Heatblur: AJS-37 Viggen

Yep, the steps are here - and I’m curious to try them:

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Even if the Viggen could get a smallish box from the ELINT pod, that would provide a good search area for an A-10C, F-18C or AV-8B where would could input coordinates into the systems of those and use the eventual targeting pods to search a limited area. Could also translate into a great low-level strike from other Viggens but that would depend on their ability to adjust to those coordinates. It’s a very cool idea.

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Will be cool to see how the stable the stand-alone servers are … otherwise we are looking at limited time before the server crashes.

Apparently you can narrow the search box from the elint pod by gathering data from different directions. But that involves moving about the emissions and that can be hazardous to your health

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I think a nice arc to keep out of range, as in get lots of ‘nails’ but zoom along in a scaredy rabbit kind of way. The Viggen can shift.

One idea would be to use the F10 map as a satellite view once a rough box has been established. I think a lot of the time that sort of tasking happens in reality. In some ways it’s a shame the DCS F10 map is so good, in that wouldn’t it be cool if it could add random cloud cover or be a little less accurate? A kind of ‘fog of war’ setting to be able to use the map for rough intel but not all the answers.

Of course, with a decent ELINT mission, we’d have a set of coordinates to try tossing some bombs in the F/A-18C then. :slight_smile:

Ok so here is the real question… how to we get and interpret our ELINT data like in the videos.

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Here’s how I interpreted it:

Step 1. Fit a U22.A Jammer on your Viggen.
Step 2. Right console, Jammer mode selector to ‘A’, Jammer channel to ‘K’. Bork Bork!
Step 3. Fly around and pick up signals, but don’t die. Go Fast Mr Rabbit!
Step 4. Land. System into ‘BER’. Open up kneeboard and the ELINT page shows the Lat/Long boxes.

There should be a file in DCS AJS37 folder ELINT.info that contains all the text info, with emitter number, the frequency detected (so you can tell what it is), how long you heard it and the ‘box’ coords.

To plot it nicely on a map, a bit of code, e.g.

Example ELINT line from video:
NW 43,32,10 040,07,39 SE 43,12,12 040,24,40 (two sets of degrees, minutes and seconds).

So that’s 43.53611111, -40.1275 by 43.20333333, -40.41111111 decimal for our box (top left, bottom right).

With a bit of Google Maps API it looks like:

Example code to play around with here:

So, all doable.

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So we could just have the viggens install a little app that auto populates a google API for the command/controller? neaatttttt!

A really good video! The low level stuff was really cool.

A couple of terminology and TTP (Tactics Techniques and Procedures) points from the real world of ELINT collection .

The place where two (2) lines of bearing (LOB) cross on a emitter is called a “two bering cross”. It is not called a “fix”. As stated in the video, many things effect the accuracy of the LOBs. Generally speaking, there is actually a very small likely hood that the emitter willl be exactly on te two line cross.

For a “fix” you need 3 LOBs which will form a triangle (a “three bering fix”). If the LOBs are spaced far enough apart angularly, it should be a fairly small triangle and the emitter should be inside the triangle. However–and this is important–there is still a non-insignificant chance that the emitter will be outside of the triangle…probably not a lot outside but still…it depends on a lot of things, but for DCS purposes, call it a 75% change that it is inside the triangle, meaning a 25% chance that it is outside. Still that is pretty good.

These guys were doing a multiplayer 3 plane and had coms with each other. Ideally, they would have set off of different routes far enough apart to try to detect the same emitter at the same time–communicating between themselves to record time of the “hit” and its parameters (to make sure they have the same emitter).

This is extremely important if the emitter is mobile (SA-8, ZSU-23-4, etc, or a ship) if two or three planes get get 2 or more fixes on the emitter, spread over time, they will show if the emitter is moving (ships are always moving) or stationary. If moving it will give you a rough course and speed. A single plane (or planes in close formation as these were) cannot tell if target emitter is stationary (unless it is something like a SA-3, SA-6 or SA-10 site) or moving, and if it is moving, the fixes will be big and erroneous. Also, you have to do a lot less flying to get fixes.

Now I’m off to fly some of this cool stuff!

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https://forums.eagle.ru/showpost.php?p=3608658&postcount=1

Tl;dr

  • Spinny Boi
  • some fixes
  • some workarounds
  • bork
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Børking job! Absobörking incredible…

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Over the next several patches we will be introducing some of the final “major” items remaining: e.g.: …, in-cockpit pilot

…this is evidently the current working version for the Viggen pilot image

@Troll…what have you been doing in your spare time?

