http://codex.uoaf.net/api.php?action=feedcontributions&user=Neuro&feedformat=atomUOAF Codex - User contributions [en]2024-03-28T13:11:50ZUser contributionsMediaWiki 1.33.0-rc.0http://codex.uoaf.net/index.php?title=Communications_and_brevity&diff=7381Communications and brevity2020-02-25T09:58:10Z<p>Neuro: </p>
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<div>[[File:F16-pilot.jpg||none|500px|left|]]<br /><br />
<br />
==Learning Objectives==<br />
<br />
#Understand the correct syntax used when communicating between fighter aircraft.<br />
#Learn the important brevity code words.<br /><br />
<br />
=Learning Files=<br />
<br />
*[http://www.krauselabs.net/dump/Us_Marine_Corps---Multi_Service_Brevity_Codes_Mcrp_3-25B.pdf MULTI-SERVICE BREVITY CODES PDF]<br />
*[https://en.wikipedia.org/wiki/Multiservice_tactical_brevity_code Wikipedia Brevity Page]<br />
<br />
=Basic Principles of Brevity=<br />
<br />
*'''Know when to speak (and when to be silent).'''<br />
<br />
Pilots should speak up when engaged either defensively (most important) or offensively, this is so the rest of the flight can adjust accordingly to help you out! When in a high-stress environment it becomes more critical that you allow other pilots to communicate their messages; don't be yapping about your speed and thus step on your flight who are trying to tell you they are in danger!<br />
<br />
*'''Know what to say.'''<br />
<br />
Pilots should try to get their point across with all the necessary information, avoiding unnecessary fluff. Avoid raising your voice as this tends to escalate the volume of communication and demoralise pilots under stress.<br />
<br />
*'''Accuracy and clarity.'''<br />
<br />
No-one will mind if you don't know all the brevity words used for every situation. Remain calm, speak clearly and don't clog up the comms!<br />
<br />
====<u>Definitions</u>====<br />
<br />
:'''Ship''': Single aircraft.<br />
:'''Element''': Two ships working in tandem. This is the basic combat unit.<br />
:'''Flight''': Two elements working in tandem. (Sometimes you can have three-ship flights).<br />
:'''Package''': Two or more flights tasked with accomplishing a single mission.<br />
<br />
====<u>Types of radio messages</u>====<br />
There are two (main) kinds of messages: ''Advisories'' and ''directives''.<br><br />
An '''advisory''' is a message where you state what you are doing or intending to do. It is particularly important to remember if you're a flight lead or element lead to let other flights know when you're being engaged, or if you're engaging someone, or if you're running away from something.<br />
Advisories do not need to be acknowledged, although they can be.<br />
<br />
Examples:<br />
<br />
*The flight lead can call out his altitude and speed when climbing from take-off to let his flight know if they’re going to fast or lagging behind.<br />
*Giving an ''"IN"'' call when attacking a ground target.<br />
*Giving an ''"Engaged defensive"'' call to the rest of the package if your flight finds itself engaged by enemy fighters.<br />
<br />
A '''directive''' is an order to perform some action. They’re usually given by element-, flight-, or package leaders to their subordinates. However others can also give directives depending on the circumstances. E.g. you are supporting your element leader in a dogfight and you see a bandit about to fire on him, you would then direct your leader to "BREAK" in concert with you trying to gain a position to attack the bandit.<br />
<br />
====<u>Responding to communications</u>====<br />
<br />
'''Within the flight (VHF)''' when a flight lead gives a directive the''' entire flight must respond in correct form'''; this is done by giving your flight number and pilots most respond in ascending order (e.g. Cowboy 1-1: "Flight go trail" Cowboy 1-2: "TWO" Cowboy 1-3: "THREE" Cowboy 1-4: "FOUR"). This makes it clear for the flight lead to understand who has heard them and has intent to carry out the order. If someone is silent, it's OK to skip them and allow them to respond later, however the flight lead(s) will be the one to investigate any silence in comms. <br />
<br />
When you are unable to carry out the order you should say "unable" and elaborate should the situation require it. In some situations you may find you are engaged offensive or defensive and can add this, i.e. "Viper 1-4 unable, engaged defensive". The amount of information you give should be reasonable; let the flight know if you're in a dogfight or defending missiles if they don't already. <br />
<br />
'''Between flights (UHF)''', the flight lead will need to use the flight callsign as an identifier as multiple flights have access to this method of communication (e.g. "Falcon 1, Panther 2 we have entered the AO, looking for targets" "Panther 2, Falcon 1, roger that").<br />
<br />
Whenever you start a message not directed toward others you start with your callsign. On package comms where everyone will hear you, you use your full callsign.<br />
<br />
The flight does not need to respond to any informative calls (e.g. "Falcon 1 traffic 9 o'clock level) which differ from directive calls in that the flight is not being requested to take action but merely being given supplemental information to improve flight efficiency and cohesiveness.<br />
<br />
Directives e.g. "Flight fence in" , "Element 2 go trail" <br />
<br />
Informatives e.g. "My altitude, Angels 10" , "My TrackIR just f***ed up"<br />
<br />
==Do's and Don'ts==<br />
DO speak up if you're in immediate danger!<br />
<br />
DO give an "Engaged offensive" call followed by the BRAA or bullseye of the target when in a dogfight.<br />
<br />
DO remain calm and speak clearly.<br />
<br />
DON'T use "ground combat terms" for Flight Comms (e.g. "Lobo this is Panther, message", "Panther this is Lobo, go ahead, over." "Lobo, be advised you have bandits over the target area time now.", "Panther, we copy all, out.")<br />
<br />
DON'T give informatives out during high-workload periods of flight (e.g. talk about your fuel consumption during a furball)<br />
<br />
DON'T repeat communications. (e.g. "MAGNUM SA-2, I REPEAT, MAGNUM SA-2).<br />
<br />
DON'T comply with a directive that is sure to kill you; you are the best judge of this.<br />
<br />
DON'T clog up the communications with pointless information. (e.g. let other flights know about bandits 200 miles away over UHF OR repeatedly ask AWACS for picture)<br />
<br />
DON'T use "over" or "out".<br />
<br />
DON'T use "break" to signal a pause. Break is a brevity word to perform a rapid turn.<br />
<br />
''<sub>These are not the same as the [[:Category:Official Documentation|UO SOPs]] or the [http://forums.unitedoperations.net/index.php/topic/15344-uoaf-sops UOAF SOPs], which are the rules of the community. You've read [[:Category:Official Documentation|the rules]], right?</sub>''<br />
<br />
==Being a good Flight Lead==<br />
A good flight lead completes their mission and brings everyone home; to accomplish this it is their responsibility to utilize both elements and all pilots without micromanaging them heavily. <br />
<br />
Flight Leads should endeavor to ensure understanding in the pilots in the briefing: pilots must understand the intent of the package and be aware of the threats they must deal with.<br />
<br />
Flight Leads are the primary communicator for the flight with other flights in the package, it is their responsibility to update the package with the flight's status as appropriate. The Flight Lead should make sure other flights are aware of their presence (whether on ingress or egress from the target) to avoid collisions and blue-on-blue incidents, however, all pilots are expected to respond to RAYGUN calls over UHF and maintain general Situational Awareness of the rest of the package. <br />
<br />
It is important in inter-flight communications that you'' identify your own flight '''second''''', as well as your flight number where appropriate. Communication to other flights does not need to be requested; Flight Leads just give their information accurately and clearly directly over UHF e.g. <br />
<br />
{{green|"Panther 1, '''Lobo 2''' engaging bandits over steer 5, 20 thousand, nose hot".}} <br />
<br />
In this example we see that''' Lobo 2''' is informing Panther 1 that they are committing to bandits over (a presumed shared) steerpoint 5, these bandits are at 20,000ft and are "nose hot" or turned towards''' Lobo 2'''. However, when asking for information it may be courteous to simply ask for a response e.g. <br />
<br />
{{green|"Panther 1, '''Lobo 2'''"}}<br />
<br />
Indicating that '''Lobo 2''' is requesting Panther 1 to respond, which they would do by saying the reverse: <br />
<br />
{{red|"Lobo 2, '''Panther 1'''"}} <br />
<br />
Some people may add "go" or "send it" or another addition in order to increase the ''clarity of the response'' by ensuring the other flight understands they are listening.<br />
<br />
As a Flight Lead you need to ensure you control the flight's formation;'' ensure you don't fly too fast and create fuel problems for everyone trying to catch up!'' A Flight Lead should know the best formations for the situations that may arise spontaneously but generally formations are discussed during the briefing. The Flight Lead will make a directive to change formation when appropriate e.g. <br />
<br />
{{green|"Cowboy 1 Go Trail"}}<br />
<br />
If no formation call is briefed or directed, assume a Finger 4 formation is in affect.<br />
<br />
The Flight Lead must also designate targets for the flight, when this luxury is available to them, the Flight Lead must manage the resources of the flight to ensure all aircraft remain combat effective for as long as possible. Don't be a hero and shoot off all your missiles for one kill, try to designate targets and keep those missiles for more pressing targets.<br />
<br />
Other information the Flight Lead must consider communicating to their flight are: MUSIC (ECM jamming), changing steerpoints, calculated airspeed, flight altitude, equipment configuration, Air-to-Air TACAN, Datalink, etc.<br />
<br />
==Brevity Code Masterlist==<br />
{| class="wikitable sortable"<br />
|-<br />
!Term<br />
!Meaning<br />
|-<br />
|'''ANGELS'''<br />
|Height of FRIENDLY aircraft in thousands of feet mean sea level (MSL)<br />
|-<br />
|ARIZONA<br />
|No ARM ordnance remaining. (HARMS for you BMS pilots)<br />
|-<br />
|AS FRAGGED<br />
|Unit or element will be performing exactly as stated by the air tasking order (ATO).<br />
|-<br />
|'''BANDIT'''<br />
|Identified enemy aircraft. Does not neccesarily imply direction or authority to engage.<br />
|-<br />
|BANZAI<br />
|Informative or directive call to execute launch-and-decide tactics.<br />
|- <br />
|BEAMING<br />
|Moving towards a target at a perpendicular angle OR close to radar gimbal limits.<br />
|-<br />
|(system) BENT<br />
|System indicated is inoperative.<br />
|-<br />
|BINGO<br />
|Fuel state needed for recovery (to RTB)<br />
|-<br />
|BIRD<br />
|Friendly surface-to-air missile (SAM).<br />
|-<br />
|BLIND<br />
|No visual contact with friendly aircraft / ground position. Opposite of VISUAL.<br />
|-<br />
|BLOW THROUGH<br />
|Directive or informative call that indicates aircraft will continue straight ahead at the merge and not become anchored with target/targets.<br />
|-<br />
|'''BOGEY'''<br />
|Radar or visual contact whose identity is unknown.<br />
|-<br />
|BOGEY DOPE<br />
|Request for target information as requested or closest group in BRAA (with appropriate fill-ins).<br />
|-<br />
|BRAA<br />
|Bearing Range Altitude and Aspect. Aspect only required if other than HOT.<br />
|-<br />
|BREAK<br />
|Directive call to perform an immediate maximum performance 180-degree turn (or as directed) in the indicated direction. Assumes a defensive situation requiring infrared missile defense (IRMD).<br />
|-<br />
|BREVITY<br />
|Radio frequency is becoming saturated/degraded or jammed and briefer transmissions must follow.<br />
|-<br />
|BROKE LOCK<br />
|Advisory call regarding loss of radar/IR lock-on.<br />
|-<br />
|'''BUDDY LOCK'''<br />
|Locked on to a friendly aircraft, often a response to SPIKE or BUDDY SPIKE. Generally a good idea if you identify yourself as well.<br />
|-<br />
|'''BUDDY SPIKE'''<br />
|Friendly aircraft A-A radar track on the RWR, can be a response to RAYGUN or general advisory call. Generally a good idea if you identify yourself as well.<br />
|-<br />
|BUGOUT (with direction)<br />
|Separation from that particular engagement/attack/operation; no intent to reengage/return.<br />
|-<br />
|BUSTER<br />
|Directive call to fly at max continuous speed (Mil power).<br />
|-<br />
|CEASE FIRE<br />
|Discontinue firing/do not open fire. Complete intercept if weapons are in flight. Continue to track.<br />
|-<br />
|CHECK<br />
|(number, left/right) Turn (number) degrees left or right and maintain new heading.<br />
|-<br />
|CHERUBS||Hundreds of feet above ground level. (“CHERUBS 3” means 300 feet AGL)<ref>CHERUBS '''only''' means altitude above ground level, and is not to be used as a general codeword for hundreds of feet. Saying "ANGELS 20 CHERUBS 3" when meaning 20300 feet MSL is not allowed.</ref><br />
|-<br />
|CHICKS<br />
|Friendly aircraft.<br />
|-<br />
|CLEAN<br />
|No sensor information on non-friendly aircraft of interest / no visible battle damage.<br />
|-<br />
|CLEARED<br />
|Flight lead response: requested action is authorised.<br />
|-<br />
|CLEARED HOT<br />
|Flight lead response: release of ordinance is authorised.<br />
|-<br />
|COLD<br />
|Essentially means "turned away". Can be used as a direction or description e.g. "Bandit nose cold"<br />
|-<br />
|'''COMMIT'''<br />
|Directive call to intercept.<br />
|-<br />
|CONTINUE<br />
|Continue present maneuver; does not imply a change in clearance to engage or expend ordnance.<br />
|-<br />
|CONTACT<br />
|Similar to TALLY, relating specifically to acquisition of target via radar.<br />
|-<br />
|COVER<br />
|Directive/informative call to assume a supporting position that will allow engagement of a specified track or threat to the flight if required.<br />
|-<br />
|CRANK [left/right]||Turn as far as possible left or right while keeping the target on your radar<br />
|-<br />
|'''DEFENSIVE'''<br />
|The speaker is under attack, moving defensively and unable to support others.<br />
|-<br />
|DELOUSE<br />
|Directive call to detect, identify and engage (if required) unknown aircraft trailing friendly aircraft.<br />
|-<br />
|DOLLY<br />
|LINK-4A/TADIL-C. Aka. "The data link" in BMS<br />
|-<br />
|DROP KICK<br />
|Informative to the flight that an intentional deviation from any briefed action is being made.<br />
|-<br />
|DROPPING<br />
|Informative call that a fighter has discontinued targeting responsibility.<br />
|-<br />
|ENGAGED<br />
|Informative call used to establish engaged and support roles in the visual arena.<br />
|-<br />
|EXTEND (with direction)<br />
|Short-term maneuver to gain energy, distance, or separation normally with the intent of reengaging.<br />
|-<br />
|FADED<br />
|Radar contact (temporally) is lost on a non-friendly aircraft/surface contact and any positional information given is estimated.<br />
|-<br />
|FAST<br />
|Target speed is estimated to be 600 to 900 knots ground speed/Mach 1 to 1.5.<br />
|-<br />
|FEET WET/DRY<br />
|Flying over water/land.<br />
|-<br />
|FENCE IN||Directive to prepare your aircraft for battle. See UOAF SOP Section<br />
|-<br />
|FLASH (system)<br />
|Temporarily activate specified system for identification purposes (e.g., IFF, afterburner, flare, or chaff).<br />
|-<br />
|FLOW [direction]||Turn to and fly in the designated heading<br />
|-<br />
|'''FOX'''<br />
|A-A weapons employment (most should know this one already!) Fox One indicates a [[wikipedia:Semi-active_radar_homing|semi-active radar-guided]] missile (AIM-7), Fox Two indicates an [[wikipedia:Infrared_homing|infrared-guided]] missile (AIM-9) and Fox Three, indicating an [[wikipedia:Active_radar_homing|active radar-guided]] missile (AIM-120/AIM-54)<br />
|-<br />
|FURBALL<br />
|Known bandits and friendlies in close proximity.<br />
|-<br />
|GATE<br />
|Directive/informative call to fly as quickly as possible, using afterburner/max power.<br />
|-<br />
|GORILLA<br />
|A large force of indeterminable numbers and formation i.e. a metric shit ton.<br />
|-<br />
|HIGH<br />
|Target is between 25,000 and 40,000 feet MSL.<br />
|-<br />
|HOLDING HANDS<br />
|Aircraft in visual formation<br />
|-<br />
|HOOK<br />
|(with direction) Directive call to perform an in-place 180-degree turn.<br />
|-<br />
|HOSTILE<br />
|A contact identified as an enemy upon which clearance to fire is authorized IAW the theater rules of engagement (ROE).<br />
|-<br />
|HOT<br />
|Meaning "turned towards"; the opposite of COLD.<br />
|-<br />
|HOUND DOG<br />
|I see something I want to shoot / I see the target you are referring to.<br />
|-<br />
|IN<br />
|Informative call indicating a turn toward a known threat, may imply a request for information.<br />
|-<br />
|JINK<br />
|Directive call to perform an unpredictable maneuver to negate a gun tracking solution.<br />
|-<br />
|JOKER||Prebriefed fuel remaining when you should start heading home<br />
|-<br />
|JUDY<br />
|Aircrew has radar or visual contact of the correct target, only requires situational awareness information and the weapon director will minimise radio transmissions. In practice, this is an "I got this" call from the flight to an AWACS.<br />
|-<br />
|KILL<br />
|Directive call to fire on designated target.<br />
|-<br />
|KNOCK-IT-OFF<br />
|Directive call to cease air combat maneuvers/attacks/activities.<br />
|-<br />
|LEAN (with direction)<br />
|Directive/informative call to maneuver in a direction to avoid the threat.<br />
|-<br />
|LOCKED (with position)<br />
|Radar lock-on; correct targeting is not assumed.<br />
|-<br />
|LOW<br />
|Below 10,000 feet MSL<br />
|-<br />
|MAGNUM||With direction and type of target. Anti-radiation weapon launched<br />
|-<br />
|'''MILLER TIME'''<br />
|Informative call indicating completion of A-G ordnance delivery. Generally used by the last striker in conjuction with the egress plan. In practice, used by the package lead as an RTB call. <ref>"Ducks on a pond" is also used in BMS (and the best RTB call).</ref><br />
|-<br />
|MARKING<br />
|Friendly aircraft leaving contrails.<br />
|-<br />
|MARSHAL(ING)<br />
|Establish(ed) at a specific point.<br />
|-<br />
|MERGE(D)<br />
|Informative call that friendlies and targets have arrived in the same visual arena.<br />
|-<br />
|MUD||RWR indication of SAM or AAA radar<br />
|-<br />
|MUSIC<br />
|Electronic radar jamming. E.g. "Flight, music on"<br />
|-<br />
|'''NAILS'''<br />
|(with direction) RWR indication of radar in search. E.g. "Nails 29, left 10" (I have a MiG-29 on my RWR, from my nose left, 10 o'clock)<br />
|-<br />
|NAKED<br />
|No RWR indications.<br />
|-<br />
|NO FACTOR||Not a threat<br />
|-<br />
|NO JOY<br />
|No visual contact with target/landmark, opposite of TALLY.<br />
|-<br />
|NOTCH(ING)<br />
|(Left/Right): Moving on a beam away from the target, usually done to support a radar-guided missile in order to reduce the closure rate whilst maintaining a radar lock.<br />
|-<br />
|OFF (with direction)<br />
|Informative call indicating attack is terminated and maneuvering to the indicated direction.<br />
|-<br />
|OFFSET (with direction)<br />
|Informative call indicating maneuver in a specified direction with reference to the target.<br />
|-<br />
|OUT<br />
|Informative call indicating a turn to a cold aspect relative to the known threat.<br />
|-<br />
|OUTLAW<br />
|Similar to Bogey but assumed hostile due to point of origin i.e. unknown aircraft flying from enemy airspace.<br />
|-<br />
|PADLOCKED<br />
|Informative call indicating aircrew cannot take eyes off an aircraft or ground target without risk of losing tally/visual.<br />
|-<br />
|PID<br />
|(Positive Identification) The ability to confirm the nature of a target (friendly hostile) via means that could include by radar or visually (through the TGP or with the MK1 eyeball).<br />
|-<br />
|PINCE<br />
|Threat maneuvering for a bracket attack.<br />
|-<br />
|PITBULL<br />
|AIM-120 missile has reached MPRF active range (gone active).<br />
|-<br />
|POP<br />
|Starting climb for A/S attack OR Max performance climb out of low-altitude structure.<br />
|-<br />
|POSIT<br />
|Request for friendly position; response in terms of a geographic landmark or off a common reference point.<br />
|-<br />
|PRESS<br />
|Directive call to continue the attack; mutual support will be maintained. Supportive role will be assumed by the speaker.<br />
|-<br />
|PUMP<br />
|A briefed maneuver to low aspect to stop closure on the threat or geographical boundary with the intent to reengage. Will be used to initiate a Grinder tactic.<br />
|-<br />
|PUSH<br />
|Go to designated frequency, no acknowledgement required.<br />
|-<br />
|PLAYTIME<br />
|Amount of time aircraft can remain on station.<br />
|-<br />
|'''RAYGUN'''<br />
|Indicating a radar lock on unknown aircraft. A request for BUDDY SPIKE reply from friendly aircraft.<br />
|-<br />
|RESET<br />
|Proceed to a pre-briefed position or area of operation (AO).<br />
|-<br />
|RIFLE<br />
|Friendly A-G missile launch.<br />
|-<br />
|ROGER<br />
|Indicates aircrew understands the radio transmission, ''DOES NOT INDICATE COMPLIANCE OR REACTION.''<br />
|-<br />
|ROLEX<br />
|Time adjustment in minutes, references from the original planned time. Plus means later, minus means earlier.<br />
|-<br />
|'''SAM'''<br />
|Visual acquisition of a SAM in flight or SAM launch, should include position and type if known.<br />
|-<br />
|SAUNTER<br />
|Fly at best endurance.<br />
|-<br />
|'''SINGER''' (type with direction)<br />
|Informative call of an RWR indication of SAM launch.<br />
|-<br />
|SKIP IT<br />
|Veto of fighter commit call, usually followed with further directions.<br />
|-<br />
|SKOSH<br />
|Aircraft is out of or unable to employ active radar missiles.<br />
|-<br />
|SLICE / SLICEBACK (LEFT/RIGHT)<br />
<br />
SMASH<br />
|Directive call to perform a high-G descending turn in the stated direction, usually 180-degree turn.<br />
<br />
A brand of instant mashed potato, popular in the UK<br />
|-<br />
|SORT<br />
|Directive call to assign responsibility within a GROUP; criteria can be met visually, electronically (radar), or both.<br />
|-<br />
|SPIKE<br />
|(with direction) RWR indication of an AI threat in track or launch.<br />
|-<br />
|STRIPPED<br />
|Informative call that aircraft is out of briefed formation<br />
