Unfortunately, this seems to be the behavior of the AI tasking system and the FAC task. In the case of generic bombing tasks, it’s based on priority in the list, but FAC seems to be built on a different mechanic. If you want to designate all groups but prioritize something, then I’d suggest adding the FAC tasks to the triggered actions list, then add a trigger that detects when your priority target has been destroyed. Once that has been tripped, you push the FAC attack group task and it then works as normal. I don’t tend to use the FAC system because in most of my scenarios that role is delegated to players.
You can try setting other FAC tasks to a higher priority number while setting your primary FAC as the lowest number (priority is based on 0 = extremely important; any other number = less important). See here: DCS task fac engageGroup - DCS World Wiki - Hoggitworld.com
In addition, there’s a script out there that does JTAC in a customized fashion over the game’s native FAC tasking, complete with laser designation. This might be more in tune with what you need; the script is used in the F-14 mission “Watching the Devildog.” GitHub - ciribob/DCS-JTACAutoLaze: Auto lazes targets in DCS
re: SAMs and ADA; this has been an ongoing discussion inside of HolloPointe’s mission design. Currently, I’ve been using a very basic “ARM shutoff” script that forces matching ADA systems to shut off their radars by going to green state in event of an ARM launch on their site. There’s a randomizer in place so it doesn’t always shut off the radar, but it makes it something more than a shooting gallery. Our next phase is to try and get mobile SAMs moving around after an engagement or a random period so that their positions are not always certain, while also giving some breathing room over the battle. We’d also like to tie EWRs in so that their presence or lack of can influence ADA behavior.
There’s plenty of scripting systems out there (such as Skynet IADS https://forums.eagle.ru/showthread.php?t=264586) but sometimes these scripts can be a bit alien as well as remove the “fun” of doing it yourself.
That’s where I am right now. I’m not really interested in doing much scripting as the Trigger system seems to work well enough for the missions I build.
So while shutting down radars when an ARM is fired is very cool, I would probably not use that function a lot. Now shoot-and-scoot mobile SAM! Very interested.
The JTAC stuff I’ve been working on is (supposed) to simulate the UAV-CAOC-strike aircraft process vice a true AFAC. I’ve been using the Predator with the A-10C and the datalink to put the targets on the TAD and that is awesome. The problem has been, as you described above, not going to the next group that I want it to (my targets have been single unit groups). I have tried versions of what you describe above…but not exactly so worth another go at it! Thanks!
The Navy S-3 Viking tanker is so old it looks like it belongs in Flanker. The bad thing is we must get scary close to this aircraft. The E-2 is AWACS witch means you talk to him from miles away. Why is it so gorgeously modelled in DCS? Things that make you go hummmm
local fza_ARMfired = {}
function fza_ARMfired:onEvent(event)
if event.id == world.event.S_EVENT_SHOT then
local miswep = event.weapon
local mistype = event.weapon:getTypeName()
local iside = event.initiator:getCoalition()
--trigger.action.outText(tostring(mistype),10,false)
if mistype == "weapons.missiles.AGM_88" or mistype == "weapons.missiles.LD-10" or mistype == "weapons.missiles.X_58" or mistype == "weapons.missiles.X_25MP" or mistype == "weapons.missiles.Kh25MP_PRGS1VP" then
local wtarg = Object.getTypeName(Weapon.getTarget(miswep))
local wtargg = Unit.getGroup(Weapon.getTarget(miswep))
local targcat = Group.getCategory(wtargg)
--trigger.action.outText(tostring(wtarg),10,false)
-- check to see if SAM fits our limited array, we don't want everything to run
local rdrvalue = 1
local rdrmov = 0
if wtarg == "SA-11 Buk LN 9A310M1" or wtarg == "SA-11 Buk SR 9S18M1" or wtarg == "SA-11 Buk CC 9S470M1" or wtarg == "S-300PS 40B6M tr" or wtarg == "S-300PS 40B6MD sr" or wtarg == "S-300PS 64H6E sr" or wtarg == "Kub 1S91 str" or wtarg == "Hawk sr" or wtarg == "Hawk tr" or wtarg == "Hawk cwar" or wtarg == "Patriot str" then
rdrvalue = 0.5
end
if wtarg == "SNR_75V" or wtarg == "snr s-125 tr" or wtarg == "p-19 s-125 sr" then
rdrvalue = 0.9
end
-- trigger.action.outText(tostring(wtarg),10,false)
-- trigger.action.outText(tostring(rdrvalue),10,false)
-- trigger.action.outText("AGM-88C DETECTED",10,false)
-- random chance the target will shut off, set for certain types to have a greater chance like mobile SAMs
local myrandnum = math.random()
if myrandnum > rdrvalue then
local wtargcont = wtargg:getController()
local GoToWaypoint= {
id = 'GoToWaypoint',
params = {
fromWaypointIndex = 1,
goToWaypointIndex = 2,
}
}
Controller.setOption(wtargcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
-- trigger.action.outText("OH NO THEYRE SHOOTING AT US",10,false)
if rdrmov == 1 then
Controller.pushTask(wtargcont, GoToWaypoint)
end
local function LiveAgain(contid)
-- trigger.action.outText("DIE YANKEE SCUM",10,false)
Controller.setOption(contid, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.AUTO)
end
local randtimelive = math.ceil(math.random(120,600))
timer.scheduleFunction(LiveAgain, wtargcont, timer.getTime() + randtimelive)
-- trigger.action.outText(tostring(randtimelive),10,false)
end
end
end
end
world.addEventHandler(fza_ARMfired)
Note the former hooks for SAM mobilization, which I removed due to some competing thoughts on ADA mechanics.
