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Posted (edited)

Hi all,

I wanted to have a Trophy Active Protection System used for a future mission, didn't see what I wanted anywhere so I made this.  It'll go into the Splash Damage script sometime in the future also.  Not sure if there's any actual demand for this, but I will share anyways.

Trophy APS Script Version 1.0
Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript/tree/master/OtherScripts

The script tracks weapons heading towards a TrophyAPS vehicle, triggers a small explosion by the unit to mimic the Trophy system and triggers a larger explosion at the co-ords of the incoming weapon.   The script mimics there being a Trophy system on the front right and back left of the vehicle, with each launcher having 4 rounds. This was tested using the Abrams.

It contains 2 methods of enabling, either the vehicle has TrophyAPS in its name or you put the unit type into the AllUnitType table. By default, only the name method is enabled, both can be enabled at the same time as below:

--Unit types eligible for Trophy APS
local AllUnitType = {
    --["M-1 Abrams"] = true,    --Example unit, uncomment to enable Trophy APS for all M1A2 Abrams units as opposed to only name searching.  You can add units too.
}

The weapons tracked are in the trophyWeapons table, small example below, weapons can be added to or removed as needed.

local trophyWeapons = {
    --For weapon types: typeName:gsub("^weapons%.missiles%.", ""):gsub("^weapons%.nurs%.", ""), other types not supported in code currently. shells were too fast.
    ["AGM_114K"] = { range = 8000 }, --Hellfire missile
    ["AGM_114"] = { range = 8000 }, --Hellfire 
    ["vikhr_m"] = { range = 10000 }, --Vikhr ATGM
    ["Vikhr_9M127_1"] = { range = 10000 }, --Vikhr ATGM 
    ["AT_6"] = { range = 5000 }, --Shturm ATGM
(see script for full list)

Also you can configure things how you wish:

local TrophyConfig = {
    enabled = true,              --Enable/disable Trophy APS (true/false)
    selfExplosionSize = 1,       --Explosion size near vehicle, mimicking trophy location (default: 1)
    explosionOffsetDistance = 2, --Launcher offset from vehicle center (default: 2 meters)
    weaponExplosionSize = 20,    --Explosion size to destroy weapon (default: 20)
    detectRange = 200,           --Detection range in meters (default: 200) when in detection range speed up the location checks of the weapon
    interceptRange = 30,         --Interception range in meters (default: 30) you can reduce this to 20 to make it more realistic but the script may struggle hitting fast missiles
    frontRightRounds = 4,        --Initial front-right launcher rounds (default: 4)
    backLeftRounds = 4,          --Initial back-left launcher rounds (default: 4)
    failureChance = 0.00,          --Failure chance for interception (0.0 to 1.0 0% to 100%, i.e 0.05 for 5%)
    debugmode = false,            --Debug mode enabled

 

What you see for the majority of the effect:

eXI4XYz.png

Split second view (damn it DCS give us more fire)
D7ONVoJ.png

Any questions/comments/suggestions feel free to post here or message me.

Trophy_Script_v1.lua

Edited by stevey666
  • Like 4
  • Thanks 1
Posted
On 6/6/2025 at 1:37 PM, stevey666 said:

Not sure if there's any actual demand for this

You bet - thanks a lot for offering it! This technology is an important factor especially in small-scale encounters - a spearhead of few tanks now has MUCH better options. Will be a pain for airborne AT-sorties f.e. Changing the parameters you prepared will allow to quickly review the outcome of encounters.
btw: An important factor is the capability of that system to fix the position of a shooter instantly (within limits, naturally). Would be the icing on the cake if there's a way to add a detection- and information-routine.

Anyhow, that technology weights a lot, is very expensive and most complicated. But there's good reason the burden is added to more and more vehicles - your script is dead on progress.

  • Like 1

"Those who admire me for my 275 kills know nothing about war" Günther Rall

Posted (edited)
On 08/06/2025 at 13:00, Retnek said:

You bet - thanks a lot for offering it! This technology is an important factor especially in small-scale encounters - a spearhead of few tanks now has MUCH better options. Will be a pain for airborne AT-sorties f.e. Changing the parameters you prepared will allow to quickly review the outcome of encounters.
btw: An important factor is the capability of that system to fix the position of a shooter instantly (within limits, naturally). Would be the icing on the cake if there's a way to add a detection- and information-routine.

Anyhow, that technology weights a lot, is very expensive and most complicated. But there's good reason the burden is added to more and more vehicles - your script is dead on progress.

Thanks for the feedback!  I can add a detection system of sorts, is this for combined arms or something it can communicate out to flying players?  

I've been able to make it spit out a detection message and add map markers, if it's over a configurable distance away it doesn't put a marker on the shooter but you get a dotted line towards it instead.  Is that what you'd want to see?

lOP220q.jpeg

WF7oKqU.png

The Abrams took out 2 of the RPG shooters, with the last one not taken out yet.  The AH64 has a dotted line towards it after trophy intercepted a hellfire, extending out 1km in that screenshot.

The marks/lines last a configurable amount of time also.

    markShooterOrigin = true,    --Enable/disable marking shooter origin with a point marker
    drawOriginLine = true,       --Enable/disable drawing line from tank to shooter origin
    maxMapMarkerDistance = 1000, --Max distance for shooter map marker and line length (meters)
    markerDuration = 120,        --Duration of point and line markers (seconds)
    showInterceptionMessage = true, --Enable/disable interception message (true/false)
    messageDuration = 10         --Duration of interception message display (seconds)

 

Trophy_Script_v1.1.lua

Edited by stevey666
  • Like 2
  • stevey666 changed the title to Trophy APS Script Version 1.1
Posted (edited)
On 6/9/2025 at 2:34 PM, stevey666 said:

The Abrams took out 2 of the RPG shooters, with the last one not taken out yet.  The AH64 has a dotted line towards it after trophy intercepted a hellfire, extending out 1km in that screenshot.

The marks/lines last a configurable amount of time also.

Wow, that's good. There's always a need to communicate shooters positions to allies via network - resulting in some delay. Perfectly fine to display a message and get the details via the F10-map.

Edited by Retnek

"Those who admire me for my 275 kills know nothing about war" Günther Rall

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