|-<br />
|TALLY<br />
|Sighting of a target. Opposite of NO JOY.<br />
|-<br />
|TUMBLEWEED<br />
|Indicates limited situational awareness, NO JOY and BLIND. A request for information.<br />
|-<br />
|'''UNABLE'''<br />
|Cannot comply as requested or directed (preferably with reason if possible).<br />
|-<br />
|UNIFORM<br />
|UHF/AM radio.<br />
|-<br />
|VAMPIRE<br />
|Hostile antiship missile launch.<br />
|-<br />
|VICTOR<br />
|VHF/AM radio.<br />
|-<br />
|VISUAL<br />
|Sighting of a FRIENDLY aircraft or ground position. Opposite of BLIND.<br />
|-<br />
|WEEDS<br />
|Indicates that aircraft are operating close to the surface.<br />
|-<br />
|WHAT LUCK<br />
|Request for results of mission or tasks.<br />
|-<br />
|WHAT STATE<br />
|Report amount of fuel and missiles. Ammunition and oxygen are reported only when specifically requested or critical. "Weapon state" and "Fuel state" also used at UOAF.<br />
|-<br />
|'''WILCO'''<br />
|Will comply (with received instructions).<br />
|-<br />
|WINCHESTER<br />
|No ordinance remaining.<br />
|}<br />
<br />
=Final Reminders=<br />
<!-- feel free to add more --><br />
For a "complete" list of brevity terms, see '''OPERATIONAL BREVITY WORDS, DEFINITIONS, AND COUNTERAIR (AFTTP 3-1.1).pdf''' in the ''/docs/Operational Manuals/'' folder of your Falcon install.<br />
<br />
:<br />
<br />
====<u>ABCs</u>====<br />
When communicating, especially in a combat situation, remember the ABCs of radio protocol:<br />
<br />
'''Accuracy'''<br />
<br />
Make sure what you are saying is accurate and think about what you need to say before you broadcast.<br />
<br />
'''Brevity'''<br />
<br />
Be brief and use brevity terms as much as possible. In a hectic situation there’s a lot of information that needs to be transmitted and processed, and only one person can talk on the radio at a time.<br />
<br />
'''Clarity'''<br />
<br />
Speak clearly and slowly enough that other people can understand you. The last part is particularly important if you’re not a native english speaker or speaking to a non-native speaker.<br />
<br />
=Video Examples=<br />
A few video examples of brevity in-game:<br />
<br />
<embedvideo service="youtube" dimensions="400">https://www.youtube.com/watch?v=IgdzvQ-YBng</embedvideo><br />
<embedvideo service="youtube" dimensions="400">https://www.youtube.com/watch?v=zT1Dn91c9Zw</embedvideo><br />
<embedvideo service="youtube" dimensions="400">https://www.youtube.com/watch?v=Yknk7uO51UU</embedvideo><br />
<embedvideo service="youtube" dimensions="400">https://www.youtube.com/watch?v=PTtsCXTHHNU</embedvideo><br />
<br />
<br />
{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]<br />
<references /></div>Neurohttp://codex.uoaf.net/index.php?title=Fuel_Planning&diff=7133Fuel Planning2019-07-29T21:16:18Z<p>Neuro: Created page with "<blockquote>''"Bingo calculations are super easy. IRL its a legal thing and its non-negotiable, you always RTB on bingo."''</blockquote>A bingo fuel level allows you to arrive..."</p>
<hr />
<div><blockquote>''"Bingo calculations are super easy. IRL its a legal thing and its non-negotiable, you always RTB on bingo."''</blockquote>A bingo fuel level allows you to arrive at initial or a final approach fix (5 mile final) with normal recovery fuel. For the F-16, the following conventions should be observed (''AFI 11-2 F-16 Vol.3''):<br />
<br />
* '''Joker Fuel:''' A pre-briefed fuel needed to terminate an event and proceed with the remainder of the mission. <br />
* '''Bingo Fuel:''' A pre-briefed fuel state which allows the aircraft to return to the base of intended landing or alternate, if required, using preplanned recovery parameters and arriving with normal recovery fuel as listed below<br />
* '''Normal Recovery Fuel:''' The fuel on initial or at the FAF at the base of intended landing or alternate, if required. This fuel quantity will be the higher of what is established locally or<br />
** All F-16 Blocks 10 through 32 - 1,000 pounds. <br />
** All F-16 Blocks 40 and higher - 1,200 pounds. <br />
* '''Emergency Fuel:''' Declare an emergency '''when it becomes apparent''' that an aircraft will enter initial or start an instrument final approach at the base of intended landing or alternate, if required, with<br />
** All F-16 Blocks 10 through 32 - 600 pounds or less. <br />
** All F-16 Blocks 40 and higher - 800 pounds or less. <br />
* '''Afterburner Use:''' Do not use AB below 2,000 pounds total fuel or established bingo fuel, whichever is higher, unless required for safety of flight.<br />
<br />
<br /><br />
<br />
==== Rule of thumb method ====<br />
Bingos are calculated by working backwards from your recovery field. Start with recovery fuel (1200lbs). Find out the farthest place you will be in a sortie. Multiply miles by 10/15lbs depending on whether low/high drag loadout. Add 1200lbs to this number. <br />
<br />
<br />
This is a VFR bingo, if there is weather or you are on single runway ops where someone can FOD out the runway, consider adding an ''alternate'' bingo to reach an alternate with recovery fuel. The assumptions in an alternate bingo are you go missed approach at your home field, fly to the alternate base, and still land there with recovery gas.<br />
<br /><br />
<br />
==== Using a fuel consumption table ====<br />
These can be made and posted to simplify calculations for a particular base or scenario. Construct a scenario to test fuel flow with something like the following conditions: 300 knot, 20,000ft, two 370 wing bags, two Mk84’s, 4 AMRAAM, one jammer pod (example A/G test config), and 6 AMRAAMs for A/A test config. Sample fuel flow at about 10,500 lbs internal gas.<br />
<br />
<make table></div>Neurohttp://codex.uoaf.net/index.php?title=Fragteam&diff=7119Fragteam2019-07-27T10:05:44Z<p>Neuro: /* Current members */</p>
<hr />
<div>This page contains the description, role and responsibilities, SOPs and process documentation for the UOAF fragteam.<br />
<br />
<br /><br />
<br />
==Current members==<br />
{| class="wikitable mw-collapsible mw-collapsed"<br />
!BMS<br />
!DCS<br />
|-<br />
|Bibleclinger<br />
<br />
DarkFib3r<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Foxy<br />
<br />
Fumes<br />
<br />
GasMan<br />
<br />
Gusy<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Wh1t3b0Y<br />
|Abelian<br />
Darkfiber<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Eagle<br />
<br />
HellHound<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Woody<br />
<br /><br />
|}<br />
<br />
==Role and responsibilities==<br />
The UOAF fragteam is a group of players, not necessarily Roster members, responsible for the creation and publication of the weekly BMS events. They also maintain documentation relative to best fragging practices, checklists, and other procedure necessary to maintain the quality of the generated events. <br />
<br /><br />
<br />
===Joining the fragteam===<br />
Anyone can apply to be part of the fragteam; current members of the team assess the request, if necessary arrange training/instruction to ensure the applicant can frag events independently and with the required quality standard. This is not supposed to be a heavy, technical process, but simply a way to ensure quality.<br />
<br /><br />
<br />
===Competences===<br />
Players intending to create missions/events at UOAF should:<br />
<br />
*Be experts at using the mission editor and generating missions that are technically sound (meaning among other items, that waypoints, timings, takeoff order, server flight, etc are taken care of to minimize delays and headaches on game day)<br />
*Be knowledgeable in the various missions, munitions, profiles, and airframes<br />
*Constantly review the process and document best practices and The Fragging Checklist<br />
*Be able to independently assemble products for briefing and planning (including maps, comms plans - as “standardized”)<br />
*Try to spread the workload in the best way to avoid burnout<br />
*Be capable of getting people up to speed on all of the above to expand the squadron’s fragging manpower (depending on how we decide to arrange things, this can be a requirement for fragging official events)<br />
<br />
<br /><br />
<br />
==Fragging workflow==<br />
<br />
*During planning meetings, some time is set aside to discuss the two upcoming events, allocating as many people as possible to the two events (coordinator, package lead, server host/backup, and a fragger)<br />
*The overall situation in the campaign should be addressed briefly to give some background and input to the fragging process<br />
*After the meeting, the event coordinator ensures work proceeds on the event, and is responsible for finding replacements for key figures if need be<br />
*The fragger and package lead can collaborate to hatch and refine a plan<br />
*The fragger creates the mission and products according to sop/other resources established by the frag team, and finally posts event to discord (format TBD)<br />
*This can be done individually or as a team effort (group fragging is encouraged for less experienced people)<br />
*The frag can also be double checked by other fraggers, spontaneously or on request of the fragger<br />
*Players RSVP indicating preferred slot, and are expected to read and process the briefing, in order to expedite briefing<br />
*On game night, Package commander should be already aware of the tactical situation, possibly having planned with fragger ahead of time; package brief is kept to a minimum and flight briefs/question time can take most of the briefing time<br />
*Mission is played, everyone has a good time<br />
*Debriefing of event, feedback to fragger/pl/fl; keep track of issues and over time propose changes to fragging SOPs if necessary<br />
<br />
<br /><br />
<br />
==Fragging checklist==<br />
<br />
*Does each steerpoint for each flight have a cruise air speed > 300 knots?<br />
*Will the SEAD and/or escort be in front of the strikers in time to deal with threats?<br />
*Is there at least 1 minute between each take off time?<br />
*Does the escort and SEAD have enough time to work their steer points before strikers arrive?<br />
*Is there at least 1 minute between each flight TOT on a co-located target?<br />
*Are all the flight plan steer points either deconflicted by time on steer or space?<br />
*Does every flight have an abort airfield that is safe and close to the FLOT?<br />
*Are navigation steerpoints separated by a minimum of 20-30nm (Med Alt Only) + logical?<br />
*Does the package have the means (weapons, terrain) to deal with every threat within range of the flight plan?<br />
*Is there an AWACS fragged?<br />
*Is the server flight fragged in a location to maximize the server's FPS performance?<br />
<br />
<br /><br />
<br />
==To do:==<br />
A few items have to be clarified for SOP inclusion:<br />
<br />
*Weather: dynamic or not, i didn’t completely follow the discussion but i saw there are issues with jolts when the map changes<br />
*Exact server flight procedures (mostly for timing, does it have to go in to ramp? when?)<br />
*Tools to use for products (WDP? Comms card? VMT?)<br />
*Discord format<br />
*Editing REDFOR: yay or nay?<br />
<br />
[[Category:SOPs]]<br />
__FORCETOC__</div>Neurohttp://codex.uoaf.net/index.php?title=Fragteam&diff=7118Fragteam2019-07-27T10:05:32Z<p>Neuro: /* Current members */</p>
<hr />
<div>This page contains the description, role and responsibilities, SOPs and process documentation for the UOAF fragteam.<br />
<br />
<br /><br />
<br />
==Current members==<br />
{|<br />
!BMS<br />
!DCS<br />
|-<br />
|Bibleclinger<br />
<br />
DarkFib3r<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Foxy<br />
<br />
Fumes<br />
<br />
GasMan<br />
<br />
Gusy<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Wh1t3b0Y<br />
|Abelian<br />
Darkfiber<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Eagle<br />
<br />
HellHound<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Woody<br />
<br /><br />
|}<br />
<br />
==Role and responsibilities==<br />
The UOAF fragteam is a group of players, not necessarily Roster members, responsible for the creation and publication of the weekly BMS events. They also maintain documentation relative to best fragging practices, checklists, and other procedure necessary to maintain the quality of the generated events. <br />
<br /><br />
<br />
===Joining the fragteam===<br />
Anyone can apply to be part of the fragteam; current members of the team assess the request, if necessary arrange training/instruction to ensure the applicant can frag events independently and with the required quality standard. This is not supposed to be a heavy, technical process, but simply a way to ensure quality.<br />
<br /><br />
<br />
===Competences===<br />
Players intending to create missions/events at UOAF should:<br />
<br />
*Be experts at using the mission editor and generating missions that are technically sound (meaning among other items, that waypoints, timings, takeoff order, server flight, etc are taken care of to minimize delays and headaches on game day)<br />
*Be knowledgeable in the various missions, munitions, profiles, and airframes<br />
*Constantly review the process and document best practices and The Fragging Checklist<br />
*Be able to independently assemble products for briefing and planning (including maps, comms plans - as “standardized”)<br />
*Try to spread the workload in the best way to avoid burnout<br />
*Be capable of getting people up to speed on all of the above to expand the squadron’s fragging manpower (depending on how we decide to arrange things, this can be a requirement for fragging official events)<br />
<br />
<br /><br />
<br />
==Fragging workflow==<br />
<br />
*During planning meetings, some time is set aside to discuss the two upcoming events, allocating as many people as possible to the two events (coordinator, package lead, server host/backup, and a fragger)<br />
*The overall situation in the campaign should be addressed briefly to give some background and input to the fragging process<br />
*After the meeting, the event coordinator ensures work proceeds on the event, and is responsible for finding replacements for key figures if need be<br />
*The fragger and package lead can collaborate to hatch and refine a plan<br />
*The fragger creates the mission and products according to sop/other resources established by the frag team, and finally posts event to discord (format TBD)<br />
*This can be done individually or as a team effort (group fragging is encouraged for less experienced people)<br />
*The frag can also be double checked by other fraggers, spontaneously or on request of the fragger<br />
*Players RSVP indicating preferred slot, and are expected to read and process the briefing, in order to expedite briefing<br />
*On game night, Package commander should be already aware of the tactical situation, possibly having planned with fragger ahead of time; package brief is kept to a minimum and flight briefs/question time can take most of the briefing time<br />
*Mission is played, everyone has a good time<br />
*Debriefing of event, feedback to fragger/pl/fl; keep track of issues and over time propose changes to fragging SOPs if necessary<br />
<br />
<br /><br />
<br />
==Fragging checklist==<br />
<br />
*Does each steerpoint for each flight have a cruise air speed > 300 knots?<br />
*Will the SEAD and/or escort be in front of the strikers in time to deal with threats?<br />
*Is there at least 1 minute between each take off time?<br />
*Does the escort and SEAD have enough time to work their steer points before strikers arrive?<br />
*Is there at least 1 minute between each flight TOT on a co-located target?<br />
*Are all the flight plan steer points either deconflicted by time on steer or space?<br />
*Does every flight have an abort airfield that is safe and close to the FLOT?<br />
*Are navigation steerpoints separated by a minimum of 20-30nm (Med Alt Only) + logical?<br />
*Does the package have the means (weapons, terrain) to deal with every threat within range of the flight plan?<br />
*Is there an AWACS fragged?<br />
*Is the server flight fragged in a location to maximize the server's FPS performance?<br />
<br />
<br /><br />
<br />
==To do:==<br />
A few items have to be clarified for SOP inclusion:<br />
<br />
*Weather: dynamic or not, i didn’t completely follow the discussion but i saw there are issues with jolts when the map changes<br />
*Exact server flight procedures (mostly for timing, does it have to go in to ramp? when?)<br />
*Tools to use for products (WDP? Comms card? VMT?)<br />
*Discord format<br />
*Editing REDFOR: yay or nay?<br />
<br />
[[Category:SOPs]]<br />
__FORCETOC__</div>Neurohttp://codex.uoaf.net/index.php?title=General_SOPs&diff=7117General SOPs2019-07-27T10:05:03Z<p>Neuro: Created page with "<br /> === 1 - Gameplay SOPs === 1.1 The chain of command will be respected and enforced at all times. Leadership consists of a Package Commander, a Flight Leader, and an Ele..."</p>
<hr />
<div><br /><br />
<br />
=== 1 - Gameplay SOPs ===<br />
1.1 The chain of command will be respected and enforced at all times. Leadership consists of a Package Commander, a Flight Leader, and an Element Leader.<br />
1.2 Under no circumstance will pilots be able to edit their load outs, it is lead's (#1) or element lead's (#3)'s decision to do so and theirs only.<br />
1.3 Under no circumstance will pilots except Lead(#1) or the Package Commander change steer points in the 2D planner.<br />
1.4 Under no circumstance will pilots edit or move ground troops without notifying or consulting a second party of their action.<br />
1.5 Comms integrity will be maintained at all times and without exception.<br />
1.6 Discipline will be maintained in the air and without exception.<br />
1.7 Wingmen will follow their leads' orders and aircraft at all times and will respond to all directives appropriately. Failure to do so will result in a kick or ban from the community. Countermanding orders will lead to decisive disciplinary action.<br />
1.8 Flights will function within their assigned roles and flight plans as part of the package at all times and without exception.<br /><br />
<br />
=== 2 - UOAF Event SOPs ===<br />
2.1 Event moderator's are UOAF Regulars who ensure events run smoothly.<br />
2.1.1 The event moderator will handle any conflicts as fairly as possible.<br />
2.1.2 All players will follow the directions of the event moderator/s.<br />
2.2 UOAF events are open to all members of the UO community who consider themselves ready.<br />
2.2.1 New players flying their first event will be required to have flown on a pickup flight with a player that has flown past events. This SOP can be overridden at event moderator's discretion.<br />
2.3 Members of the UO community that wish to attend a UOAF event must RSVP on the event’s calendar post.<br />
2.3.1 Players can request slots or flights, but these will ultimately be decided on by the event moderator.<br />
2.3.2 RSVP priority will be as follows: Roster members, UO Regulars, UO Donors, Old Guest, New Guest.<br />
2.3.3 Contested slots will be decided by the event moderator.<br />
2.4 Players will show up on time with all hardware and installations ready to go.<br />
2.5 Players will indicate unforeseen tardiness or absence in the event thread on the forum.<br />
<br />
=== 3 - UOAF Pickup SOPs ===<br />
3.1 Players are welcome to create and run pickup flights outside of main events.<br />
<br />
3.2 Players can join or create a pickup flight by asking in discord, teamspeak, or the forums.<br />
<br />
3.3 Players are expected to follow flight standards laid out in 1.0 Gameplay SOPs.<br />
<br /><br />
<br />
=== 4 - UOAF Roster SOPs ===<br />
4.1 Roster members are expected to be flight commander capable, possess a high degree of competence in flight simulation, and maintain a good reputation and behavior.<br />
4.2 Roster members are governed by the AFO.<br />
4.3 Roster members are expected to take flight leader and element leader positions during flights.<br />
4.4 Roster members who are creating event missions will be subject to DCS and BMS frag guidelines.</div>Neurohttp://codex.uoaf.net/index.php?title=SOPs&diff=7116SOPs2019-07-27T09:59:03Z<p>Neuro: </p>
<hr />
<div>We are dusting our SOPs off. In the meantime, feel free to ask in discord for tips on behavior and requirements!<br />
<br />
* [[General SOPs]]<br />
* [[Fragteam]]</div>Neurohttp://codex.uoaf.net/index.php?title=Fragteam&diff=7115Fragteam2019-07-27T09:57:32Z<p>Neuro: /* Joining the fragteam */</p>
<hr />
<div>This page contains the description, role and responsibilities, SOPs and process documentation for the UOAF fragteam.<br />
<br />
<br /><br />
<br />
==Current members==<br />
{| class="wikitable"<br />
!BMS<br />
!DCS<br />
|-<br />
|Bibleclinger<br />
<br />
DarkFib3r<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Foxy<br />
<br />
Fumes<br />
<br />
GasMan<br />
<br />
Gusy<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Wh1t3b0Y<br />
|Abelian<br />
Darkfiber<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Eagle<br />
<br />
HellHound<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Woody<br />
<br /><br />
|}<br />
<br />
==Role and responsibilities==<br />
The UOAF fragteam is a group of players, not necessarily Roster members, responsible for the creation and publication of the weekly BMS events. They also maintain documentation relative to best fragging practices, checklists, and other procedure necessary to maintain the quality of the generated events. <br />
<br /><br />
<br />
===Joining the fragteam===<br />
Anyone can apply to be part of the fragteam; current members of the team assess the request, if necessary arrange training/instruction to ensure the applicant can frag events independently and with the required quality standard. This is not supposed to be a heavy, technical process, but simply a way to ensure quality.<br />
<br /><br />
<br />
===Competences===<br />
Players intending to create missions/events at UOAF should:<br />
<br />
*Be experts at using the mission editor and generating missions that are technically sound (meaning among other items, that waypoints, timings, takeoff order, server flight, etc are taken care of to minimize delays and headaches on game day)<br />
*Be knowledgeable in the various missions, munitions, profiles, and airframes<br />
*Constantly review the process and document best practices and The Fragging Checklist<br />
*Be able to independently assemble products for briefing and planning (including maps, comms plans - as “standardized”)<br />
*Try to spread the workload in the best way to avoid burnout<br />
