ckfinite
Posts: 377
Joined: 7/20/2013 Status: offline
|
This is a small script intended to add some depth to 60s through 90s IADS and SEAD operations, controlling how SAMs react to the detection of an anti-radiation missile (or something that looks like it) aimed at them. An example scenario where this would be useful is an Operation Allied Force scenario. When a Serbian SAM battery had a HARM fired at it, it would shut its radar off, and the missile would miss the SAM battery (though in the process forcing it off air). To actually destroy the battery would require a munition guided through some other means, which is what loadouts like the F-16CM's 1xHARM + 2xLGB or the F/A-18's HARM+JSOW loadouts are intended to do: suppress the SAM battery with the HARM, follow up with something bigger that doesn't need the radar to guide it in. This idea was the key driver behind SEAD/DEAD doctrine from the introduction of the Shrike through Operation Desert Storm, but has been somewhat superseded by the advent of more sophisticated SAMs, that can target the ARM directly, in combination with more advanced ARMs (like the AARGM) that do not need target emissions to find their target. As a result, this script is not tactically suitable for SAM systems like the S-300 and S-400, or when facing an opponent who uses missiles like the AARGM, unless you intentionally want the opposing force to make the wrong choice. For the actual use of the script, there are three important notes in order for it to work: * The script will go through EVERY unit, not just SAMs, on a side, and see if that unit should turn its radar off, including aircraft and ground vehicles. For performance reasons, it's suggested to put SAMs and EW radars on their own side, and use that as the side that the script sees as the opposition. * For realism, the script doesn't actually *know* that what's coming at it is a ARM - it knows speed and heading, but not actual identity. The provided decision function that decides when to shut down the radar and for how long makes an educated guess based on cross track error (if the missile flew in a straight line, how much would it miss the site by) and how far away the missile is, but you may want to change this based on your scenario (and how well trained the operators of the SAMs would be). * Lastly, this script makes use of events that fire a lot. If you use this in a scene, the message log will become more or less useless due to event spam. That over with, the script is in the attached scene. Copy the events over (make sure that the trigger is changed to correctly identify the side(s) who might be firing ARMs) and change the variable samside in the "Detected Missile" action into your scene, and it should work. The script may or may not work for naval units, also, I haven't tested it with them. Edit: v1.1: Fixed issue where destroyed SAMs would try to go on-air
Attachment (1)
< Message edited by ckfinite -- 9/5/2016 2:51:44 PM >
|