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Posted

Hi all,

 

I want to use the EW radars and SAMs in DCS as real as possible, but don't have any skills in LUA programming. Maybe, this idea could also be build with the given ingame features, I don't know it yet. So, here's my idea/ request:

  • EW radar should be emitting (on) on start
  • If a ARM (anti-radiation missile, any kind we have in DCS, no matter if AI or human) is fired, there should be a random trigger (boolean: true or false, 50% chance)
  • with false: the EW/ SAM radar stays on, the ARM will (probably) kill the unit
  • with true: the EW/ SAM radar switches to off and holds this status for 5 to 10 minutes
  • additional with true: the unit (when mobile) switches to the next waypoint, where it triggers its radar again to on (emitting)

 

Any ideas how to realize this idea as a script or with the ingame ME functions?

 

 

Thanks in advance.

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Posted

Have you looked into MOOSE?

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Posted

No, not yet. But if you recommend this, I'll do this.

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Posted

Thanks!

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Posted

I took a look at the script and it's, what I was looking for. Thanks again.

 

Since I don't have a clue about LUA scripting, I have a few questions about some of the functions.

 

timer.scheduleFunction(RadarOn, ctrl, timer.getTime() + math.random(120, 240)) 

What do these numbers mean/say/do? Are that times?

 

 

if math.random(1,4) > 1 then 

What does this line do exactly?

 

 

Thanks in advance,

Fire

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Posted
I took a look at the script and it's, what I was looking for. Thanks again.

 

Since I don't have a clue about LUA scripting, I have a few questions about some of the functions.

 

timer.scheduleFunction(RadarOn, ctrl, timer.getTime() + math.random(120, 240)) 

What do these numbers mean/say/do? Are that times?

 

It means that the radar gets turned back on again after a random time between 120 and 240 seconds.

 

 

if math.random(1,4) > 1 then 

What does this line do exactly?

 

This means that there is a 75% chance that the event is happening (chance that a random number between 1 and 4 is bigger than 1).

  • Like 1
Posted (edited)

Thank you. And: great script! :thumbup: Now, I saw the comments to the right. :doh:

 

So for a 50/50 chance, I have to change it to ...

if math.random(1,3) > 1 then 

?

Edited by VTJG17_Fire

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Posted

Nope, that's a 1/3 (33%) chance there :)

if math.random(1,2) >1

 

would give 50%

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Posted

Merci.

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Posted (edited)

For Missiles, I use this...

 

 

Sam Smart... they shut off the Sams if fired with Anti Radiation missiles.

 

IADS.... makes the net of SAMs work together, they are really badass

 

Detection Script. This is only for IR sams... it takes more realistic time to the stingers to detect you and shoot at you. All of them are in the forum if you want to read more about them.

sam_smart_finale.lua

script_iads_r1_rev36.lua

DetectionScript.lua

Edited by ESAc_matador
Posted

Thank you. :)

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Posted
Maybe a bit off topic, but how can sam sites know when a arm is fired (in real life)?

 

 

 

They can't

 

 

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Posted

They would not have their SR active for periods longer then necessary to aquire a picture in the first place. Then they would listen to the radios and know the MAGNUM call is the signal to pull the plug.

 

Generally that's what the ARMs were used for. To frighten the SAM operators and to limit their picture to EWR reports by just being airborne and available. The ARMs were little effective in actually destroying the SAM sides. That was done by cluster bombs.

 

Since we don't have real SAMs in DCS the scripts are good work around.

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Posted
Maybe a bit off topic, but how can sam sites know when a arm is fired (in real life)?

Experience and COMINT.

 

Since we don't have real SAMs in DCS the scripts are good work around.

Yep. But we have CA, where the SAM possibilities are growing since ist beta release.

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Posted

Mbot and ESAc_matador thanks for the scripts you've shared,

I haven't flown SEAD missions for quite a while, but I remember that both Kh-58 and Kh-25MPU used to be very effective (perhaps too effective?) - almost all of the missiles fired did hit their targets unless being shot down.

Today I've been experimenting with both scripts and could see that even when there's no "Anti-ARM" script running (for comparison purposes) - the ARM's often miss their targets. Sometimes hitting close enough to damage the radar units, but sometimes hitting far enough to not even scratching it (Direct hits were quite rare...).

My question is: has ED made any tweaking in the ARM parameters in the simulator, reducing their effectiveness? or perhaps my impression is all wrong and those ARM's never did hit as good as I remember..?

Thanks!

Assaf.

Posted
They can't

 

 

Sent from my iPhone using Tapatalk

 

Actually many can. Question is that at what distance the missile cross section is large enough to be detected and is there anything that can be done after that.

Tunguska can engage missiles with a cannon (radar guided, while missiles are optically guided) and used for anti-ARM defences. And shooting down missiles requires good cannon guidance and fast fire rates.

It ain't much different from anti-shock defences.

 

Pantsir SAM system can detect a AGM-88 HARM from 13-15km. A Tunguska M1 probably from a 5-7km.

 

But other SAM systems might see the missiles but just can't do anything about it than turn off radar and move, as ARM usually is designed to fly the last known position, likely hitting near the radar site to damage it.

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Posted

My question is: has ED made any tweaking in the ARM parameters in the simulator, reducing their effectiveness? or perhaps my impression is all wrong and those ARM's never did hit as good as I remember..?

Thanks!

Assaf.

 

They hit exactly to the radar. We still have a very crude missile and radar systems and need to wait Ed to start simulating those.

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