*Be capable of getting people up to speed on all of the above to expand the squadron’s fragging manpower (depending on how we decide to arrange things, this can be a requirement for fragging official events)<br />
<br />
<br /><br />
<br />
==Fragging workflow==<br />
<br />
*During planning meetings, some time is set aside to discuss the two upcoming events, allocating as many people as possible to the two events (coordinator, package lead, server host/backup, and a fragger)<br />
*The overall situation in the campaign should be addressed briefly to give some background and input to the fragging process<br />
*After the meeting, the event coordinator ensures work proceeds on the event, and is responsible for finding replacements for key figures if need be<br />
*The fragger and package lead can collaborate to hatch and refine a plan<br />
*The fragger creates the mission and products according to sop/other resources established by the frag team, and finally posts event to discord (format TBD)<br />
*This can be done individually or as a team effort (group fragging is encouraged for less experienced people)<br />
*The frag can also be double checked by other fraggers, spontaneously or on request of the fragger<br />
*Players RSVP indicating preferred slot, and are expected to read and process the briefing, in order to expedite briefing<br />
*On game night, Package commander should be already aware of the tactical situation, possibly having planned with fragger ahead of time; package brief is kept to a minimum and flight briefs/question time can take most of the briefing time<br />
*Mission is played, everyone has a good time<br />
*Debriefing of event, feedback to fragger/pl/fl; keep track of issues and over time propose changes to fragging SOPs if necessary<br />
<br />
<br /><br />
<br />
==Fragging checklist==<br />
<br />
*Does each steerpoint for each flight have a cruise air speed > 300 knots?<br />
*Will the SEAD and/or escort be in front of the strikers in time to deal with threats?<br />
*Is there at least 1 minute between each take off time?<br />
*Does the escort and SEAD have enough time to work their steer points before strikers arrive?<br />
*Is there at least 1 minute between each flight TOT on a co-located target?<br />
*Are all the flight plan steer points either deconflicted by time on steer or space?<br />
*Does every flight have an abort airfield that is safe and close to the FLOT?<br />
*Are navigation steerpoints separated by a minimum of 20-30nm (Med Alt Only) + logical?<br />
*Does the package have the means (weapons, terrain) to deal with every threat within range of the flight plan?<br />
*Is there an AWACS fragged?<br />
*Is the server flight fragged in a location to maximize the server's FPS performance?<br />
<br />
<br /><br />
<br />
==To do:==<br />
A few items have to be clarified for SOP inclusion:<br />
<br />
*Weather: dynamic or not, i didn’t completely follow the discussion but i saw there are issues with jolts when the map changes<br />
*Exact server flight procedures (mostly for timing, does it have to go in to ramp? when?)<br />
*Tools to use for products (WDP? Comms card? VMT?)<br />
*Discord format<br />
*Editing REDFOR: yay or nay?<br />
<br />
[[Category:SOPs]]<br />
__FORCETOC__</div>Neurohttp://codex.uoaf.net/index.php?title=Fragteam&diff=7114Fragteam2019-07-27T09:57:23Z<p>Neuro: /* Current members */</p>
<hr />
<div>This page contains the description, role and responsibilities, SOPs and process documentation for the UOAF fragteam.<br />
<br />
<br /><br />
<br />
==Current members==<br />
{| class="wikitable"<br />
!BMS<br />
!DCS<br />
|-<br />
|Bibleclinger<br />
<br />
DarkFib3r<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Foxy<br />
<br />
Fumes<br />
<br />
GasMan<br />
<br />
Gusy<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Wh1t3b0Y<br />
|Abelian<br />
Darkfiber<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Eagle<br />
<br />
HellHound<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Woody<br />
<br /><br />
|}<br />
<br />
==Role and responsibilities==<br />
The UOAF fragteam is a group of players, not necessarily Roster members, responsible for the creation and publication of the weekly BMS events. They also maintain documentation relative to best fragging practices, checklists, and other procedure necessary to maintain the quality of the generated events. <br />
<br /><br />
<br />
==='''Joining the fragteam'''===<br />
Anyone can apply to be part of the fragteam; current members of the team assess the request, if necessary arrange training/instruction to ensure the applicant can frag events independently and with the required quality standard. This is not supposed to be a heavy, technical process, but simply a way to ensure quality.<br />
<br /><br />
<br />
===Competences===<br />
Players intending to create missions/events at UOAF should:<br />
<br />
*Be experts at using the mission editor and generating missions that are technically sound (meaning among other items, that waypoints, timings, takeoff order, server flight, etc are taken care of to minimize delays and headaches on game day)<br />
*Be knowledgeable in the various missions, munitions, profiles, and airframes<br />
*Constantly review the process and document best practices and The Fragging Checklist<br />
*Be able to independently assemble products for briefing and planning (including maps, comms plans - as “standardized”)<br />
*Try to spread the workload in the best way to avoid burnout<br />
*Be capable of getting people up to speed on all of the above to expand the squadron’s fragging manpower (depending on how we decide to arrange things, this can be a requirement for fragging official events)<br />
<br />
<br /><br />
<br />
==Fragging workflow==<br />
<br />
*During planning meetings, some time is set aside to discuss the two upcoming events, allocating as many people as possible to the two events (coordinator, package lead, server host/backup, and a fragger)<br />
*The overall situation in the campaign should be addressed briefly to give some background and input to the fragging process<br />
*After the meeting, the event coordinator ensures work proceeds on the event, and is responsible for finding replacements for key figures if need be<br />
*The fragger and package lead can collaborate to hatch and refine a plan<br />
*The fragger creates the mission and products according to sop/other resources established by the frag team, and finally posts event to discord (format TBD)<br />
*This can be done individually or as a team effort (group fragging is encouraged for less experienced people)<br />
*The frag can also be double checked by other fraggers, spontaneously or on request of the fragger<br />
*Players RSVP indicating preferred slot, and are expected to read and process the briefing, in order to expedite briefing<br />
*On game night, Package commander should be already aware of the tactical situation, possibly having planned with fragger ahead of time; package brief is kept to a minimum and flight briefs/question time can take most of the briefing time<br />
*Mission is played, everyone has a good time<br />
*Debriefing of event, feedback to fragger/pl/fl; keep track of issues and over time propose changes to fragging SOPs if necessary<br />
<br />
<br /><br />
<br />
==Fragging checklist==<br />
<br />
*Does each steerpoint for each flight have a cruise air speed > 300 knots?<br />
*Will the SEAD and/or escort be in front of the strikers in time to deal with threats?<br />
*Is there at least 1 minute between each take off time?<br />
*Does the escort and SEAD have enough time to work their steer points before strikers arrive?<br />
*Is there at least 1 minute between each flight TOT on a co-located target?<br />
*Are all the flight plan steer points either deconflicted by time on steer or space?<br />
*Does every flight have an abort airfield that is safe and close to the FLOT?<br />
*Are navigation steerpoints separated by a minimum of 20-30nm (Med Alt Only) + logical?<br />
*Does the package have the means (weapons, terrain) to deal with every threat within range of the flight plan?<br />
*Is there an AWACS fragged?<br />
*Is the server flight fragged in a location to maximize the server's FPS performance?<br />
<br />
<br /><br />
<br />
==To do:==<br />
A few items have to be clarified for SOP inclusion:<br />
<br />
*Weather: dynamic or not, i didn’t completely follow the discussion but i saw there are issues with jolts when the map changes<br />
*Exact server flight procedures (mostly for timing, does it have to go in to ramp? when?)<br />
*Tools to use for products (WDP? Comms card? VMT?)<br />
*Discord format<br />
*Editing REDFOR: yay or nay?<br />
<br />
[[Category:SOPs]]<br />
__FORCETOC__</div>Neurohttp://codex.uoaf.net/index.php?title=Fragteam&diff=7113Fragteam2019-07-27T09:56:46Z<p>Neuro: *everything*</p>
<hr />
<div>This page contains the description, role and responsibilities, SOPs and process documentation for the UOAF fragteam.<br />
<br />
<br /><br />
<br />
== '''Current members''' ==<br />
{| class="wikitable"<br />
!BMS<br />
!DCS<br />
|-<br />
|Bibleclinger<br />
<br />
DarkFib3r<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Foxy<br />
<br />
Fumes<br />
<br />
GasMan<br />
<br />
Gusy<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Wh1t3b0Y<br />
|Abelian<br />
Darkfiber<br />
<br />
Domestos<br />
<br />
DrSlaughterRex<br />
<br />
Eagle<br />
<br />
HellHound<br />
<br />
Krause<br />
<br />
Nighthawk<br />
<br />
Oirien<br />
<br />
Woody<br />
<br /><br />
|}<br />
<br />
== '''Role and responsibilities''' ==<br />
The UOAF fragteam is a group of players, not necessarily Roster members, responsible for the creation and publication of the weekly BMS events. They also maintain documentation relative to best fragging practices, checklists, and other procedure necessary to maintain the quality of the generated events. <br />
<br /><br />
<br />
=== Joining the fragteam ===<br />
Anyone can apply to be part of the fragteam; current members of the team assess the request, if necessary arrange training/instruction to ensure the applicant can frag events independently and with the required quality standard. This is not supposed to be a heavy, technical process, but simply a way to ensure quality.<br />
<br /><br />
<br />
=== Competences ===<br />
Players intending to create missions/events at UOAF should:<br />
<br />
* Be experts at using the mission editor and generating missions that are technically sound (meaning among other items, that waypoints, timings, takeoff order, server flight, etc are taken care of to minimize delays and headaches on game day)<br />
* Be knowledgeable in the various missions, munitions, profiles, and airframes<br />
* Constantly review the process and document best practices and The Fragging Checklist<br />
* Be able to independently assemble products for briefing and planning (including maps, comms plans - as “standardized”)<br />
* Try to spread the workload in the best way to avoid burnout<br />
* Be capable of getting people up to speed on all of the above to expand the squadron’s fragging manpower (depending on how we decide to arrange things, this can be a requirement for fragging official events)<br />
<br />
<br /><br />
<br />
== '''Fragging workflow''' ==<br />
<br />
* During planning meetings, some time is set aside to discuss the two upcoming events, allocating as many people as possible to the two events (coordinator, package lead, server host/backup, and a fragger) <br />
* The overall situation in the campaign should be addressed briefly to give some background and input to the fragging process<br />
* After the meeting, the event coordinator ensures work proceeds on the event, and is responsible for finding replacements for key figures if need be<br />
* The fragger and package lead can collaborate to hatch and refine a plan<br />
* The fragger creates the mission and products according to sop/other resources established by the frag team, and finally posts event to discord (format TBD)<br />
* This can be done individually or as a team effort (group fragging is encouraged for less experienced people)<br />
* The frag can also be double checked by other fraggers, spontaneously or on request of the fragger<br />
* Players RSVP indicating preferred slot, and are expected to read and process the briefing, in order to expedite briefing<br />
* On game night, Package commander should be already aware of the tactical situation, possibly having planned with fragger ahead of time; package brief is kept to a minimum and flight briefs/question time can take most of the briefing time<br />
* Mission is played, everyone has a good time<br />
* Debriefing of event, feedback to fragger/pl/fl; keep track of issues and over time propose changes to fragging SOPs if necessary<br />
<br />
<br /><br />
<br />
== '''Fragging checklist''' ==<br />
<br />
* Does each steerpoint for each flight have a cruise air speed > 300 knots?<br />
* Will the SEAD and/or escort be in front of the strikers in time to deal with threats?<br />
* Is there at least 1 minute between each take off time?<br />
* Does the escort and SEAD have enough time to work their steer points before strikers arrive?<br />
* Is there at least 1 minute between each flight TOT on a co-located target? <br />
* Are all the flight plan steer points either deconflicted by time on steer or space?<br />
* Does every flight have an abort airfield that is safe and close to the FLOT? <br />
* Are navigation steerpoints separated by a minimum of 20-30nm (Med Alt Only) + logical?<br />
* Does the package have the means (weapons, terrain) to deal with every threat within range of the flight plan?<br />
* Is there an AWACS fragged? <br />
* Is the server flight fragged in a location to maximize the server's FPS performance?<br />
<br />
<br /><br />
<br />
== '''To do:''' ==<br />
A few items have to be clarified for SOP inclusion:<br />
<br />
* Weather: dynamic or not, i didn’t completely follow the discussion but i saw there are issues with jolts when the map changes<br />
* Exact server flight procedures (mostly for timing, does it have to go in to ramp? when?)<br />
* Tools to use for products (WDP? Comms card? VMT?)<br />
* Discord format<br />
* Editing REDFOR: yay or nay?<br />
<br />
[[Category:SOPs]]<br />
__FORCETOC__</div>Neurohttp://codex.uoaf.net/index.php?title=Mission_fragging&diff=7112Mission fragging2019-07-27T09:47:44Z<p>Neuro: </p>
<hr />
<div>''This page is under review.''[[File:mission-brief.JPG||none|500px|left|]]<br /><br />
Instructions on the steps, tips, and tricks to frag large player count coordinated missions.<br />
<br />
=Learning objectives=<br />
<br />
#Choose a strategically relevant objective<br />
#Create a coordinated package with the proper weapons and support to complete its job<br />
#Configure a campaign for hosting on a dedicated server<br />
#Modify a campaign to ensure an optimal player experience<br />
#Communicate an official event and build theme and flavor<br />
<br />
=Learning files=<br />
<br />
*[https://www.youtube.com/watch?v=dIHiKL2Ldgw Falcon BMS 4.32 Flight Fragging]<br />
*[https://www.youtube.com/watch?v=e9A9F406Hfc&feature=youtu.be Falcon 4 BMS - Fragging a Package: Advanced Part I (ECM)]<br />
<br />
=Mission fragging=<br />
The following are the steps to create a 20-player event frag that is capable of being hosted on a dedicated BMS server.<br />
<br />
#Open the last Post_UOAF[event number] event<br />
#Halt the clock<br />
#Depending on the situation, run the clock forward by ~30 minutes at 64x to ensure that all previous mission aircraft are recovered and to simulate some time for refits and rearms<br />
#Save your mission at this point<br />
##Campaign frags should follow the naming convention [Pre_]UOAF[event number][version]<br />
#Choose a mission that is strategically relevant<br />
##Protect your own airbases from enemy strikes<br />
##Knock out enemy air defenses<br />
##OCA enemy air bases<br />
##Interdict enemy ground forces<br />
##Strike enemy infrastructure<br />
#Determine the kinds of flights you think you will need to accomplish the mission<br />
##Ideally, prepare to frag a full-sized package of 5xflights of 4xships, which will accommodate 20 players<br />
##Try to frag a 4xF/A-18 flight in the package to accommodate players who want Hornets and carrier operations<br />
##Decide if you want or need human boutique aircraft (e.g. F-4s, F-111s). But be mindful that many players are comfortable exclusively in the F-16<br />
##Reference the flight inventory spreadsheet to see if you have any aircraft restrictions. Do not frag flights that use more aircraft documented here.<br />
#Choose sever details<br />
##Set weather to dynamic, which will load the dynamic weather files every 30 minutes from WeatherMapUpdates folder<br />
#Right click on the map in the vicinity of the main package objective and choose Add Package<br />
##Update the takeoff time for the package to at least 20 minutes past the current BMS time<br />
##Click New to add a flight to the new package<br />
###Choose your aircraft type<br />
###Choose a squadron<br />
###Make sure you set it to 4 aircraft<br />
###Choose a mission<br />
####If Escorting, choose the callsign of the flight being escorted<br />
##A takeoff time and flight path is created.<br />
##Add all remaining flights. These flights will have their mission set in the vicinity of the first flight. Don't worry if the flight plan is not what you want as you will make changes to this later.<br />
#Click ATO<br />
##Choose Show All Packages<br />
##Find the package you just created<br />
##Right click and join the first flight<br />
#Double-click a seat in your flight to see the steerpoints<br />
#Set up a flight plan<br />
##Set up steer 3 as a package formup in a consistent location<br />
##Avoid known SAM and AAA if possible, unless you have SEAD/DEAD, you plan to avoid the threats by going NOE, or there is no other choice and you expect flights to defend themselves<br />
##Choose a logical IP that has a reasonable attack bearing to the target or the objective<br />
##Choose an egress path that is safe<br />
##Set an alternate airport by dragging the alternate airport marker to a field you want to use in emergencies<br />
#Repeat the flight plans for the remaining flights<br />
##Choose the checkbox to the right of the package in ATO to see all the flight plans for flights in that package<br />
##When you make changes, check, uncheck, and check again to refresh the paths<br />
#Double-click the steerpoints for targets and Assign the appropriate subtargets, if required<br />
#Set the F/A-18s takeoff time so they are the first to take off<br />
#Set all remaining flights to start at least one minute after the Hornets<br />
##If multiple flights are taking off from a single airbase, stagger the takeoffs between those flights by 1 minute<br />
##It is OK to have concurrent takeoff times for flights at different airbases<br />
##Lock the takeoff times for all flights<br />
##Ensure that every other steerpoint is unlocked<br />
#Set the loadouts and fuel for each flight<br />
##Choose weapons that support the mission (e.g. HARMs and Shrikes for SEAD, BLU-107s for low-level OCAs, Mavericks and CBUs for armor interdiction; make sure you have appropriate AA weapons for your CAP and escorts)<br />
##Set your laser codes for flights carrying LGBs<br />
###Laser codes start at 16[flight number][ship number], as per the brief. So if flight 3 in the brief has LGBs, set the codes to 1631, 1632, 1633, and 1644<br />
###To set the laser codes, make sure you deselect all ships in the flight except the one you are setting the code on; do this for every ship until you have individual codes set<br />
##Choose two wing bags for all F-16 flights, regardless of how far the flight needs to travel (unless you really don't want to put them on for some reason)<br />
#Now set up timings<br />
##Determine when the slowest flight (usually the furthest, but could also be slowest) will be at the target by clicking on the target steerpoint and noting the TOS<br />
##Coordinate your supporting flight's so that their TOS makes sense in relation to the main mission.<br />
###I usually send in SEAD 1-2 minutes ahead of a strike, with CAP being right behind them by a minute of so. Escorts usually have the same TOS as the flight they are escorting.<br />
##If you find a flight is too fast (i.e. they will be at TOS well ahead of what you want), you can either slow down the speeds on the ingress legs, or you can adjust the holding time on steer 3<br />
###Flights with a holding time are expected to orbit until they meet their hold time<br />
#Set the bullseye to somewhere close to the action<br />
##Make sure the bullseye is set so that bandit calls can quickly be assessed for threat level<br />
#Frag any supporting flights<br />
##Frag AI BARCAPs to protect your airbase, egress routes, or to help with air-heavy missions<br />
##Frag AI Prowlers if you want jamming ona SAM-heavy target that you may not be able to adequately SEAD<br />
##Frag a tanker package if you think fuel might be a problem<br />
###Make sure you add fighter HAVCAP/Escort for the tanker<br />
#Frag a new flight to act as your dedicated server<br />
##Set the type to C-130<br />
##Set its mission to training<br />
##Drag its path so that it has a long duration. This is so the flight doesn't abort on the ground.<br />
##Set its takeoff time to one minute prior to the F/A-18's<br />
#Resave the campaign (actually, you should save regularly)<br />
#Run the clock at 34x and verify that flights take off and that the AI follows your intent<br />
##If flights cancel or do weird things, you need to fix the issues<br />
#Back out of 2D and reload your last save<br />
#Make any changes to get things rolling smoothly<br />
#Resave<br />
#Retest at 32/64x<br />
#If everything works, your frag is complete. However, it is wise to run a quick server test to make sure that the carrier aircraft work.<br />
<br />
==Test your mission on the server==<br />
<br />
#From the server<br />
##Close BMS<br />
##Close IVC client<br />
##Close IVC<br />
##Start IVC<br />
##Start BMS<br />
##Choose Comms<br />
###Choose UOAF Server<br />
###Start<br />
##Click Campaign<br />
##Load your last save<br />
##Halt the clock<br />
##Join the training flight<br />
#Clients connect<br />
#Clients slot into the carrier flight and any others you want to test<br />
#Clients perform a quick IVC test (optional)<br />
#Commit the server Takeoff -> Taxi<br />
#Clients commit<br />
#Run some quick tests to ensure nothing blows up or gets canceled<br />