…followed by multiple lines of what I assume was written in Sanskrit
it is going to take me a bit to digest it all. However, after my first read through, it seems to me that this is a "general "…perhaps “universal” script that handles all missile types - both ARM and SAM. True?
I can see that as very helpful/useful! A kind of “Plug and Play” into a mission to add the shutdown feature.
That said, if I know that my ARM shooters are only using HARM and I know that my only SAM is an SA-11, can some of the loops be flattened out?
Also, could I get this to work for a ship? Example: I begin a scenario where I have already damaged the CG Moskva’s SA-N-6 FC radar (for those playing at home, that would be the TOP DOME radar…yes, I did that from memory…fruit of a misspent youth memorizing Soviet systems…where was I …ah yes, HARM kill on TOP DOME…) but leave the AK-630 point defense mounts (BASS TILT) alone?
Yes, anything that is an ARM and a theatre defense ADA radar is in this script. So when something fires an LD-10 at a Hawk tracking radar, it too will have a 50/50 chance of shutting off to avoid death for 2-10 minutes. Same applies to HARMs and any other radar. It’s a catch-all script to make ADA on all sides more than ARM bait. Typically, I have a separate SHORAD group for each site to handle any potential DEAD, but of course that’s part of the fun.
You can, though it’s not really necessary as all the script does is a brief filter. You can also adjust the rdrvalue which is the randomizer for probability of staying on, with a higher number meaning more likely to stay on. There’s more complicated ways to do this but for now it just looks at the type of site and makes a guess for how skilled the crew might be.
Unfortunately no, as the mechanic used is group based on alarm state. It becomes an all or none deal, which is why it should only be used with groups that have theatre ADA separate from SHORAD.
LOL…yes, it seems that is all they are sometimes…other times??? T=I say=w an SA-6 side that was scary accurate & fast - I wasn’t ARMing it but was Jamming and Chaffing like there was no tomorrow down at less than 200 ft AGL…got me almost every tome.
I actually find both the SA-6 and SA-11 very easy to defeat. I’ve done so at night with the A-4 mod just by probing them and flying away, forcing them to waste all their missiles. The more difficult times have been with the SA-11 where the search radar is destroyed and the launchers have to reload, so you think it’s all clear, then you fly overhead and an SA-11 powers up – that’s where it gets hairy.
I was working a Viggen raid aimed to silence the SAM - on Abu Musa Island so Zero Terrain Masking. The plan was to come in super low, Jamming, then pop a bit to launch 4 x BK90s at the site…so no real time to play with the site. I tweaked the tactics and finally got it…sacrificed my AI wingman but that’s what they are there for.
LOL if I had been flying any lower I would have had to jink to avoid fish.
Most of the older Soviet SAMs like the SA-6 should have about a 200 ft min altitude- the FC radar loses track in ground clutter. I was at 50 M so call it 150 ft and the darn things still got me. True they weren’t direct hits but when you are that low it doesn’t take much.
Actually, the initial idea was to keep us both out of harms way by using the BK90s - low altitude standoff launch and then force a shift waypoint to get out of the MEZ…I tried! I really did! Besides it was ME mission development flying, not real simulated mission flying…shoot downs and crashes don’t count unless you start from the Mission Menu!
I’m pretty sure the SA-6 is an upgraded version because I remember looking for info on that years ago and found the Straight Flush could only see 90m and above. Upgrades should cut that in about half. I can tell you that in an A-10C, they couldn’t see us below 50ft, which we flew to attack some Silkworm sites guarded by an SA-6 and SA-10.
Flew the Flaming Cliffs A10A in VR for the first time (Rift S), but just couldn’t get the HUD right. Gun cross out of view at the top, and having to hunch right down at the desk to even get a sight of it; and CCIP pipper only appearing really late in the run. Any tips on getting the A10A pit to work right in VR please?
Most likely the default viewpoint is too close and low. Try leaning in and low and then pressing the reset VR button. Look back to the seat headrest to see if you are ok.