Seriously…an awesome jet getting even awesomer!

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You know… Börking around.

Good to see the Viggen getting some love. :heart_eyes:

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https://forums.eagle.ru/showthread.php?p=3622216#post3622216

The BK-90 is the most modern weapon carried by the AJS-37. It is a guided cluster munitions dispenser, which means that once released, it will glide towards the target and dispense the submunitions over an area from its 24 launch tubes.

The weapon is designed to be released from low altitudes, and has a range of about 7 km when released at high speed. The weapon will sync up to the aircraft’s navigation system and will guide towards the coordinates of the current selected waypoint, leaving the releasing aircraft free to maneuver away from the target area.

As for the submunitions, they come in two flavors:

The first is the MJ1 (or MUSJAS 1), which is a 3.7 kg fragmentation warhead, with three fitting per launch tube for a total of 72 submunitions. The main purpose is unarmored targets, which will render an area of 300x200 meters quite inhospitable to anything not behind armor.

The second alternative is the MJ2 (MUSJAS 2) which is the larger 16.9 kg submunition designed for lighter armored vehicles. Only a single MJ2 fits in each tube, leading to a total of 24 submunitions per launcher. The warhead will explode over the target and will shower the area with explosively formed projectiles, punching lots of small holes in anything unfortunate to be in the way.

In DCS we have three versions of the BK-90:

The MJ1 version contains 72 MJ1 submunitions. The large amount of submunitions will cover a large area and essentially providing the equivalent high-explosive firepower of a large mortar barrage.

The MJ2 version contains 24 MJ2 submunitions, and is primarily for concentrations of lighter IFV / AFV, and anything that requires a bit more punch.

The MJ1+2 does exactly what it says on the tin, it contains a mix of two, providing some of the best of two worlds. The lower amount of MJ1 warheads will provide slightly less impact density, but the MJ2’s provides a bit more flexibility on armored and unarmored targets.

For a higher impact density, you can fire the weapons in salvo mode. In salvo mode. you can choose between compact, long and, wide impact profiles to customize the impact area for the target layout. Alternatively, you can launch the weapons one by one at multiple target coordinates by switching waypoints (or moving them).

This has been a feature we have been looking forward to pretty much from starting the AJS-37 project all those years ago, and we are now glad that it will be available next patch.

Mbjorknir

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Bjorkening intensifies

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Weapon system is a true Bjorkinator!

Udi borki boo

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image

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I’ve used this in a attack against aircraft 2 x IL-76 off loading military equipment and ammo at the apron of Abu Must airfield. The offload area guarded by a couple of M-113s ad included a couple of trucks. I used a 2 plane each carrying a pair of BK-90.

Borking Bottom Line: When you get it working correctly, an awesome weapon - total destruction of the target area.

How to get it working correctly in DCS:

This took a bit of trial and error…a number of AI wingmen gave their virtual lives in the process.

For your AI wingman:
1 - Use ground Attack mission
2 - Set the target WP about 5-7 km from the target
3 - Use Bombing - set the target triangle at the center of target area
4 - DCS considers the BK-90 a missile - set Missile weapon type
5 - Set number of weapons to ALL and number of attacks to 1

This will get your wingman to shoot both BK-90s at the target and then break off.

For yourself:
1- Enter release altitude code into the Nav computer. Default is 60 m. Turn to TAKT / Input, use a 91XXX0 will set release altitude between 30 to 500 m (example 91200 = 200 m release). 91000 resets to default. Set VALB/STD switch to VALB (pilot entered). Press LS/SKU to enter - should go all 0’s Note, this is a MSL altitude; set the QFE from the kneeboard card for the target WP)

2 - Use multiple launches to determine coverage size/shape. Again in TAKT / Input, use a 92X000 for size of release (92100=Long; 92200=wide; 92300=compact). Press LS/SKU to enter - should go all 0’s Obviously the release mode seeds to be SERIE since this tactic requires multiple weapons.

You can do all this set up on the ground beforehand or in the air, en route. I used 100 m release and a compact release. I think the AI wingmen just use standard settings. Regardless the effect is awesome! :open_mouth::sunglasses:

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Dat frame rate though when all 4 go off at once…

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