#If everything checks out, proceed with the event post<br />
<br />
==Create the Event post==<br />
<br />
#Open the previous event thread<br />
##Quote the event and copy everything<br />
#Create a new event thread<br />
##Paste the copied material, but omit the <quote> tags<br />
#Change the title<br />
#Change the content<br />
#Add some role play flavor, especially situations that create continuity between the results of previous missions<br />
#Link to the graphics<br />
<br />
===Event post graphics===<br />
You can use any image editing software you want. One option is TechSmith's Snag-It. This tool has good cropping, image resizing, text effects, line effects, arrow effects, and opacity options. But it is not free. Paint.net or anything that you have is good enough to create basic mission graphics.<br />
<br />
#Take a screenshot of the map unsing PrtScn<br />
##Crop the map<br />
##Draw colored lines for the different flights<br />
##Add text labels to show which flights are which<br />
#Take a screenshot of the briefing<br />
##You may have to scroll and take multiple screenshots to get the whole briefing<br />
##Crop and paste the two briefings so it is complete<br />
#Take screenshots of any strike targets<br />
##Crop<br />
##Add a title to identify the target<br />
##Add a graphic to show which way north is<br />
#Add any flavor images<br />
#If weather period has changed, open GRB file, cycle to mission start time and save cloud and precipitation maps<br />
##Crop the weather images and set them up side-by-side<br />
##Label the weather images<br />
<br />
=Event conclusion=<br />
<br />
#After an event has concluded, save the campaign as [Post_]UOAF[event number] on your client as a backup<br />
#Update the flight inventory spreadsheet with the human air losses<br />
<br />
=Tips and tricks=<br />
<br />
*If you try to frag missions when you are a remote client (i.e. you are not fragging directly on the server), your steerpoint 3 will not be a holding point steerpoint. So ideally, frag the initial flights on the server and make changes to these flights from the clients or server.<br />
*Sometimes that AI does not send up fighters to defend itself, resulting in a bit of a boring time for human escorts. In some instances, you may want to join REDFOR on the campaign and manually frag some Sweeps or BARCAPs over the AO for the event, to keep things spicy.<br />
**Just be careful not to go overboard, especially on night missions.<br />
*Also important, in the config:<br />
**set g_nNoPlayerPlay #<br />
**Possible values 1, increasing incremental; Default is 2<br />
**sets the hours to run a campaign without suffering player not flying, where # is the number of hours of no player flights. E.g. if you set 720, these are the hours that the campaign will run without being degraded even if player doesn't fly. If left default, our side will begin to lose if someone doesn't fly every two hours<br />
*If your steerpoint splitter disappears on a flight plan, double-click the flight to see them again<br />
<br />
=Creating realistic and dynamic weather=<br />
<br />
#Get zyGrib<br />
#Configure it for your theater<br />
##KTO:<br />
##ITO:<br />
##Balkans:<br />
#Download weather<br />
#Save the grb file<br />
##It will save compressed, decompress it and save the raw grb to your desktop<br />
#Run grbtofmap<br />
##Set weather interval (30 minutes seems to work)<br />
#Create fmaps<br />
#Load all fmaps and grb file into WeatherMapUpdates folder in your campaign<br />
<br />
=Mission Commander=<br />
Sometimes, you need to use Mission Commander to fix or enhance your mission.<br />
While MC seems like a stable choice, there is a risk that you will corrupt the campaign. Therefore, it is suggested that MC be used sparingly.<br />
When using MC:<br />
<br />
*Back up your missions external to MC. If you use MC's Save As, you will lose the HIS file and lose all of your historical intel.<br />
*Test your missions after you edit them to make sure nothing has broken.<br />
<br />
==Repairing airbases==<br />
Sometimes the enemy is able to knock out your airbase. The first suggestion is to start fragging flights from other airbases, but that may not be possible to accommodate 20 players due to a lack of aircraft. In special instances, you may want to repair a destroyed airbase (friendly or enemy).<br />
<br />
==Restocking fuel tanks and weapons==<br />
BMS consumes tanks and weapons, regardless if they are brought home. This can lead to annoying situations where you run out of things like fuel tanks or limited specialized weapons that you don't use. You can restock certain supplies for your squadrons.<br />
<br />
==Restocking fighters==<br />
BMS will not allow you to use 2 reserve fighters. This can lead to shortages when trying to frag missions. Furthermore, if you are tracking losses, there is usually a manual restocking rule that is in play. This is how you add or replenish your fighters:<br />
<br />
==Destroying airbases==<br />
Sometimes your strike hits an enemy airbase but BMS reports that it is still up. If so, here is how you can know the runways or other structures out of action:<br />
<br />
==Canceling flights==<br />
Sometimes the AI can frag a bunch of flights that you do not want. Rather than cancelling them in game, you can remove the flights completely using MC:<br />
<br />
==Changing the carrier task force==<br />
Due to the way ships work, it may be necessary to custom edit the waypoint paths of your carrier to that it is pointed into the wind. You typically do not want your carrier aircraft trying to land in a crosswind.<br />
<br />
==Setting up user selected callsigns==<br />
Sometimes it is fun to choose the callsigns of your package aircraft rather than letting BMS do it. Here is what you need to do:<br />
<br />
=Hosting on the dedicated server=<br />
UOAF has its own dedicated server. This is a VM with no graphics card, so some special steps are required to get it to work. Furthermore, when hosting on a dedicated server, it is important that the server be running in 3D while the mission is being flown by humans. Not doing this results in invisible aircraft and missiles, and generally glitchy behavior.<br />
<br />
You need to be granted TeamViewer permission to access the UOAF BMS server.<br />
<br />
==Start-up==<br />
<br />
#Connect to the dedicated server with TeamViewer<br />
#Make sure BMS and IVC are closed<br />
#Run IVC server<br />
#Run BMS headless client batch file<br />
##This batch file allows the server to run in 3D on a system without a graphics accelerator<br />
#Select Comms<br />
##Select UOAF server<br />
##Click Connect<br />
##Verify server starts. You will get a dialog box popped up letting you know IVC is connected.<br />
#Go to Campaign<br />
#Load the event mission<br />
#Specify server settings<br />
##Make sure clients are at 30<br />
##Make sure realism is set high<br />
#Halt the clock<br />
<br />
==Taking the server in==<br />
<br />
#Check Comms and ensure all clients are connected at least 1024kb/s<br />
#Put the server account into the fragged server flight<br />
#Once everybody is connected and ready to fly, commit the server to takeoff taxi<br />
#The server is configured to go taxi at 6 minutes from takeoff<br />
##The screen will turn black and you will hear aircraft engines when the server loads. This means you are in 3D<br />
#Leave TeamViewer and continue to fly with your own BMS client<br />
<br />
==Shutting the server down==<br />
<br />
#After the mission, connect to the server with TeamViewer<br />
#Click the black screen<br />
#Press Escape and E a few times to get the dedicated out of 3D<br />
##You won't be able to see anything, so you may have to do this a few times<br />
#Save the campaign as [Post_]UOAF[event number]<br />
#Exit the campaign<br />
#Close IVC<br />
#Close TeamViewer<br />
<br />
=18 rules for surviving a campaign=<br />
==1. KILL RADAR, KILL RADAR==<br />
<br />
The IADS (Integrated Air Defense System) is now FULLY operational. The BIGGEST killer of aircraft ISN’T ENEMY AIRCRAFT. The BIGGEST killer of friendly aircraft is , SAM missiles and their eyes, RADAR. Search radars and AWACS now function as they should, and can no longer be ignored. Long-range search radars are now a THREAT of the HIGHEST order and should be dealt with accordingly. And often.<br />
<br />
==2. FLYING THE COURSE THE AI GENERATES...==<br />
Is absolute suicide. ALWAYS modify your course, altitudes and speeds before you leave the base, as well as in flight when the tactical situation ON THE SPOT dictates. Move you waypoints to minimize your exposure, and lower your altitude to minimize your radar exposure. Time over target is fine, but if you can’t make it due to tactical considerations, so be it. Remember, the AI really doesn’t care WHAT side wins or loses…the difference between flying a successful mission and adding a death to your pilot record is the gray matter locked in your brain housing group. You know the threats, and what they’re capable of. Why fly right over the top of those threats just because the computer wants you to have a wild ride?<br />
<br />
==3. ENEMY AIRCRAFT (PART 1)==<br />
<br />
Until A-G ordinance is expended, and unless you have NO other choice, DO NOT engage enemy aircraft. If you have a flight of enemy aircraft in the area, go under them, go around them, but DO NOT engage them. If you want to win the campaign, taking out enemy aircraft one by one WILL NOT DO IT. Ingressing into the target, you are Cat3, you are heavy and you KNOW if you yell for help from AWACS they won’t come. You’ll burn precious fuel fighting these guys with one arm tied behind your back. Get low, get fast, get away from the threat and continue with the mission.<br />
<br />
==4. The Element Of Surprise==<br />
<br />
Always, ALWAYS use the element of surprise. If you can attack from out to sea, do it. If you can come into the target from the north, do it. The AI is EXPECTING attack from the SOUTH (In the Korean Theatre) or the WEST (In the Balkans Theatre). Attack from the east, from the west or from the north if possible. ALWAYS recon the target area, and find out what the threats in the area are, and attack from the weakest side. If possible always have a clear view and run to the target. Sometimes that isn’t possible, but strive for that whenever possible. The exception to this is an OCA runway strike. Always attack from the long axis of the runway (one way or the other). These targets are usually heavily defended. Low and fast is the way to go. One pass only.<br />
<br />
==5. A-A Ordinance (Enemy Aircraft, Part 2)==<br />
<br />
If you can hit them with a heat seeker they are way too close. If you are out of missiles you are OUT OF AMMUNITION. Mano A Mano combat went out with the Crusades. Mug the enemy. Ambush Them. The enemy doesn’t deserve, and damn sure won’t give you, a fighting chance. The further away the better (as long as it’s in the weapons envelope). The gun is included on your aircraft FOR MORALE PURPOSES ONLY – TO MAKE YOU FEEL BETTER. THAT IS ALL. IF YOU OR YOUR WINGMAN ARE OUT OF MISSLES YOU ARE OUT OF WEAPONS. CLEAR THE AREA AND RTB. Supply in this game is iffy at best and getting replacement aircraft is few and far between (if at all).<br />
<br />
==6. KILL RADAR, KILL RADAR, KILL RADAR==<br />
<br />
See rule one<br />
<br />
==7. ALTERNATE TARGETS==<br />
<br />
Always set out an alternate target in the general area, but outside the range of air defenses of the main target. It’s as simple as creating a new waypoint and dragging it over an alternate target. If you can hit the main, fine, bypass the alternate and go home. If not, switch to it and press home the attack.<br />
<br />
==8. A-A ORDINANCE (Enemy Aircraft Part 3)==<br />
<br />
A-A weapons should be considered SELF DEFENCE weapons. They are there to KEEP THE ENEMY OFF YOU, NOT TO PISS OFF ENEMY FIGHTER PILOTS. There is NOTHING wrong with coming home with all you’re A-A weapons. Ideally, if the plan works as it should, you SHOULD come home with all you’re A-A ordinance. If you have to cut your way out of a hot target, so be it. DON’T GO CRUISING FOR TROUBLE. YOU WILL FIND IT. The F16 is an agile fighter, but doesn’t have enough hard points to carry A-G ordinance with enough room left over to self-escort. If you are on an AG mission, LEAVE THE AIRBORNE ENEMY ALONE. I know that goes against the fighter pilot ethos, Top Gun movies, and all the press and PR that the various flying military services like to put out. Remember, there are old pilots, and bold pilots, but there are no old bold pilots. Trying to fly a burning jet with a sucking chest wound is nature’s way of saying “slow down”<br />
<br />
==9. KILL RADAR, KILL RADAR, KILL RADAR==<br />
<br />
Again, see rule one.<br />
<br />
==10: FLOT AND TARGET INGRESS==<br />
<br />
NEVER fly over the FLOT or ingress to the target over 300ft AGL unless you have stand off weapons, or a mission profiles that demands you use yourself as bait (SEAD). You are walking into the enemy’s house with the intent of killing his dog. He ain’t going to like that, and if he can see you do it (Radar, BARCAP, passing flight of aircraft, ground troops) he’s GOING to try to stop you. Do it quick and stealthy as possible, and get back to a safe area as quick as possible. DON’T HANG AROUND AND WAIT FOR THE COPS.<br />
<br />
==11: HITTING THE TARGET==<br />
<br />
DON’T make multiple passes over a hot target. They WILL have the range on you and will get you on the second pass. IF you have undropped ordinance, go hit the secondary with it.<br />
<br />
==12: CHINA AND RUSSIA==<br />
<br />
In the early stages of the first two campaigns, China (and possibly Russia) will be neutral combatants, but will be flying support missions (AWACS and Tanker duty) for North Korea. Although killing those assets at first seems like a good idea, a better plan is to strike bases for SU-27’s in China, THEN apply rule #1 to the Chinese AWACS and Tanker aircraft. If you’re beating the campaign too badly, the Chinese will come in anyway. Neutralize the cover for the HIVAL aircraft, and then apply rule#1.<br />
<br />
==13: JAMMERS AND ECM==<br />
<br />
Use them SPARINGLY. A lot of people don’t know this, but the ALQ-131 covers ONLY the front and rear quarters of the aircraft in pie shaped wedges at about a 45-degree angle. The quarters along the 3/9 like are UNDEFENDED. All you are doing is putting a big target on your forehead that SCREAMS “I AM HERE”. You can see it yourself when you are tracking an aircraft that is using active jamming. You can’t lock him up, but you can tell that he DAMN SURE doesn’t WANT anybody locking him up, either. There has to be a reason why (no matter what side he’s on) and the enemy can tell who’s actively emitting and who isn’t just as easy as you can. Unless the enemy has a HARD lock on you aircraft (a diamond icon in your RWR) leave it OFF. And then flash it as needed. Some missiles out there have HOME ON JAM capability and will lock into your jammer and be just as deadly. Flash the jammer, pop some chaff, then shut it down and evade. If it’s still tracking, repeat the process, try to get as low as possible as fast as you can while keeping the missile on the 3/9 line, and hope for the best.<br />
<br />
==14: KILL RADAR, KILL RADAR, KILL RADAR==<br />
<br />
Once again, see rule #1<br />
<br />
==15: A-G WEAPONS LOADOUT==<br />
<br />
Carry as much ordinance as you can load on the aircraft. Hit the target as HARD AS YOU CAN TO DESTROY IT. If you just damage it, you haven’t accomplished the mission, as the target will be back in commission and operational, and you’ll just have to hit it again.<br />
<br />
==16: THINK LIKE A RAIDER==<br />
<br />
In an A-G mission envelope, you don’t have the fuel or A-A weapons to have much combat persistence. Ingress under cover (NOE), or outside radar coverage from the sea. Get in quick, hit the target, and get to the nearest safe are (weather it is out to sea or over the FLOT) as fast as you can. You are in a high threat environment, low on fuel, and 4 missiles are not enough to keep the enemy off you for very long.<br />
<br />
==17: KILL RADAR, KILL RADAR, KILL RADAR==<br />
<br />
Seeing a trend here?<br />
<br />
==18: DON’T PISS OFF YOUR CREW CHIEF==<br />
<br />
This one is also self-explanatory<br />
<br />
Gunner15a Better Living Through Superior Firepower<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Main_Page&diff=7108Main Page2019-07-23T18:16:56Z<p>Neuro: </p>
<hr />
<div>__NOTOC__<br />
<br />
Welcome to the UOAF wiki! Edit rights are reserved for Roster members and Officers. Please log in with the link on the top right of the page. <br />
<br />
The content is being restored/restructured. In the meantime, most of the pages can be accessed from the following links: <br />
<br />
*[[BMS Configuration and Setup|Getting Started]]<br />
*[[BMS Codex]]<br />
*[[DCS Codex]]<br />
*[[SOPs|Standard Operating Procedures (SOPs)]]</div>Neurohttp://codex.uoaf.net/index.php?title=SOPs&diff=7107SOPs2019-07-23T18:16:19Z<p>Neuro: Created page with "We are dusting our SOPs off. In the meantime, feel free to ask in discord for tips on behavior and requirements!"</p>
<hr />
<div>We are dusting our SOPs off. In the meantime, feel free to ask in discord for tips on behavior and requirements!</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_weapons&diff=6979Air-to-air weapons2019-07-15T09:08:32Z<p>Neuro: </p>
<hr />
<div>=Learning objectives=<br />
<br />
#Understand the various systems involved in air to air engagements<br />
#Understand the three main types of guidance for air to air missiles (AAMs)<br />
#Employ all three kinds of AAMs successfully<br />
<br />
=Learning files=<br />
<br />
*[http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]<br />
*[http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]<br />
*(coming soon) Practice TE for basic A/A training<br />
<br />
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''<br />
<br />
=Air to air modes in the F-16=<br />
<br />
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will "stick" until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).<br />
<br />
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.<br />
<br />
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.<br />
<br />
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.<br />
<br />
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.<br />
<br />
=Managing inventory: SMS page and the MSL step button=<br />
The second crucial system involved in air combat is the Stores Management System (SMS). The SMS is primarily intended to give information about remaining weapons and stores, switching active weapon/pylon, powering up weapons, setting weapon parameters, and to access the selective jettison mode. <br />
<br />
Weapon selection can be performed hands-on (that is, via controls on the stick) or hands-off (by pressing relevant buttons around the MFD displaying the SMS page). Weapon selections are preserved between master mode changes, so you can preselect particular missiles types for different modes. <br />
<br />
<picture of sms in AA mode><br />
<br />
The buttons around the two MFDs (also known as OSBs) are numbered clockwise starting from the top-left corner. In any AA mode, the SMS page will show current weapon type next to osb #6 <check that>. Pressing the OSB will cycle through air to air weapon types; it is also possible to change the active pylon by pressing OSB#9. <br />
<br />
Hands-on selection of weapon types is performed by using the NWS-disconnect button; a short press will cycle hardpoints carrying the active weapon type, while a long press will select the next AA weapon type on board.<br />
<br />
The SMS page also has a button to switch seeker mode from WARM to COOL for IR missiles; best performance is achieved when the missiles are in COOL mode. Missile cooling should be part of your fence check: a warm seeker head might result in the missile losing track or not being able to acquire a target when uncaged.<br />
<br />
=Air to air missiles and their guidance=<br />
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:<br />
<br />
*Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.<br />
*Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.<br />
*Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or "pitbull"). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.<br />
<br />
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.<br />
<br />
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. <br />
<br />
=AAM employment=<br />
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to "good practices" in A/A combat and not a comprehensive tactical guide.<br />
<br />
==IR missiles==<br />
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.<br />
<br />
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. <br />
<br />
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. <br />
<br />
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start "wandering" around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). <br />
<br />
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.<br />
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). <insert table><br />
<br />
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: <br />
<br />
#Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight<br />
#Bring up the DGFT mode by HOTAS commands<br />
#Confirm IR missile is up by audio cue<br />
#If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)<br />
#Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)<br />
#If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a "manual" lock<br />
#CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)<br />
#Call out Fox-2 over flight comms; fire the weapon<br />
<br />
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.<br />
<br />
==Semi-active homing missiles==<br />
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the "doppler gate", or "notching". <br />
<br />
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from "putting the radar on the beam", or your 3 o'clock - 9 o'clock line). It's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.<br />
<br />
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).<br />
<br />
Sparrows are therefore not necessarily a good "kill" missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.<br />
<br />
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. <br />
<br />
A typical Sparrow engagement looks like this: <br />
<br />
#Acquire bandit on radar, in RWS or TWS mode<br />
#Sort targets within the flight<br />
#Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking<br />
#Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy<br />
#As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot<br />
#A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a "GO STT" mnemonic just under the TD (target designator) box<br />
#Call out Fox-1 and target bullseye over Flight or Package comms if appropriate<br />
#Fire the missile, and immediately crank left or right reducing power slightly if necessary<br />
#Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate<br />
#Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position<br />
#Monitor the time to impact timer below the DLZ on hud, scan for impact<br />
<br />
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? <br />
<br />
==ARH missiles==<br />
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required all the way until the target is splashed, and can be dropped as soon as the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. <br />
<br />
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to "read" the situation as it develops and defend preemptively, or on a hunch, if necessary. When they go active, ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.<br />
<br />
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.<br />
<br />
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.<br />
<br />
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.<br />
<br />
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.<br />
<br />
#Select A/A or MSL OVRD mode<br />
#Acquire bandits on radar in RWS or TWS mode<br />
#Switch to TWS mode, center on the enemy group, build up the picture<br />
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left<br />
#Bug the first assigned target<br />
#Check range indexer (DLZ) on HUD for fire solution<br />
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile<br />
#Call out Fox-3 and target(s) bullseye over Flight or Package comms if appropriate<br />
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets<br />
#Repeat as necessary (but do not call out each missile launch!)<br />
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate<br />
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight<br />
<br />
===AIM 120 SMS settings===<br />
The radar model for AMRAAMs now includes HPRF (Husky) mode for favorable target geometries.The missile will activate the seeker well before the normal MPRF (Pitbull) range and attempt to track.<br /><br />
HPRF is better at tracking high aspect targets with high closing range rate. Datalink guidance will continue up to MPRF unless the pilot commands a snip (drops the radar track) before that time.<br /><br />
During HPRF with host DL guidance, the missile will use the best tracking solution available (either seeker or host DL guidance).<br /><br />
HPRF and MPRF activation are now entirely based on range to target (used to be time-to-run based). Ranges coded are educated guesses.<br /><br /><br />
The variables are:<br /><br />
<br />
:*AspectSelectorSize – HPRF requires target aspect to be within this many degrees of 180.<br />
:*HuskyMinClosure – HPRF will not activate unless range rate is higher than this threshold<br />
:*HighAspectBomberHusky – Select LARGE target (AIM120 SMS page) to use this as HPRF range gate<br />
:*HighAspectFighterHusky – Select MED or UNKN target (AIM120 SMS page) to use this as HPRF range gate<br />
:*BomberPitbull – Select LARGE target (AIM120 SMS page) to use this as MPRF range gate<br />
:*FighterPitbull – Select MED or UNKN target (AIM120 SMS page) to use this as MPRF range gate<br />
<br />
''Note:'' you can select SMALL in the SMS page. Doing so doesn't make a lot of sense in Falcon4 since this is apparently intended for targeting small RCS targets although it might be useful against helicopters.<br /> If you do choose small, MPRF ranges are reduced by around a third compared to MED.<br />
<br />
<nowiki> </nowiki>{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=UOAF_trainers&diff=6978UOAF trainers2019-07-15T09:00:20Z<p>Neuro: </p>
<hr />
<div>These are the current UOAF roster members who have the ability to offer training to students. To request training, choose a competency skillset and request it from an available instructor. Items indicated in '''Bold''' are an area of extra specialization or preference for that instructor.<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col" |Instructor<br />
! scope="col" style="background-color: Gold;" |General<br />
! scope="col" style="background-color: PaleTurquoise;" |Air-to-air<br />
! scope="col" style="background-color: LightGreen;" |Air-to-ground<br />
|-<br />
| rowspan="4" |Krause<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
<br />
| rowspan="4" |Force_Majeure<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
<br />
| rowspan="4" |Fluffer<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
<br />
| rowspan="4" |ghostdog<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
<br />
| rowspan="4" |DarkFib3r<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]]<br />
|[[BVR tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
<br />
| rowspan="4" |Domestos<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
<br />
| rowspan="4" |Hellhound<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Basic takeoff and landing]],''' [[Formation flying]]''', [[Communications and brevity]], [[Radios]], [[TACAN]], [[Countermeasures]], [[RWR]],<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings|'''IFR landings''']], [[Situational awareness]], [[Air-to-air refueling|'''Air-to-air refueling''']], [[Bullseye]], [[Flight leading]], [[Element leading]], [[Carrier operations|'''Carrier operations''']], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Anti-ship weapons]], [[JDAM]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]]<br />
|-<br />
| rowspan="4" |Briland<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
| rowspan="4" |Neuro<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
| rowspan="4" |Brainling<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
| rowspan="4" |Gusy<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
| rowspan="4" |Bawki<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
| rowspan="4" |Flukey<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
| rowspan="4" |Lexi<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
| rowspan="4" |Scope<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
|-<br />
| rowspan="4" |Gasman<br />
! colspan="3" scope="row" |Basic<br />
|-<br />
|[[Configuration and setup]], [[Basic takeoff and landing]], [[Formation flying]], [[Communications and brevity]], [[Radios]], [[Data link]], [[TACAN]], [[Countermeasures]], [[RWR]], [[Ramp start]]<br />
|[[Air-to-air radar]], [[Air-to-air weapons]], [[Air-to-air basic tactics]], [[Air-to-air missions]]<br />
|[[Air-to-ground radar]], [[Air-to-ground weapons]], [[Air-to-ground basic tactics]], [[Air-to-ground missions]]<br />
|-<br />
! scope="row colspan=" 3" |Advanced<br />
|-<br />
|[[Airport operations]], [[IFR landings]], [[Situational awareness]], [[Air-to-air refueling]], [[Bullseye]], [[Emergency procedures]], [[Mission fragging]], [[Package leading]], [[Flight leading]], [[Element leading]], [[Advanced avionics]], [[Carrier operations]], [[Specialty aircraft]]<br />
|[[BVR tactics]], [[ACM/BFM tactics]], [[Advanced air-to-air radar]], [[Air-to-air defense]], [[Air-to-air TGP]], [[Air-to-air tactical communication]], [[Air-to-air target identification]]<br />
|[[Air-to-ground tactical communication]], [[Air-to-ground datalink]], [[Air-to-ground TGP]], [[Air-to-ground defense]], [[Air-to-ground target identification]], [[Mavericks]], [[Anti-ship weapons]], [[Laser guided bombs]], [[JDAM]], [[JSOW]], [[SPICE]], [[SLAM-ER]], [[Small diameter bombs]], [[Glide bombs]], [[Rockets]], [[Unguided bombs]], [[ARMs]], [[MiTL weapons]]<br />
<br />
|}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&diff=6977BMS Configuration and Setup2019-07-15T08:59:35Z<p>Neuro: /* Patching BMS */</p>
<hr />
<div>[[File:home-pit.jpg||none|500px|left|]]<br /><br />
<br />
=Learning objectives=<br />
<br />
#Install BMS and update to the latest version<br />
#Configure your controllers<br />
#Configure the most common settings<br />
#Set up windowed mode, if necessary<br />
<br />
=Installing BMS=<br />
To install BMS you’ll need to install a copy of Falcon 4 to your hard drive. You can get this version from Steam, GOG, etc, and it is relatively cheap.<br />
<br />
Once you’ve gathered all the components do the following:<br />
<br />
#Download and install original Falcon 4<br />
#Navigate [https://www.benchmarksims.org/forum/showthread.php?35505-Falcon-BMS-4-34-Full-Installer HERE] to download the 4.34 installer<br />
#Follow the steps, then confirm your game is Falcon BMS 4.34.0 build 19631<br />
<br />
After the installation is finished, '''don’t delete the setup folder''', as you’ll need it to patch the game later. BMS always checks for a valid Falcon 4 install, so do not uninstall Falcon 4.<br />
<br />
==Patching BMS==<br />
There are no updates currently available to BMS 4.34. In the future, to update to a newer version of BMS, download the updates and apply them to the '''4.34 installer''' that you kept on your hard drive. In other words, you are patching the installer files, not the installation folder. Finally, run the 4.34 installer again and it will take care of upgrading your installation to the latest version.<br />
<br />
=Configuring BMS=<br />
After installing the game, run the shortcut to the game and click Configuration in the launcher. In this window are options that cannot be changed in game, like advanced graphics options and avionics options. The settings are down to personal preference.<br />
VKing recommends Color MFD, EPAF Radar Cues, Gray scale AG Radar, and Smaller HSD/Bullseye Symbols.<br />
<br />
In the game, click Logbook at the top of the screen. This will show your player profile. Change both name and callsign to your nickname and pick a pilot picture and/or squadron patch if you like.<br />
<br />
Go to the Setup screen and check “Radio calls use bullseye”, then configure the rest the way you like.<br />
<br />
<br /><br />
<br />
==Enabling Human Awacs==<br />
To greatly increase the range you can hear a Human AWACS transmit over uhf/vhf, a single command line needs to be added to IVC Client ini.<br />
<br />
First open up the IVC Client.ini. This is located in your BMS Folder/Bin/x86/IVC<br />
[[File:IVC_File_Location.png||none|600px|left|]]<br />
<br /><br />
Once the file is opened you will see a line "#outsiders = seat"<br />
Change this to "outsiders = Awacs". Make sure the A in Awacs is capitalized as in the below pic. <br />
[[File:Human_Awacs.png||none|600px|left|]]<br />
<br />Once done save and close.<br />
<br />
==Enabling Borderless Windowed Mode==<br />
Enabling borderless windowed mode in BMS allows you the ability to alt-tab out and back in without crashing the bms client. To enable this mode open up your bms launcher and select configuration.<br />
<br />
[[File:Windowed_mode_part_1.png||none|600px|left|]]<br />
<br /><br />
Under the Hardware -> External Displays You will see 1. Cockpit Displays to External Windows and 2. External Windows Always on Top. Enable both of these are you see in the pic above. Save your selection by clicking Apply Changes at the bottom right.<br />
<br />
Next we need to configure the external windows we have enabled. In the bms launcher open Cockpit Display Extraction.<br />
<br />
[[File:Windowed_mode_part_2.png||none|600px|left|]]<br />
<br /><br />
On the left we have 7 windows available for editing. We only want to enable the Main window, unless you are using a real life HUD/RWR/MFD/DED/PFL. In the Main window it will have the Enabled box selected and greyed out, unselect Borders. For the Adjust window rectangle select Left=0 and Top=0, Width and Height will be greyed out and selected as 0.<br />
For the other windows(HUD,RWR,MFD,DED,PFL) make sure to unselect all enabled boxes, this will disable them from appearing. After completion save your changes by clicking Save & Close.<br />
<br />
When opening up BMS it will be a smaller window in the top left of the screen. When entering into the 3D pit the window will open up to fullscreen windowed borderless and match your preset Resolution. <br />
<br />
Using borderless windowed mode is highly recommended. This will allow you to alt-tab out and do other things like change channels in Teamspeak. When you rejoin back into the 3D pit you will see an annoying windows mouse cursor follow out of sync with the bms cursor. To disable the windows mouse cursor in bms simply click the combination CTRL+ALT+DELETE, and then ESCAPE key. It will lag for around 1-2 seconds then put you back into the 3D pit with the windows cursor gone.<br />
<br /><br />
<br />
==Controllers==<br />
There are many different controllers and tips for configuring them. Check out [[Controllers]] for information on how to set things up.<br />
<br />
<embedvideo service="youtube">https://www.youtube.com/watch?v=2haRQ6DCzSM</embedvideo><br />
<br />
*Reference in \Docs\Key Files & Input\BMS Key File Manual.pdf for "advanced" users<br />
<br />
==Setting up the Data Transfer Cartridge (DTC)==<br />
After setting up your pilot, go to any Tactical Engagement then click on the DTC button on the right side of the map (second from the bottom, above the button with a sun and clouds).<br />
Go to the '''EWS tab''' and click ''Reset'' followed by ''Save''. This will make sure you have a countermeasure program to use in game.<br />
Then go to the '''MFD tab''' and do the same to. Later you can configure your DTC as you please, but if you don’t follow these steps you might not have any MFD pages or countermeasure programs when you play.<br />
<br />
<embedvideo service="youtube">https://www.youtube.com/watch?v=oV4gbS7DgIA</embedvideo><br />
<br />
*Also ensure you have the ''display bullseye'' box ticked otherwise you won't have your own BE in the HUD.<br />
*If using precision steer points a lot it's good idea to RESET (don't hit CLEAR) as sometimes they will stick from a prior mission and can make for a bad day.<br />
*If you're an OCA fan, maybe use prog 4 for a heavy flare load for low-level egress off the target.<br />
*Don't set to AUTO or you can run out of chaff/flare very quickly!<br />
*'''''REMEMBER TO CLICK COMMS AND IFF PLAN'''''<br />
<br />
To set up your controls I recommend following:<br />
<embedvideo service="youtube">https://www.youtube.com/watch?v=2BQVD-SbEcY</embedvideo><br />
<br />
*[http://www.krauselabs.net/dump/dtc.ini Krause's DTC]<br />
<br />
===Weapons Delivery Planner===<br />
A quick and easy way to configure your MFDs and countermeasure programs is with Weapons Delivery Planner. This program does it all.<br />
<br />
*Download and install WDP from [http://www.weapondeliveryplanner.nl/ here]<br />
<br />
====Manipulating Chaff/Flare Programs====<br />
Configure your countermeasure programs.<br />
<br />
#Click on DTC tab on top of program.<br />
#Reference "EWS" page.<br />
#Edit to your likings. BQ = Burst Quantity, BI = Burst Interval, SQ = Number of Sequences, SI = Sequence Intervals. I would reccommend asking for my chaff/flare programs as they are highly effective if you are confused about what all this means. Just ask me when I'm available.<br />
<br />
====Manipulating MFD Setups====<br />
Change your MFD defaults for the different modes.<br />
<br />
#Reference DTC tab on top of program.<br />
#Click "MFD" on top of screen.<br />
#Edit as you wish. The Master mode is displayed as a box (e.g. A-G, A-A, NAV) and is read from left to right as it will appear in your cockpit.<br />
<br />
====Automatically and Simply Loading Pre-Planned Threat Circles====<br />
If you have access to the campaign or TE, automatically load the threats into your DTC.<br />
<br />
#Make a package in the campaign and remember its save file. Remember the package number.<br />
#Open WDP program, reference "DataCard" section it should be the default view once the program has been opened. Where it says "Open Meeshun", reference your campaign save.<br />
#Find the package you are flying and your flight using its package number. When you click it, a screen will come up with loadout information, just click okay.<br />
#Click on "Map" tab on the top.<br />
#Find the button that says "Auto PPT". Click this and then click Save DTC.<br />
<br />
Every major SAM (SA-2,3,4,5,6) will be saved onto your data cartridge permanently. Keep referencing new Campaign saves as the campaign rolls on to update the status of SAMs.<br />
<br />
*Important Note: There is no such thing as a .ini for a campaign so the PrePlannedThreats will not appear on the 2D UI. When you enter the game, the PPT's will appear.<br />
<br />
=Multiplayer=<br />
Connecting to a host in BMS is done in an older fashion than more modern games, to connect to someone hosting a BMS session you require the following pieces of information:<br />
<br />
*'''The Server/Host external IP address''' (This can be acquired by accessing the UO main website and clicking "Server Info," or if privately hosting, searching for “What’s my I.P?” in Google).<br />
*'''The Connection bandwidth'''. Use a speed test page like [https://www.speedtest.net/ SPEEDTEST.NET] and make sure your upload/download settings are 70% of your currently available bandwidth.<br />
<br />
(Example: 48940 * 70 / 100 = 33000 Download ... 5030 * 70 / 100 = 3500 Upload)<br />
<br />
*'''IVC IP address'''. This box can be left empty, or unchecked if not using IVC. An IP address needs only be entered if someone else is hosting the IVC server. (IVC is covered further on in this guide).<br />
<br />
After getting this information, you can use the '''Comms''' button at the top of the main menu and create a bookmark with the information for the server you wish to connect to. Once completed, you may save the bookmark for future use.<br />
<br />
{{Red|'''Forgetting to input a connection bandwidth value in the comms menu will break the multiplayer session for everyone. Double check that this value is entered.'''}}<br />
<br />
Once connected to the host, you will return to the main screen. However, the “Comms” button will now instead display a chat window for the main menu. This can be used for some pre-game chatter if IVC or Discord is occupied. From here, you will now be able to proceed to either the Tactical Engagement or Campaign section and select the '''Online''' option. If the Host has a game running, their game will be displayed here and allow you to connect.<br />
Please ensure that is is safe to join with the host first before connecting to a server, BMS can sometimes run into issues if someone joins whilst something is being changed.<br />
<br />
=Hosting=<br />
To host a game the ‘Connect to IP address’ box must be 0.0.0.0 and ‘Connection Bandwidth’ must be enough to allow X clients at min 1000. If you plan to host a four ship ensure you have at least 4000 available, especially if hosting a campaign. Ensure both IVC boxes are checked.<br />
<br />
In the ‘Dedicated IVC Server’ box enter the IP address 127.0.0.1 (localhost) to point it to the IVC server already running on your computer. No password is required as we didn’t set one up. Click on CONNECT.<br />
<br />
Please note: older versions of Falcon4 that had IVC systems used a convention of “0.0.0.0” in the voice server field as the means of both starting the voice server on your local system and connecting your game to it locally. This is NO LONGER SUPPORTED. Leaving this field blank with no valid IP address or hostname will result in no IVC communication.<br />
<br />
Example:<br />
[[File:BMS localhost.png||none|300px|left|]]<br />
<br />
==Port mapping==<br />
About the ports to forward<br />
<br />
*BMS needs UDP ports 2934 and 2935 to be opened/forwarded.<br />
*IVC needs UDP ports 9987 to 9989 to be opened/forwarded.<br />
<br />
Notice the TO concerning IVC, so it's not 9987 and 9989 only. You must include 9988.<br />
<br />
==Windows firewall==<br />
Ensure that you allow the \Falcon BMS 4.33 U1\Bin\x64\Falcon BMS.exe and \Falcon BMS 4.33 U1\Bin\x86\IVC\IVC Server.exe prgrams through your Windows Firewall. You can add these manually if you need to:<br />
[[File:BMS firewall.png||none|300px|left|]]<br />
<br />
<br />
{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Main_Page&diff=6976Main Page2019-07-15T08:36:24Z<p>Neuro: </p>
<hr />
<div>__NOTOC__<br />
<br />
Welcome to the UOAF wiki! Edit rights are reserved for Roster members and Officers. Please log in with the link on the top right of the page. <br />
<br />
The content is being restored/restructured. In the meantime, most of the pages can be accessed from the following links: <br />
<br />
*[[BMS Configuration and Setup|Getting Started]]<br />
*[[BMS Codex]]<br />
*[[DCS Codex]]<br />
*[[SOPs]]</div>Neurohttp://codex.uoaf.net/index.php?title=MediaWiki:Anonnotice&diff=6975MediaWiki:Anonnotice2019-07-15T08:35:43Z<p>Neuro: Blanked the page</p>
<hr />
<div></div>Neurohttp://codex.uoaf.net/index.php?title=MediaWiki:Anonnotice&diff=6974MediaWiki:Anonnotice2019-07-15T08:35:06Z<p>Neuro: </p>
<hr />
<div>'''Welcome to the UOAF Codex!'''<br />
<br />
Roster members and officers can log in through Discord by clicking the "Login via Discord" link on the top right.</div>Neurohttp://codex.uoaf.net/index.php?title=Main_Page&diff=6879Main Page2019-07-14T18:57:47Z<p>Neuro: </p>
<hr />
<div>__NOTOC__<br />
<br />
Welcome to the UOAF wiki! <br />
<br />
The content is being restored/restructured. In the meantime, most of the pages can be accessed from the following links: <br />
<br />
*[[BMS Configuration and Setup|Getting Started]]<br />
*[[BMS Codex]]<br />
*[[DCS Codex]]<br />
*[[SOPs]]</div>Neurohttp://codex.uoaf.net/index.php?title=Main_Page&diff=6878Main Page2019-07-14T12:27:20Z<p>Neuro: </p>
<hr />
<div>__NOTOC__<br />
<br />
Welcome to the UOAF wiki! <br />
<br />
The content is being restored/restructured. In the meantime, most of the pages can be accessed from the following links: <br />
<br />
*[[BMS Configuration and Setup|Getting Started]]<br />
*[[BMS Codex]]<br />
*[[DCS Codex]]<br />
*[http://??? SOPs (broken!)]</div>Neurohttp://codex.uoaf.net/index.php?title=Main_Page&diff=6877Main Page2019-07-14T12:26:47Z<p>Neuro: </p>
<hr />
<div>__NOTOC__<br />
<br />
Welcome to the UOAF wiki! This is a test, all edits are to be considered temporary and will likely not be ported over to the definitive version. <br />
<br />
* [[United Operations Air Force|About]]<br />
* [[BMS Configuration and Setup|Getting Started]]<br />
* [[BMS Codex]]<br />
* [[DCS Codex]]<br />
