A BepInEx mod for Nuclear Option that adds AN/ALQ-260(V)1 style expendable active decoys as a countermeasure against radar-guided missiles (ARH/SARH).
Active decoys are DRFM (Digital Radio Frequency Memory) expendables that replay the radar pulse with a stronger return than the launching aircraft, causing radar-guided missiles to retarget onto the decoy.
- Decoys are selected via the countermeasure cycle (same as flares/jammers)
- Each aircraft carries decoys matching its flare count
- Decoys are most effective when the aircraft is notching (flying perpendicular to the missile) or turning away with radar off
- Flying toward the missile or having radar active reduces effectiveness
Two independent effectiveness penalties (configurable):
- Radar active: 0.5x effectiveness — radiating makes the decoy less convincing
- Heading toward missile: 0.5x effectiveness — decoy is behind you, less effective
- Both: 0.25x — worst case, decoy must overcome 4x threshold
- Notching with radar off: 1.0x — full effectiveness
- ActualStealth mod (
com.nuclearoption.rcsmod): Fully compatible. Decoys use the original pre-stealth RCS to generate their false return, so stealth aircraft get realistic decoy behavior.
Config file: BepInEx/config/com.nuclearoption.activedecoy.cfg
| Setting | Default | Description |
|---|---|---|
EnableActiveDecoy |
true |
Master on/off switch |
PenaltyMultiplier |
0.25 |
Combined effectiveness when both penalties active (0.0–1.0) |
- Install BepInEx 5 for Nuclear Option
- Drop
NuclearOptionActiveDecoy.dllintoBepInEx/plugins/ - Launch the game
Requires .NET SDK and Nuclear Option installed at the path specified in the .csproj.
dotnet build src/NuclearOptionActiveDecoy/NuclearOptionActiveDecoy.csproj
The build automatically copies the DLL to the game's BepInEx/plugins/ folder.
GPLv3