New Decoy Possibilities
Posted: Tue Oct 03, 2006 3:32 am
Hi All,
After working through the decoy details a few days back I decided to return to them in the hope of developing a working "chaff cloud" system principally for use on the Tu-16 Badger H.
I've made a chaff cloud weapon that's a "Decoy" and made the valid target "Surface Vessel" I've added a propulsion system based on the weapon coast motor with a speed of 10kts (ave. wind speed?). I tested it and what appeared on screen but a ship "flying at 10 kts altitude 7500m". The AI sees this decoy as a radar target that is displayed as the appropriate platform type. The displayed platform type is based on the selected target for the decoy. So if I change the valid target to "Aircraft" an aircraft will appear at 7500m flying at 10 kts.
As all decoys default to radar as a valid target, giving the decoy a motor and turning it into a stand-off jammer/decoy system makes the selected target field into "what the decoy appears to the enemy as" field. I've tried both "Surface Vessel" and "Aircraft" in the Target field with appropriate results>
Valid Target Decoy Displays to Enemy as
Surface Vessel Ship
Aircraft Aircraft
These are the two examples I've tried so far. I have included a screen shot showing the decoy as it appears to enemy radar. In the screen shot I had set the valid target as "Aircraft" so the decoy appears as a 10kt aircraft flying at 7500m. There are some issues with using this in scenario design. I'm going to work on making the AI attempt to fire the things. At present it seems it would work in Multi-Player as most of us are smart enough to fire weapons at targets
. I'll be spending some time working furiously on this as I believe it opens up possibilities for an expanded role for Electronic Warfare in H3ANW.
There are a few things I need to look at further, like when there's no commlink on the decoy it jams ALL radars within jamming range. (Blue and Red side radar systems.) Realistic but not so sexy in game
. Further I've modified a database entry for the Nulka anti-missile decoy system. This now works in point defence mode and allows for BOL launch to simulate stand-off jamming. I used a torpedo motor on the Nulka system as I wanted the decoy to appear as a logical ship platform. ie crusing on the surface not at 7500m. (I'm not just trying to fool the AI). I included the 0 damage warhead but the issue here with AI use is that the intercept can't occur until just prior to point defence resolution occuring. Incoming missile speed versus intercepting decoy at 20kts...
The other big issue was seeing the "radar attack selection screen" appear as you would if using HARM missiles. This allowed me to select the incoming missile seeker radar for jamming. Further updates as I progress, and as always pleae feel free to fire questions at me.
Thanks
Darren

After working through the decoy details a few days back I decided to return to them in the hope of developing a working "chaff cloud" system principally for use on the Tu-16 Badger H.
I've made a chaff cloud weapon that's a "Decoy" and made the valid target "Surface Vessel" I've added a propulsion system based on the weapon coast motor with a speed of 10kts (ave. wind speed?). I tested it and what appeared on screen but a ship "flying at 10 kts altitude 7500m". The AI sees this decoy as a radar target that is displayed as the appropriate platform type. The displayed platform type is based on the selected target for the decoy. So if I change the valid target to "Aircraft" an aircraft will appear at 7500m flying at 10 kts.
As all decoys default to radar as a valid target, giving the decoy a motor and turning it into a stand-off jammer/decoy system makes the selected target field into "what the decoy appears to the enemy as" field. I've tried both "Surface Vessel" and "Aircraft" in the Target field with appropriate results>
Valid Target Decoy Displays to Enemy as
Surface Vessel Ship
Aircraft Aircraft
These are the two examples I've tried so far. I have included a screen shot showing the decoy as it appears to enemy radar. In the screen shot I had set the valid target as "Aircraft" so the decoy appears as a 10kt aircraft flying at 7500m. There are some issues with using this in scenario design. I'm going to work on making the AI attempt to fire the things. At present it seems it would work in Multi-Player as most of us are smart enough to fire weapons at targets
There are a few things I need to look at further, like when there's no commlink on the decoy it jams ALL radars within jamming range. (Blue and Red side radar systems.) Realistic but not so sexy in game
The other big issue was seeing the "radar attack selection screen" appear as you would if using HARM missiles. This allowed me to select the incoming missile seeker radar for jamming. Further updates as I progress, and as always pleae feel free to fire questions at me.
Thanks
Darren