* [http://??? SOPs (broken!)]</div>Neurohttp://codex.uoaf.net/index.php?title=Main_Page&diff=6876Main Page2019-07-14T12:13:30Z<p>Neuro: Undo revision 6875 by Neuro (talk)</p>
<hr />
<div>__NOTOC__<br />
<br />
Welcome to the UOAF wiki!<br />
This is a test, all edits are to be considered temporary and will likely not be ported over to the definitive version. <br />
<br />
* [[United Operations Air Force|About]]<br />
* [[BMS Configuration and Setup|Getting Started]]<br />
* [[BMS Codex]]<br />
* [[DCS Codex]]<br />
* [http://??? SOPs (broken!)]</div>Neurohttp://codex.uoaf.net/index.php?title=Main_Page&diff=6875Main Page2019-07-14T12:13:05Z<p>Neuro: Test</p>
<hr />
<div>__NOTOC__<br />
<br />
Welcome to the UOAF wiki!<br />
This is a test, all edits are to be considered temporary and will likely not be ported over to the definitive version. <br />
<br />
*[[United Operations Air Force|About]]<br />
*[[BMS Configuration and Setup|Getting Started]]<br />
*[[BMS Codex]]<br />
*[[DCS Codex]]<br />
*[http://??? SOPs (broken!)][[File:Uploadtest.png|left|frameless]]</div>Neurohttp://codex.uoaf.net/index.php?title=UOAF_Codex:General_disclaimer&diff=6873UOAF Codex:General disclaimer2019-07-14T11:33:18Z<p>Neuro: </p>
<hr />
<div>Although every care is taken to ensure accuracy in this wiki there is no guarantee of the accuracy of the articles contained.</div>Neurohttp://codex.uoaf.net/index.php?title=UOAF_Codex:About&diff=6872UOAF Codex:About2019-07-14T11:33:02Z<p>Neuro: Replaced content with "The UOAF wiki! == Rules == In progress."</p>
<hr />
<div>The UOAF wiki!<br />
<br />
== Rules ==<br />
In progress.</div>Neurohttp://codex.uoaf.net/index.php?title=Main_Page&diff=6871Main Page2019-07-14T11:27:30Z<p>Neuro: Removed protection from "Main Page"</p>
<hr />
<div>__NOTOC__<br />
<br />
Welcome to the UOAF wiki!<br />
This is a test, all edits are to be considered temporary and will likely not be ported over to the definitive version. <br />
<br />
* [[United Operations Air Force|About]]<br />
* [[BMS Configuration and Setup|Getting Started]]<br />
* [[BMS Codex]]<br />
* [[DCS Codex]]<br />
* [http://??? SOPs (broken!)]</div>Neurohttp://codex.uoaf.net/index.php?title=Main_Page&diff=6870Main Page2019-07-14T11:27:19Z<p>Neuro: </p>
<hr />
<div>__NOTOC__<br />
<br />
Welcome to the UOAF wiki!<br />
This is a test, all edits are to be considered temporary and will likely not be ported over to the definitive version. <br />
<br />
* [[United Operations Air Force|About]]<br />
* [[BMS Configuration and Setup|Getting Started]]<br />
* [[BMS Codex]]<br />
* [[DCS Codex]]<br />
* [http://??? SOPs (broken!)]</div>Neurohttp://codex.uoaf.net/index.php?title=BMS_Codex&diff=6869BMS Codex2019-06-25T10:37:46Z<p>Neuro: /* General */</p>
<hr />
<div>[[File:UOAF_Roundel_clean.png|200px|right]]<br />
These topics serve as a reference that virtual pilots can learn from. They also serve as learning objectives for a [[UOAF trainers|trainer]] to cover when teaching a session.<br />
<br />
=General=<br />
=== Basic ===<br />
* [[Configuration and setup]] <b><span style="color:red">(Start here!)</span></b><br />
* [[Controllers]]<br />
* [[Basic takeoff and landing]]<br />
* [[Formation flying]]<br />
* [[Communications and brevity]]<br />
* [[Radios]]<br />
* [[Data link]]<br />
* [[TACAN]]<br />
* [[Countermeasures]]<br />
* [[RWR]]<br />
* [[Ramp start]]<br />
* [[Acronyms]]<br />
<br />
=== Advanced ===<br />
* [[Airport operations]]<br />
* [[IFR landings]]<br />
* [[Situational awareness]]<br />
* [[Air-to-air refueling]]<br />
* [[Bullseye]]<br />
* [[Emergency procedures]] <br />
* [[Mission fragging]] <br />
* [[Package leading]]<br />
* [[Flight leading]]<br />
* [[Element leading]]<br />
* [[Advanced avionics]]<br />
* [[Carrier operations]]<br />
* [[Specialty aircraft]]<br />
* [[Dedicated server]]<br />
* [[Player-controlled AWACS]]<br />
<br />
=Air to Air=<br />
<br />
=== Basic ===<br />
* [[Air-to-air radar]]<br />
* [[Air-to-air weapons]]<br />
* [[Air-to-air basic tactics]]<br />
* [[Air-to-air missions]]<br />
<br />
=== Advanced ===<br />
* [[BVR tactics]]<br />
* [[ACM/BFM tactics]]<br />
* [[Air-to-air defense]]<br />
* [[Air-to-air TGP]]<br />
* [[Air-to-air tactical communication]]<br />
* [[Air-to-air threat guide]]<br />
<br />
=Air to Ground=<br />
<br />
=== Basic ===<br />
* [[Air-to-ground radar]]<br />
* [[Air-to-ground weapons]]<br />
* [[Air-to-ground basic tactics]]<br />
* [[Air-to-ground missions]]<br />
<br />
=== Advanced ===<br />
* [[Air-to-ground tactical communication]]<br />
* [[Air-to-ground datalink]]<br />
* [[Air-to-ground TGP]]<br />
* [[Ground-to-air defense]]<br />
* [[Ground-to-air threat guide]]<br />
* [[Mavericks]]<br />
* [[Anti-ship weapons]]<br />
* [[Laser guided bombs]]<br />
* [[JDAM]]<br />
* [[JSOW]]<br />
* [[SPICE]]<br />
* [[Small diameter bombs]]<br />
* [[Rockets]]<br />
* [[Unguided bombs]]<br />
* [[ARMs]]<br />
* [[MiTL weapons]]<br />
<br />
=External references=<br />
* [http://www.benchmarksims.org Benchmarksims official forum]<br />
* [https://www.youtube.com/playlist?list=PL3E09AA94FF0EACEC Krause's tutorial videos]<br />
** [http://www.krauselabs.net/dump/TANITnotesFALCONBMS.pdf Krause's study notes for the videos]<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_radar&diff=4429Air-to-air radar2017-04-04T15:01:37Z<p>Neuro: </p>
<hr />
<div>[[File:fcr2.jpg||none|400px|left|]]<br /><br />
<br />
=Learning objectives=<br />
#Understand how a b-scope works<br />
#Understand RWS and TWS mode<br />
#Understand ACM<br />
#Zoom with EXP<br />
#Know how to identify targets, including range, altitude, speed and aspect<br />
# Know how to adjust altitude scan<br />
# Understand the different bar scans<br />
# Understand how to change azimuth width<br />
# Know how to use spotlight scan<br />
# Understand the Collision Antenna Train Angle (CATA) cross<br />
# Sorting targets<br />
<br />
=Learning files=<br />
*[http://www.63rdvfs.com/files/56thAirCombatCoursePart1.1.pdf Radar and HUD]<br />
<br />
=B-Scope=<br />
The B-scope presents your cone-shaped radar search into a square-shaped display on the FCR by stretching the bottom out to the corners. <br />
[[File:bscope-clean.jpg||none|500px|left|]]<br />
<br />
Here you can see three contacts. On the B-Scope, they look like they are to your front and offset significantly, but in real life, they are not as wide as you are led to believe, especially at close ranges.<br />
[[File:bscope-contacts.jpg||none|500px|left|]]<br />
<br />
A B-Scope takes radius and azimuth information (usually plotted out on a polar coordinate system) and projects it on to a Cartesian plane. The x-axis represents the azimuth, and the y-axis represents the radius (distance). Areas that are closer to the aircraft become greatly stretched as a side effect.<br />
<br />
Although the stretch can be disorientating at first, it can provide several several advantages over the pie-scope. Take for an example a situation where four contacts are located 10 nm away at azimuths -7.5, -5, -2.5, and 0 with the FCR scale set at 40nm. On a traditional pie-scope, the contacts will be grouped closely to each other on screen. This could make it more difficult to use the cursor to sort targets when the dots are located very close to each other. The stretch that the B-Scope provides at close range makes it easier to identify and sort targets with the cursor.<br />
<br />
=Radar Modes=<br />
The F-16 radar offers a few distinct modes and submodes of operation, and to be proficient in air to air missions, one must understand when to use them. <br />
<br />
Radar modes fall under two categories: CRM (combined radar mode) and ACM (air combat maneuvering). CRM modes are generally used for BVR engagements and long rage scanning, while ACM modes are intended for WVR situations (dogfights) and are most often used in conjunction with the dogfight master mode, and short range missiles. <br />
<br />
<br />
== CRM modes ==<br />
The "default" mode is Range While Search, or RWS. In this mode, radar contacts are displayed as small solid boxes with a line extending towards the top or bottom of the screen (closure rate line). A contact with a line going up is moving away from you, and the other way around. This allows to "sort out" which contacts pose a threat at a glance, but is not enough to plan an intercept. <br />
<br />
RWS mode can scan the entirety of the horizontal range of the radar, albeit somewhat slowly. It's the primary mode of operation for cruise and general AA operations. It covers a lot of space and gives a general overview of the airspace in front of you.<br />
<br />
RWS has two submodes, SAM and STT: <br />
* RWS-SAM (situational awareness mode) allows the pilot to gain additional information on a bugged target, while still scanning the surrounding airspace. It is automatically accessed by commanding TMS - up (bugging, or softlocking) a radar contact in RWS mode. <br />
<br />
* STT (single target track) mode is used to guide semiactive missiles, and it gives the most detailed and frequent updates on a single target, sacrificing all other contacts. It should be only employed when weapon release is imminent, to reduce the time spent in a degraded SA situation. It is automatically accessed when commanding TMS up on an already bugged (RWS-SAM) target. This is the ONLY radar mode that will set off the target's RWR radar lock warning.<br />
<br />
The other primary mode of operation is Track While Scan, or TWS (Twiz). TWS offers additional information on a smaller lateral volume of airspace; for example, when spotting a group of contacts flying in formation, it can show the individual headings of the targets at a glance, without need of switching to SAM or STT modes. TWS is also the mode of choice for multiple target engagements using the AMRAAM; it can track and guide weapons on multiple targets and provides a very useful hands-on shortcut to quickly "bug" targets in sequence. <br />
<br />
It's possible to employ TWS to scan and track multiple targets, and then switch to STT mode for a fox-1 launch; simply designate a bugged target with TMS up again to switch to STT mode.<br />
<br />
== ACM modes == <br />
ACM is a family of sub-modes dedicated to dogfigthing. All modes will automatically lock onto the first available target they spot, although the various sub-modes will change how the radar searches for the target. If you are using any ACM mode for BVR engagements, you might as well fly with your radar off. When using IR missiles a radar lock is not technically required, but obviously it helps greatly by providing range, closure speed and aspect to target. It also makes gun employment much more intuitive.<br />
<br />
This page will cover the two most often used submodes, Vertical Scan and BORE modes. Both are accessible from the NO RADAR state, automatically selected while switching to DGFT mode. It will turn off radar emissions and therefore (obviously) doesn't allow radar guidance.<br />
<br />
Vertical scan (VS) is accessed by pressing TMS-down. It is easily recognizable by the appearance of a vertical solid line spanning most of the HUD, representing the line along which the radar will look for a contact. It will scan from -10° to +60°; it will automatically (that is, no TMS up input is required) lock on the first target detected on that line within approximately 10nm. <br />
<br />
VS is the most useful when in a turning engagement, where pointing the nose at a bandit for a boresight lock is not easy, and is very simple to use when padlocked to a contact. Simply select DGFT mode, TMS down, put your lift vector on the bandit, and wait for the LOCK announcement. <br />
<br />
BORE mode is selected by commanding TMS up from the NO RADAR state. It's recognizable by the appearance of a solid cross and dot on the top half of the hud; point the cross at a target less than 10nm away and it will automatically be locked by the radar. This is most useful to pick a specific contact in a furball or when an opportunity target presents itself on a rear aspect, where you can take the time to assess the situation and deliberately point your nose at the enemy. <br />
<br />
<br />
= So, what radar mode should you use? =<br />
<br />
You should stick to RWS or TWS unless engaged in a dogfight. You can use RWS to find targets and then switch to TWS to occasionally see what the targets are doing, and then back to the wider scan area provided by RWS without having to bother modifying the radar antenna too much. <br />
<br />
Use ACM modes (easily accessed by switching to DGFT master mode) in situations when looking down to operate the radar will get you killed. If you have a bandit in sight, you should keep your head up as much as you can to preserve SA. Practice HOTAS controls so that you can switch to any ACM mode from A/A mode without looking down. The time you save will save your (virtual) life!<br />
<br />
=Quick tips=<br />
==FCR==<br />
#Information <br />
#top left-range<br />
#Bottom number “bulleyes” target-radar cursor<br />
#Blue line+numbers are alt scanning. Change F6+F7<br />
==Buttons==<br />
#RWS/TWS-radar modes<br />
==Scan modes==<br />
#RWS-Fast rate + more cone area<br />
#TWS-More situational awarness<br />
==Symbols==<br />
#Blue vert-radar currently scanning<br />
#White squares-contacts<br />
#white line-nose of aircraft<br />
==Numbers==<br />
#top right- Closure rate in knots<br />
#Left of that is target airspeed<br />
#all way to left is heading of target<br />
<br />
<br />
<br />
<br />
<nowiki> </nowiki>{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_radar&diff=4428Air-to-air radar2017-04-04T15:00:48Z<p>Neuro: /* CRM modes */</p>
<hr />
<div>[[File:fcr2.jpg||none|400px|left|]]<br /><br />
<br />
=Learning objectives=<br />
#Understand how a b-scope works<br />
#Understand RWS and TWS mode<br />
#Understand ACM<br />
#Zoom with EXP<br />
#Know how to identify targets, including range, altitude, speed and aspect<br />
# Know how to adjust altitude scan<br />
# Understand the different bar scans<br />
# Understand how to change azimuth width<br />
# Know how to use spotlight scan<br />
# Understand the Collision Antenna Train Angle (CATA) cross<br />
# Sorting targets<br />
<br />
=Learning files=<br />
*[http://www.63rdvfs.com/files/56thAirCombatCoursePart1.1.pdf Radar and HUD]<br />
<br />
=B-Scope=<br />
The B-scope presents your cone-shaped radar search into a square-shaped display on the FCR by stretching the bottom out to the corners. <br />
[[File:bscope-clean.jpg||none|500px|left|]]<br />
<br />
Here you can see three contacts. On the B-Scope, they look like they are to your front and offset significantly, but in real life, they are not as wide as you are led to believe, especially at close ranges.<br />
[[File:bscope-contacts.jpg||none|500px|left|]]<br />
<br />
A B-Scope takes radius and azimuth information (usually plotted out on a polar coordinate system) and projects it on to a Cartesian plane. The x-axis represents the azimuth, and the y-axis represents the radius (distance). Areas that are closer to the aircraft become greatly stretched as a side effect.<br />
<br />
Although the stretch can be disorientating at first, it can provide several several advantages over the pie-scope. Take for an example a situation where four contacts are located 10 nm away at azimuths -7.5, -5, -2.5, and 0 with the FCR scale set at 40nm. On a traditional pie-scope, the contacts will be grouped closely to each other on screen. This could make it more difficult to use the cursor to sort targets when the dots are located very close to each other. The stretch that the B-Scope provides at close range makes it easier to identify and sort targets with the cursor.<br />
<br />
=Radar Modes=<br />
The F-16 radar offers a few distinct modes and submodes of operation, and to be proficient in air to air missions, one must understand when to use them. <br />
<br />
Radar modes fall under two categories: CRM (combined radar mode) and ACM (air combat maneuvering). CRM modes are generally used for BVR engagements and long rage scanning, while ACM modes are intended for WVR situations (dogfights) and are most often used in conjunction with the dogfight master mode, and short range missiles. <br />
<br />
<br />
== CRM modes ==<br />
The "default" mode is Range While Search, or RWS. In this mode, radar contacts are displayed as small solid boxes with a line extending towards the top or bottom of the screen (closure rate line). A contact with a line going up is moving away from you, and the other way around. This allows to "sort out" which contacts pose a threat at a glance, but is not enough to plan an intercept. <br />
<br />
RWS mode can scan the entirety of the horizontal range of the radar, albeit somewhat slowly. It's the primary mode of operation for cruise and general AA operations. It covers a lot of space and gives a general overview of the airspace in front of you.<br />
<br />
RWS has two submodes, SAM and STT: <br />
* RWS-SAM (situational awareness mode) allows the pilot to gain additional information on a bugged target, while still scanning the surrounding airspace. It is automatically accessed by commanding TMS - up (bugging, or softlocking) a radar contact in RWS mode. <br />
<br />
* STT (single target track) mode is used to guide semiactive missiles, and it gives the most detailed and frequent updates on a single target, sacrificing all other contacts. It should be only employed when weapon release is imminent, to reduce the time spent in a degraded SA situation. It is automatically accessed when commanding TMS up on an already bugged (RWS-SAM) target. <br />
<br />
The other primary mode of operation is Track While Scan, or TWS (Twiz). TWS offers additional information on a smaller lateral volume of airspace; for example, when spotting a group of contacts flying in formation, it can show the individual headings of the targets at a glance, without need of switching to SAM or STT modes. TWS is also the mode of choice for multiple target engagements using the AMRAAM; it can track and guide weapons on multiple targets and provides a very useful hands-on shortcut to quickly "bug" targets in sequence. <br />
<br />
It's possible to employ TWS to scan and track multiple targets, and then switch to STT mode for a fox-1 launch; simply designate a bugged target with TMS up again to switch to STT mode.<br />
<br />
== ACM modes == <br />
ACM is a family of sub-modes dedicated to dogfigthing. All modes will automatically lock onto the first available target they spot, although the various sub-modes will change how the radar searches for the target. If you are using any ACM mode for BVR engagements, you might as well fly with your radar off. When using IR missiles a radar lock is not technically required, but obviously it helps greatly by providing range, closure speed and aspect to target. It also makes gun employment much more intuitive.<br />
<br />
This page will cover the two most often used submodes, Vertical Scan and BORE modes. Both are accessible from the NO RADAR state, automatically selected while switching to DGFT mode. It will turn off radar emissions and therefore (obviously) doesn't allow radar guidance.<br />
<br />
Vertical scan (VS) is accessed by pressing TMS-down. It is easily recognizable by the appearance of a vertical solid line spanning most of the HUD, representing the line along which the radar will look for a contact. It will scan from -10° to +60°; it will automatically (that is, no TMS up input is required) lock on the first target detected on that line within approximately 10nm. <br />
<br />
VS is the most useful when in a turning engagement, where pointing the nose at a bandit for a boresight lock is not easy, and is very simple to use when padlocked to a contact. Simply select DGFT mode, TMS down, put your lift vector on the bandit, and wait for the LOCK announcement. <br />
<br />
BORE mode is selected by commanding TMS up from the NO RADAR state. It's recognizable by the appearance of a solid cross and dot on the top half of the hud; point the cross at a target less than 10nm away and it will automatically be locked by the radar. This is most useful to pick a specific contact in a furball or when an opportunity target presents itself on a rear aspect, where you can take the time to assess the situation and deliberately point your nose at the enemy. <br />
<br />
<br />
= So, what radar mode should you use? =<br />
<br />
You should stick to RWS or TWS unless engaged in a dogfight. You can use RWS to find targets and then switch to TWS to occasionally see what the targets are doing, and then back to the wider scan area provided by RWS without having to bother modifying the radar antenna too much. <br />
<br />
Use ACM modes (easily accessed by switching to DGFT master mode) in situations when looking down to operate the radar will get you killed. If you have a bandit in sight, you should keep your head up as much as you can to preserve SA. Practice HOTAS controls so that you can switch to any ACM mode from A/A mode without looking down. The time you save will save your (virtual) life!<br />
<br />
=Quick tips=<br />
==FCR==<br />
#Information <br />
#top left-range<br />
#Bottom number “bulleyes” target-radar cursor<br />
#Blue line+numbers are alt scanning. Change F6+F7<br />
==Buttons==<br />
#RWS/TWS-radar modes<br />
==Scan modes==<br />
#RWS-Fast rate + more cone area<br />
#TWS-More situational awarness<br />
==Symbols==<br />
#Blue vert-radar currently scanning<br />
#White squares-contacts<br />
#white line-nose of aircraft<br />
==Numbers==<br />
#top right- Closure rate in knots<br />
#Left of that is target airspeed<br />
#all way to left is heading of target<br />
<br />
<br />
<br />
<br />
<nowiki> </nowiki>{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_radar&diff=4427Air-to-air radar2017-04-04T14:59:11Z<p>Neuro: /* CRM modes */</p>
<hr />
<div>[[File:fcr2.jpg||none|400px|left|]]<br /><br />
<br />
=Learning objectives=<br />
#Understand how a b-scope works<br />
#Understand RWS and TWS mode<br />
#Understand ACM<br />
#Zoom with EXP<br />
#Know how to identify targets, including range, altitude, speed and aspect<br />
# Know how to adjust altitude scan<br />
# Understand the different bar scans<br />
# Understand how to change azimuth width<br />
# Know how to use spotlight scan<br />
# Understand the Collision Antenna Train Angle (CATA) cross<br />
# Sorting targets<br />
<br />
=Learning files=<br />
*[http://www.63rdvfs.com/files/56thAirCombatCoursePart1.1.pdf Radar and HUD]<br />
<br />
=B-Scope=<br />
The B-scope presents your cone-shaped radar search into a square-shaped display on the FCR by stretching the bottom out to the corners. <br />
