.

2) The SAM must be in the frontal cone as defined in the drawing (about 60° to both sides)

3) The SAM must detected the Jammer.Real Jammers as far as I´ve read, respond to the SAMs emissions by flooding the SAM with "false answers", so to work properly, you need to be detected. Also this is great because you give time to the SAM to Switch On... usually takes a minute or more... This way, if you miss two or three cycles, you can be shot.

4) If The Jammer has been detected, we roll the dice and put a % probablility depending on the distance and altitude.

5) If you success we put make the SAM to switch off for let say, a minute. Then the SAM will restart... (another Minute) and then he will detect you. If you are still jamming because the SAM is in the Area, the process starts again, if not... you can be fired!! or any of your flight mates!!!

 

So... those are my intentions.

 

I would make, for instance the F5 as SEAD-JAMMER with CBUs and Rockets, and A10s and M2000 as bombers... NIce missions we can make!

EW.png.a81d10e536d580e32ede49165028a6e6.png

Edited by ESAc_matador
Posted

Subscribed. Great idea Matador! I wish I had the skills to help, but I'll have to just stick with offering words of encouragement. :)

 

Need to bring up BMS here... There are available EW planes there... Maybe someone on those forums have already discussed the "game" principle behind them. Could be used to work your script around... I'll have to check as I'm curious now.

 

The real world type missions this opens up is pretty freaking cool.

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Posted (edited)

yep, that would be great.

 

So... here it is, I put less reliable when you are too far, and two close. I read that if you are so close, it is more difficult to jam.

 

values are

 

Distances.

bremovalDist1 = 3000

bremovalDist2 = 5000

bremovalDist3 = 10000

bremovalDist4 = 15000

bremovalDist5 = 20000

 

Probability for succesfull Jamming.

bpkill_1 =65

bpkill_2 =80

bpkill_3 =95

bpkill_4 =80

bpkill_5 =40

 

find attached the testing file... there is an attack of 4xA10. Try to keep them alive!!! I used the F5, but feel free to change the plane but keep the name.

 

You can use both scripts, the defensive and the offensive. In this .miz estan los dos

EW Jamming Script 1.01. SAM.lua

Electronic Jammer Script1.1.miz

Edited by ESAc_matador
Posted

No go for me, getting script errors:

 

00566.277 ERROR   DCS: Mission script error: : [string "C:\Users\Pappa\AppData\Local\Temp\DCS\/~mis00006879"]:158: ')' expected (to close '(' at line 157) near 'end'

Midnite Signature.jpg

Posted

sorry, my mistake!!!

 

here it is.

 

It has some improvements... After getting more information, and making some guesses, suppositions and the wind direction... THe factors for a succesfull jamming are.

 

-Being detected by enemy SAM.

-Must be in the frontal and sides (up to 120° for each side). Your back is not covered...(i need to dig into this... I think, most jammers covers front and back... but I dont know yet, this would be easy fix)

-Distance (there are five layers... being too close, is not also the best... keeping the sam at 5-15km is the best)

-Altitude... every 1000m the lost of probability is 2.5%.

- the enemies will shut down between 100-200 seconds, plus the warming up. Take into account that if it fails one try.... he can shoot at you... but usually you have to fail few. Depends on your orbits to be succesfull, and the altitude.

 

Take care...!!!

EW Jamming Script 1.03. SAM.lua

Electronic Jammer Script1.3.miz

Posted

Since I used the Grimes script for missile training in the first script for defensive ECM i realized that some missile hits you anyway. May Be It is because i used an old script. Still in fevelopment but It works almost fine!

  • 1 month later...
Posted (edited)

hello guys....

 

I have been testing in MP this script and its really funny.

 

But... i want to overhaul it and give it a more "functional" caracter.

 

In Real Life, there are many factors in the EW activities. You can find very few an always generic information about real EW duties. But what I found is that range (obviously) and also the position relative between the Radar and the Jammer aircraft, is very important. Because if the emission hits the radar from one side, the Radar is not interfered on the other, unless you are very close.