[[File:bscope-clean.jpg||none|500px|left|]]<br />
<br />
Here you can see three contacts. On the B-Scope, they look like they are to your front and offset significantly, but in real life, they are not as wide as you are led to believe, especially at close ranges.<br />
[[File:bscope-contacts.jpg||none|500px|left|]]<br />
<br />
A B-Scope takes radius and azimuth information (usually plotted out on a polar coordinate system) and projects it on to a Cartesian plane. The x-axis represents the azimuth, and the y-axis represents the radius (distance). Areas that are closer to the aircraft become greatly stretched as a side effect.<br />
<br />
Although the stretch can be disorientating at first, it can provide several several advantages over the pie-scope. Take for an example a situation where four contacts are located 10 nm away at azimuths -7.5, -5, -2.5, and 0 with the FCR scale set at 40nm. On a traditional pie-scope, the contacts will be grouped closely to each other on screen. This could make it more difficult to use the cursor to sort targets when the dots are located very close to each other. The stretch that the B-Scope provides at close range makes it easier to identify and sort targets with the cursor.<br />
<br />
=Radar Modes=<br />
The F-16 radar offers a few distinct modes and submodes of operation, and to be proficient in air to air missions, one must understand when to use them. <br />
<br />
Radar modes fall under two categories: CRM (combined radar mode) and ACM (air combat maneuvering). CRM modes are generally used for BVR engagements and long rage scanning, while ACM modes are intended for WVR situations (dogfights) and are most often used in conjunction with the dogfight master mode, and short range missiles. <br />
<br />
<br />
== CRM modes ==<br />
The "default" mode is Range While Search, or RWS. In this mode, radar contacts are displayed as small solid boxes with a line extending towards the top or bottom of the screen (closure rate line). A contact with a line going up is moving away from you, and the other way around. This allows to "sort out" which contacts pose a threat at a glance, but is not enough to plan an intercept. <br />
<br />
RWS mode can scan the entirety of the horizontal range of the radar, albeit somewhat slowly. It's the primary mode of operation for cruise and general AA operations. It covers a lot of space and gives a general overview of the airspace in front of you.<br />
<br />
RWS has two submodes, SAM and STT: <br />
* RWS-SAM (situational awareness mode) allows the pilot to gain additional information on a bugged target, while still scanning the surrounding airspace. It is automatically accessed by commanding TMS - up (bugging, or softlocking) a radar contact in RWS mode. <br />
<br />
* STT (single target track) mode is used to guide semiactive missiles, and it gives the most detailed and frequent updates on a single target, sacrificing all other contacts. It should be only employed when weapon release is imminent, to reduce the time spent in a degraded SA situation. It is automatically accessed when commanding TMS up on an already bugged (RWS-SAM) target. <br />
<br />
The other primary mode of operation is Track While Scan, or TWS (Twiz). TWS offers additional information on a smaller lateral volume of airspace; for example, when spotting a group of contacts flying in formation, it can show the individual headings of the targets at a glance, without need of switching to SAM or STT modes. TWS is also the mode of choice for multiple target engagements using the AMRAAM; it can track and guide weapons on multiple targets and provides a very useful hands-on shortcut to quickly "bug" targets in sequence. <br />
<br />
It's possible to employ TWS to scan and track multiple targets, and then switch to STT mode for a fox-1 launch; simply designate a bugged target with TMS up again to switch to STT mode.<br />
<br />
== ACM modes == <br />
ACM is a family of sub-modes dedicated to dogfigthing. All modes will automatically lock onto the first available target they spot, although the various sub-modes will change how the radar searches for the target. If you are using any ACM mode for BVR engagements, you might as well fly with your radar off. When using IR missiles a radar lock is not technically required, but obviously it helps greatly by providing range, closure speed and aspect to target. It also makes gun employment much more intuitive.<br />
<br />
This page will cover the two most often used submodes, Vertical Scan and BORE modes. Both are accessible from the NO RADAR state, automatically selected while switching to DGFT mode. It will turn off radar emissions and therefore (obviously) doesn't allow radar guidance.<br />
<br />
Vertical scan (VS) is accessed by pressing TMS-down. It is easily recognizable by the appearance of a vertical solid line spanning most of the HUD, representing the line along which the radar will look for a contact. It will scan from -10° to +60°; it will automatically (that is, no TMS up input is required) lock on the first target detected on that line within approximately 10nm. <br />
<br />
VS is the most useful when in a turning engagement, where pointing the nose at a bandit for a boresight lock is not easy, and is very simple to use when padlocked to a contact. Simply select DGFT mode, TMS down, put your lift vector on the bandit, and wait for the LOCK announcement. <br />
<br />
BORE mode is selected by commanding TMS up from the NO RADAR state. It's recognizable by the appearance of a solid cross and dot on the top half of the hud; point the cross at a target less than 10nm away and it will automatically be locked by the radar. This is most useful to pick a specific contact in a furball or when an opportunity target presents itself on a rear aspect, where you can take the time to assess the situation and deliberately point your nose at the enemy. <br />
<br />
<br />
= So, what radar mode should you use? =<br />
<br />
You should stick to RWS or TWS unless engaged in a dogfight. You can use RWS to find targets and then switch to TWS to occasionally see what the targets are doing, and then back to the wider scan area provided by RWS without having to bother modifying the radar antenna too much. <br />
<br />
Use ACM modes (easily accessed by switching to DGFT master mode) in situations when looking down to operate the radar will get you killed. If you have a bandit in sight, you should keep your head up as much as you can to preserve SA. Practice HOTAS controls so that you can switch to any ACM mode from A/A mode without looking down. The time you save will save your (virtual) life!<br />
<br />
=Quick tips=<br />
==FCR==<br />
#Information <br />
#top left-range<br />
#Bottom number “bulleyes” target-radar cursor<br />
#Blue line+numbers are alt scanning. Change F6+F7<br />
==Buttons==<br />
#RWS/TWS-radar modes<br />
==Scan modes==<br />
#RWS-Fast rate + more cone area<br />
#TWS-More situational awarness<br />
==Symbols==<br />
#Blue vert-radar currently scanning<br />
#White squares-contacts<br />
#white line-nose of aircraft<br />
==Numbers==<br />
#top right- Closure rate in knots<br />
#Left of that is target airspeed<br />
#all way to left is heading of target<br />
<br />
<br />
<br />
<br />
<nowiki> </nowiki>{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_radar&diff=4426Air-to-air radar2017-04-04T14:57:22Z<p>Neuro: </p>
<hr />
<div>[[File:fcr2.jpg||none|400px|left|]]<br /><br />
<br />
=Learning objectives=<br />
#Understand how a b-scope works<br />
#Understand RWS and TWS mode<br />
#Understand ACM<br />
#Zoom with EXP<br />
#Know how to identify targets, including range, altitude, speed and aspect<br />
# Know how to adjust altitude scan<br />
# Understand the different bar scans<br />
# Understand how to change azimuth width<br />
# Know how to use spotlight scan<br />
# Understand the Collision Antenna Train Angle (CATA) cross<br />
# Sorting targets<br />
<br />
=Learning files=<br />
*[http://www.63rdvfs.com/files/56thAirCombatCoursePart1.1.pdf Radar and HUD]<br />
<br />
=B-Scope=<br />
The B-scope presents your cone-shaped radar search into a square-shaped display on the FCR by stretching the bottom out to the corners. <br />
[[File:bscope-clean.jpg||none|500px|left|]]<br />
<br />
Here you can see three contacts. On the B-Scope, they look like they are to your front and offset significantly, but in real life, they are not as wide as you are led to believe, especially at close ranges.<br />
[[File:bscope-contacts.jpg||none|500px|left|]]<br />
<br />
A B-Scope takes radius and azimuth information (usually plotted out on a polar coordinate system) and projects it on to a Cartesian plane. The x-axis represents the azimuth, and the y-axis represents the radius (distance). Areas that are closer to the aircraft become greatly stretched as a side effect.<br />
<br />
Although the stretch can be disorientating at first, it can provide several several advantages over the pie-scope. Take for an example a situation where four contacts are located 10 nm away at azimuths -7.5, -5, -2.5, and 0 with the FCR scale set at 40nm. On a traditional pie-scope, the contacts will be grouped closely to each other on screen. This could make it more difficult to use the cursor to sort targets when the dots are located very close to each other. The stretch that the B-Scope provides at close range makes it easier to identify and sort targets with the cursor.<br />
<br />
=Radar Modes=<br />
The F-16 radar offers a few distinct modes and submodes of operation, and to be proficient in air to air missions, one must understand when to use them. <br />
<br />
Radar modes fall under two categories: CRM (combined radar mode) and ACM (air combat maneuvering). CRM modes are generally used for BVR engagements and long rage scanning, while ACM modes are intended for WVR situations (dogfights) and are most often used in conjunction with the dogfight master mode, and short range missiles. <br />
<br />
<br />
== CRM modes ==<br />
The "default" mode is Range While Search, or RWS. In this mode, radar contacts are displayed as small solid boxes with a line extending towards the top or bottom of the screen (closure rate line). A contact with a line going up is moving away from you, and the other way around. This allows to "sort out" which contacts pose a threat at a glance, but is not enough to plan an intercept. <br />
<br />
RWS mode can scan the entirety of the horizontal range of the radar, albeit somewhat slowly. It's the primary mode of operation for cruise and general AA operations. It covers a lot of space and gives a general overview of the airspace in front of you.<br />
<br />
RWS has two submodes, SAM and STT. <br />
<br />
RWS-SAM (situational awareness mode) allows the pilot to gain additional information on a bugged target, while still scanning the surrounding airspace. It is automatically accessed by commanding TMS - up (bugging, or softlocking) a radar contact in RWS mode. <br />
<br />
STT (single target track) mode is used to guide semiactive missiles, and it gives the most detailed and frequent updates on a single target, sacrificing all other contacts. It should be only employed when weapon release is imminent, to reduce the time spent in a degraded SA situation. It is automatically accessed when commanding TMS up on an already bugged (RWS-SAM) target.<br />
<br />
The other primary mode of operation is Track While Scan, or TWS (Twiz). TWS offers additional information on a smaller lateral volume of airspace; for example, when spotting a group of contacts flying in formation, it can show the individual headings of the targets at a glance, without need of switching to SAM or STT modes. TWS is also the mode of choice for multiple target engagements using the AMRAAM; it can track and guide weapons on multiple targets and provides a very useful hands-on shortcut to quickly "bug" targets in sequence. <br />
<br />
It's possible to employ TWS to scan and track multiple targets, and then switch to STT mode for a fox-1 launch; simply designate a bugged target with TMS up again to switch to STT mode.<br />
<br />
== ACM modes == <br />
ACM is a family of sub-modes dedicated to dogfigthing. All modes will automatically lock onto the first available target they spot, although the various sub-modes will change how the radar searches for the target. If you are using any ACM mode for BVR engagements, you might as well fly with your radar off. When using IR missiles a radar lock is not technically required, but obviously it helps greatly by providing range, closure speed and aspect to target. It also makes gun employment much more intuitive.<br />
<br />
This page will cover the two most often used submodes, Vertical Scan and BORE modes. Both are accessible from the NO RADAR state, automatically selected while switching to DGFT mode. It will turn off radar emissions and therefore (obviously) doesn't allow radar guidance.<br />
<br />
Vertical scan (VS) is accessed by pressing TMS-down. It is easily recognizable by the appearance of a vertical solid line spanning most of the HUD, representing the line along which the radar will look for a contact. It will scan from -10° to +60°; it will automatically (that is, no TMS up input is required) lock on the first target detected on that line within approximately 10nm. <br />
<br />
VS is the most useful when in a turning engagement, where pointing the nose at a bandit for a boresight lock is not easy, and is very simple to use when padlocked to a contact. Simply select DGFT mode, TMS down, put your lift vector on the bandit, and wait for the LOCK announcement. <br />
<br />
BORE mode is selected by commanding TMS up from the NO RADAR state. It's recognizable by the appearance of a solid cross and dot on the top half of the hud; point the cross at a target less than 10nm away and it will automatically be locked by the radar. This is most useful to pick a specific contact in a furball or when an opportunity target presents itself on a rear aspect, where you can take the time to assess the situation and deliberately point your nose at the enemy. <br />
<br />
<br />
= So, what radar mode should you use? =<br />
<br />
You should stick to RWS or TWS unless engaged in a dogfight. You can use RWS to find targets and then switch to TWS to occasionally see what the targets are doing, and then back to the wider scan area provided by RWS without having to bother modifying the radar antenna too much. <br />
<br />
Use ACM modes (easily accessed by switching to DGFT master mode) in situations when looking down to operate the radar will get you killed. If you have a bandit in sight, you should keep your head up as much as you can to preserve SA. Practice HOTAS controls so that you can switch to any ACM mode from A/A mode without looking down. The time you save will save your (virtual) life!<br />
<br />
=Quick tips=<br />
==FCR==<br />
#Information <br />
#top left-range<br />
#Bottom number “bulleyes” target-radar cursor<br />
#Blue line+numbers are alt scanning. Change F6+F7<br />
==Buttons==<br />
#RWS/TWS-radar modes<br />
==Scan modes==<br />
#RWS-Fast rate + more cone area<br />
#TWS-More situational awarness<br />
==Symbols==<br />
#Blue vert-radar currently scanning<br />
#White squares-contacts<br />
#white line-nose of aircraft<br />
==Numbers==<br />
#top right- Closure rate in knots<br />
#Left of that is target airspeed<br />
#all way to left is heading of target<br />
<br />
<br />
<br />
<br />
{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_weapons&diff=4425Air-to-air weapons2017-04-04T14:30:18Z<p>Neuro: </p>
<hr />
<div>=Learning objectives=<br />
#Understand the various systems involved in air to air engagements<br />
#Understand the three main types of guidance for air to air missiles (AAMs)<br />
#Employ all three kinds of AAMs successfully<br />
<br />
=Learning files=<br />
* [http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]<br />
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]<br />
* (coming soon) Practice TE for basic A/A training<br />
<br />
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''<br />
<br />
=Air to air modes in the F-16=<br />
<br />
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will "stick" until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).<br />
<br />
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.<br />
<br />
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.<br />
<br />
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.<br />
<br />
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.<br />
<br />
=Managing inventory: SMS page and the MSL step button=<br />
The second crucial system involved in air combat is the Stores Management System (SMS). The SMS is primarily intended to give information about remaining weapons and stores, switching active weapon/pylon, powering up weapons, setting weapon parameters, and to access the selective jettison mode. <br />
<br />
Weapon selection can be performed hands-on (that is, via controls on the stick) or hands-off (by pressing relevant buttons around the MFD displaying the SMS page). Weapon selections are preserved between master mode changes, so you can preselect particular missiles types for different modes. <br />
<br />
<picture of sms in AA mode><br />
<br />
The buttons around the two MFDs (also known as OSBs) are numbered clockwise starting from the top-left corner. In any AA mode, the SMS page will show current weapon type next to osb #6 <check that>. Pressing the OSB will cycle through air to air weapon types; it is also possible to change the active pylon by pressing OSB#9. <br />
<br />
Hands-on selection of weapon types is performed by using the NWS-disconnect button; a short press will cycle hardpoints carrying the active weapon type, while a long press will select the next AA weapon type on board.<br />
<br />
The SMS page also has a button to switch seeker mode from WARM to COOL for IR missiles; best performance is achieved when the missiles are in COOL mode. Missile cooling should be part of your fence check: a warm seeker head might result in the missile losing track or not being able to acquire a target when uncaged.<br />
<br />
=Air to air missiles and their guidance=<br />
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:<br />
<br />
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.<br />
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.<br />
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or "pitbull"). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.<br />
<br />
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.<br />
<br />
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. <br />
<br />
=AAM employment=<br />
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to "good practices" in A/A combat and not a comprehensive tactical guide.<br />
<br />
==IR missiles==<br />
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.<br />
<br />
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. <br />
<br />
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. <br />
<br />
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start "wandering" around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). <br />
<br />
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.<br />
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). <insert table><br />
<br />
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: <br />
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight<br />
# Bring up the DGFT mode by HOTAS commands<br />
# Confirm IR missile is up by audio cue<br />
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)<br />
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)<br />
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a "manual" lock<br />
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)<br />
# Call out Fox-2 over flight comms; fire the weapon<br />
<br />
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.<br />
<br />
==Semi-active homing missiles==<br />
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the "doppler gate", or "notching". <br />
<br />
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from "putting the radar on the beam", or your 3 o'clock - 9 o'clock line). mIt's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.<br />
<br />
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).<br />
<br />
Sparrows are therefore not necessarily a good "kill" missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.<br />
<br />
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. <br />
<br />
A typical Sparrow engagement looks like this: <br />
# Acquire bandit on radar, in RWS or TWS mode<br />
# Sort targets within the flight<br />
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking<br />
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy<br />
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot<br />
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a "GO STT" mnemonic just under the TD (target designator) box<br />
# Call out Fox-1 and target bullseye over Flight or Package comms if appropriate<br />
# Fire the missile, and immediately crank left or right reducing power slightly if necessary<br />
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate<br />
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position<br />
# Monitor the time to impact timer below the DLZ on hud, scan for impact<br />
<br />
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? <br />
<br />
==ARH missiles==<br />
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required all the way until the target is splashed, and can be dropped as soon as the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. <br />
<br />
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to "read" the situation as it develops and defend preemptively, or on a hunch, if necessary. When they go active, ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.<br />
<br />
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.<br />
<br />
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.<br />
<br />
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.<br />
<br />
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.<br />
#Select A/A or MSL OVRD mode<br />
#Acquire bandits on radar in RWS or TWS mode<br />
#Switch to TWS mode, center on the enemy group, build up the picture<br />
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left<br />
#Bug the first assigned target<br />
#Check range indexer (DLZ) on HUD for fire solution<br />
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile<br />