Regarding the range, i ll try to make in a way that you can reduce the Radar range depending on the distance the Jammer is from the Radar. Therefore, if you are at 100nm you are jamming up to 50. If you are at 30, you are jamming up to 15 (we will discuss figures later).

 

Aircrafts closer to the Radar are indeed detected. This is what is called " burn through..." i think, this is because the closer aircrafts sends a higher signal than the jammer can defeat due to longer distance. Let say that the signal is weaker the loger you are from the Radar, but the signal the Radar receives is higher the closer you are.

 

I

 

So, now, I am going to try to modify the script to get this situation... lets see what happen!!!

 

This is what I want to achieve.

 

PS: I attached a file, with a quick mission we made... It was not very well planned so, but the missions consisted in 3 M2000 as Jammers, and 2 Su25A as bombers.

jamming.jpg.3046cab4dcfb1703780319a43006d8d9.jpg

Edited by ESAc_matador
Posted (edited)

The important question.

 

Can we know via script if a target is locked on by a unit??? I know you have the fucntion Controller.isTargetDetected(), basically an event handler for "tracked" aircrafts by SAMs

Edited by ESAc_matador
  • 1 year later...
Posted
Yes go for it. For some reason I can not find a good schematic of what the guys did in the Vietnam war with the EF-111A Raven to jam SAM radar.

TmBwnAc.png

 

They basically had a Raven flying into the radar zone and started jamming as soon as they picked up a spike letting the strike aircraft trough.

This is the best I can find for now.

That is an EB-66 the EF-111 wasn't built until after the war. My dad was an EWO on

Posted
hello guys....

 

I have been testing in MP this script and its really funny.

 

But... i want to overhaul it and give it a more "functional" caracter.

 

In Real Life, there are many factors in the EW activities. You can find very few an always generic information about real EW duties. But what I found is that range (obviously) and also the position relative between the Radar and the Jammer aircraft, is very important. Because if the emission hits the radar from one side, the Radar is not interfered on the other, unless you are very close.

Regarding the range, i ll try to make in a way that you can reduce the Radar range depending on the distance the Jammer is from the Radar. Therefore, if you are at 100nm you are jamming up to 50. If you are at 30, you are jamming up to 15 (we will discuss figures later).

 

Aircrafts closer to the Radar are indeed detected. This is what is called " burn through..." i think, this is because the closer aircrafts sends a higher signal than the jammer can defeat due to longer distance. Let say that the signal is weaker the loger you are from the Radar, but the signal the Radar receives is higher the closer you are.

 

I

 

So, now, I am going to try to modify the script to get this situation... lets see what happen!!!

 

This is what I want to achieve.

 

PS: I attached a file, with a quick mission we made... It was not very well planned so, but the missions consisted in 3 M2000 as Jammers, and 2 Su25A as bombers.

 

Yes. I don't know if you're still working on this, but I think it's worth playing around with.

 

Basically, the jammer needs to provide a signal that's greater than the received returns from the radar itself. The strength of those returns is inversely proportional to the range to the 4th power. The strength of the jammer signal is inversely proportional to the range squared, so a jammer can be effective well outside the range at which the unjammed radar can detect a target, and the jammer can transmit less power than the jammed radar.

 

The range of the burn through varies with the power of the jammer. One of the problems with the EF-111 was that it used internal power, limiting the amount of RF energy that could be generated for jamming. The EA6B and FA-18G use RAT-powered jammer pods, so they're not relying on aircraft internal power and can transmit a much stronger jamming signal.

 

Burn through is why strike planners generally doesn't rely entirely on jamming to protect the strike force. They'll use ARMs in concert with jamming for enhanced coverage of the SAM threat.

Very Respectfully,

Kurt "Yoda" Kalbfleisch

San Diego, California

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

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