#Call out Fox-3 and target(s) bullseye over Flight or Package comms if appropriate<br />
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets<br />
#Repeat as necessary (but do not call out each missile launch!)<br />
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate<br />
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight<br />
<br />
<nowiki> </nowiki>{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_weapons&diff=4424Air-to-air weapons2017-04-04T14:14:17Z<p>Neuro: /* Learning files */</p>
<hr />
<div>=Learning objectives=<br />
#Understand the various systems involved in air to air engagements<br />
#Understand the three main types of guidance for air to air missiles (AAMs)<br />
#Employ all three kinds of AAMs successfully<br />
<br />
=Learning files=<br />
* [http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]<br />
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]<br />
* (coming soon) Practice TE for basic A/A training<br />
<br />
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''<br />
<br />
=Air to air modes in the F-16=<br />
<br />
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will "stick" until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).<br />
<br />
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.<br />
<br />
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.<br />
<br />
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.<br />
<br />
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.<br />
<br />
=Managing inventory: SMS page and the MSL step button=<br />
-In progress-<br />
<br />
=Air to air missiles and their guidance=<br />
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:<br />
<br />
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.<br />
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.<br />
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or "pitbull"). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.<br />
<br />
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.<br />
<br />
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. <br />
<br />
=AAM employment=<br />
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to "good practices" in A/A combat and not a comprehensive tactical guide.<br />
<br />
==IR missiles==<br />
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.<br />
<br />
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. <br />
<br />
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. <br />
<br />
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start "wandering" around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). <br />
<br />
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.<br />
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). <insert table><br />
<br />
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: <br />
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight<br />
# Bring up the DGFT mode by HOTAS commands<br />
# Confirm IR missile is up by audio cue<br />
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)<br />
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)<br />
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a "manual" lock<br />
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)<br />
# Call out Fox-2 over flight comms; fire the weapon<br />
<br />
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.<br />
<br />
==Semi-active homing missiles==<br />
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the "doppler gate", or "notching". <br />
<br />
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from "putting the radar on the beam", or your 3 o'clock - 9 o'clock line). mIt's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.<br />
<br />
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).<br />
<br />
Sparrows are therefore not necessarily a good "kill" missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.<br />
<br />
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. <br />
<br />
A typical Sparrow engagement looks like this: <br />
# Acquire bandit on radar, in RWS or TWS mode<br />
# Sort targets within the flight<br />
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking<br />
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy<br />
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot<br />
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a "GO STT" mnemonic just under the TD (target designator) box<br />
# Call out Fox-1 and target bullseye over Flight or Package comms if appropriate<br />
# Fire the missile, and immediately crank left or right reducing power slightly if necessary<br />
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate<br />
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position<br />
# Monitor the time to impact timer below the DLZ on hud, scan for impact<br />
<br />
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? <br />
<br />
==ARH missiles==<br />
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required all the way until the target is splashed, and can be dropped as soon as the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. <br />
<br />
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to "read" the situation as it develops and defend preemptively, or on a hunch, if necessary. When they go active, ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.<br />
<br />
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.<br />
<br />
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.<br />
<br />
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.<br />
<br />
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.<br />
#Select A/A or MSL OVRD mode<br />
#Acquire bandits on radar in RWS or TWS mode<br />
#Switch to TWS mode, center on the enemy group, build up the picture<br />
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left<br />
#Bug the first assigned target<br />
#Check range indexer (DLZ) on HUD for fire solution<br />
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile<br />
#Call out Fox-3 and target(s) bullseye over Flight or Package comms if appropriate<br />
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets<br />
#Repeat as necessary (but do not call out each missile launch!)<br />
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate<br />
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight<br />
<br />
<nowiki> </nowiki>{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_weapons&diff=4194Air-to-air weapons2017-03-22T10:51:59Z<p>Neuro: /* ARH missiles */</p>
<hr />
<div>=Learning objectives=<br />
#Understand the various systems involved in air to air engagements<br />
#Understand the three main types of guidance for air to air missiles (AAMs)<br />
#Employ all three kinds of AAMs successfully<br />
<br />
=Learning files=<br />
* [http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]<br />
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]<br />
<br />
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''<br />
<br />
=Air to air modes in the F-16=<br />
<br />
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will "stick" until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).<br />
<br />
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.<br />
<br />
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.<br />
<br />
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.<br />
<br />
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.<br />
<br />
=Managing inventory: SMS page and the MSL step button=<br />
-In progress-<br />
<br />
=Air to air missiles and their guidance=<br />
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:<br />
<br />
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.<br />
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.<br />
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or "pitbull"). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.<br />
<br />
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.<br />
<br />
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. <br />
<br />
=AAM employment=<br />
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to "good practices" in A/A combat and not a comprehensive tactical guide.<br />
<br />
==IR missiles==<br />
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.<br />
<br />
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. <br />
<br />
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. <br />
<br />
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start "wandering" around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). <br />
<br />
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.<br />
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). <insert table><br />
<br />
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: <br />
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight<br />
# Bring up the DGFT mode by HOTAS commands<br />
# Confirm IR missile is up by audio cue<br />
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)<br />
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)<br />
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a "manual" lock<br />
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)<br />
# Call out Fox-2 over flight comms; fire the weapon<br />
<br />
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.<br />
<br />
==Semi-active homing missiles==<br />
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the "doppler gate", or "notching". <br />
<br />
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from "putting the radar on the beam", or your 3 o'clock - 9 o'clock line). mIt's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.<br />
<br />
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).<br />
<br />
Sparrows are therefore not necessarily a good "kill" missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.<br />
<br />
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. <br />
<br />
A typical Sparrow engagement looks like this: <br />
# Acquire bandit on radar, in RWS or TWS mode<br />
# Sort targets within the flight<br />
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking<br />
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy<br />
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot<br />
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a "GO STT" mnemonic just under the TD (target designator) box<br />
# Call out Fox-1 and target bullseye over Flight or Package comms if appropriate<br />
# Fire the missile, and immediately crank left or right reducing power slightly if necessary<br />
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate<br />
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position<br />
# Monitor the time to impact timer below the DLZ on hud, scan for impact<br />
<br />
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? <br />
<br />
==ARH missiles==<br />
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required all the way until the target is splashed, and can be dropped as soon as the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. <br />
<br />
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to "read" the situation as it develops and defend preemptively, or on a hunch, if necessary. When they go active, ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.<br />
<br />
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.<br />
<br />
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.<br />
<br />
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.<br />
<br />
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.<br />
#Select A/A or MSL OVRD mode<br />
#Acquire bandits on radar in RWS or TWS mode<br />
#Switch to TWS mode, center on the enemy group, build up the picture<br />
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left<br />
#Bug the first assigned target<br />
#Check range indexer (DLZ) on HUD for fire solution<br />
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile<br />
#Call out Fox-3 and target(s) bullseye over Flight or Package comms if appropriate<br />
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets<br />
#Repeat as necessary (but do not call out each missile launch!)<br />
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate<br />
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight<br />
<br />
<nowiki> </nowiki>{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_weapons&diff=4193Air-to-air weapons2017-03-22T10:51:09Z<p>Neuro: /* ARH missiles */</p>
<hr />
<div>=Learning objectives=<br />
#Understand the various systems involved in air to air engagements<br />
#Understand the three main types of guidance for air to air missiles (AAMs)<br />
#Employ all three kinds of AAMs successfully<br />
<br />
=Learning files=<br />
* [http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]<br />
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]<br />
<br />
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''<br />
<br />
=Air to air modes in the F-16=<br />
<br />
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will "stick" until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).<br />
<br />
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.<br />
<br />
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.<br />
<br />
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.<br />
<br />
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.<br />
<br />
=Managing inventory: SMS page and the MSL step button=<br />
-In progress-<br />
<br />
=Air to air missiles and their guidance=<br />
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:<br />
<br />
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.<br />
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.<br />
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or "pitbull"). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.<br />
<br />
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.<br />
<br />
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. <br />
<br />
=AAM employment=<br />
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to "good practices" in A/A combat and not a comprehensive tactical guide.<br />
<br />
==IR missiles==<br />
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.<br />
<br />
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. <br />
<br />
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. <br />
<br />
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start "wandering" around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). <br />
<br />
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.<br />
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). <insert table><br />
<br />
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: <br />
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight<br />
# Bring up the DGFT mode by HOTAS commands<br />
# Confirm IR missile is up by audio cue<br />
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)<br />
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)<br />
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a "manual" lock<br />
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)<br />
# Call out Fox-2 over flight comms; fire the weapon<br />
<br />
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.<br />
<br />
==Semi-active homing missiles==<br />
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the "doppler gate", or "notching". <br />
<br />
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from "putting the radar on the beam", or your 3 o'clock - 9 o'clock line). mIt's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.<br />
<br />
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).<br />
<br />
Sparrows are therefore not necessarily a good "kill" missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.<br />
<br />
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. <br />
<br />
A typical Sparrow engagement looks like this: <br />
# Acquire bandit on radar, in RWS or TWS mode<br />
# Sort targets within the flight<br />
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking<br />
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy<br />
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot<br />
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a "GO STT" mnemonic just under the TD (target designator) box<br />
# Call out Fox-1 and target bullseye over Flight or Package comms if appropriate<br />
# Fire the missile, and immediately crank left or right reducing power slightly if necessary<br />
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate<br />
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position<br />
# Monitor the time to impact timer below the DLZ on hud, scan for impact<br />
<br />
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? <br />
<br />
==ARH missiles==<br />
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required all the way until the target is splashed, and can be dropped as soon as the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. <br />
<br />
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to "read" the situation as it develops and defend preemptively, or on a hunch, if necessary. ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.<br />
<br />
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.<br />
<br />
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.<br />
<br />
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.<br />
<br />
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.<br />
#Select A/A or MSL OVRD mode<br />
#Acquire bandits on radar in RWS or TWS mode<br />
#Switch to TWS mode, center on the enemy group, build up the picture<br />
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left<br />
#Bug the first assigned target<br />
#Check range indexer (DLZ) on HUD for fire solution<br />
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile<br />
#Call out Fox-3 and target(s) bullseye over Flight or Package comms if appropriate<br />
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets<br />
#Repeat as necessary (but do not call out each missile launch!)<br />
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate<br />
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight<br />
<br />
<nowiki> </nowiki>{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_weapons&diff=4192Air-to-air weapons2017-03-22T10:50:11Z<p>Neuro: </p>
<hr />
<div>=Learning objectives=<br />
#Understand the various systems involved in air to air engagements<br />
#Understand the three main types of guidance for air to air missiles (AAMs)<br />
#Employ all three kinds of AAMs successfully<br />
<br />
=Learning files=<br />
* [http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]<br />
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]<br />
<br />
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''<br />
<br />
=Air to air modes in the F-16=<br />
<br />
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will "stick" until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).<br />
<br />
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.<br />
<br />
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.<br />
<br />
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.<br />
<br />
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.<br />
<br />
=Managing inventory: SMS page and the MSL step button=<br />
-In progress-<br />
<br />
=Air to air missiles and their guidance=<br />
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:<br />
<br />
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.<br />
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.<br />
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or "pitbull"). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.<br />
<br />
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.<br />
<br />
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. <br />
<br />
=AAM employment=<br />
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to "good practices" in A/A combat and not a comprehensive tactical guide.<br />
<br />
==IR missiles==<br />
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.<br />
<br />
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. <br />
<br />
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. <br />
<br />
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start "wandering" around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). <br />
<br />
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.<br />
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). <insert table><br />
<br />
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: <br />
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight<br />
# Bring up the DGFT mode by HOTAS commands<br />
# Confirm IR missile is up by audio cue<br />
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)<br />
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)<br />
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a "manual" lock<br />
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)<br />
# Call out Fox-2 over flight comms; fire the weapon<br />
<br />
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.<br />
<br />
==Semi-active homing missiles==<br />
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the "doppler gate", or "notching". <br />
<br />
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from "putting the radar on the beam", or your 3 o'clock - 9 o'clock line). mIt's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.<br />
<br />
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).<br />
<br />
Sparrows are therefore not necessarily a good "kill" missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.<br />
<br />
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. <br />
<br />
A typical Sparrow engagement looks like this: <br />
# Acquire bandit on radar, in RWS or TWS mode<br />
# Sort targets within the flight<br />
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking<br />
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy<br />
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot<br />
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a "GO STT" mnemonic just under the TD (target designator) box<br />
# Call out Fox-1 and target bullseye over Flight or Package comms if appropriate<br />
# Fire the missile, and immediately crank left or right reducing power slightly if necessary<br />
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate<br />
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position<br />
# Monitor the time to impact timer below the DLZ on hud, scan for impact<br />
<br />
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? <br />
<br />
==ARH missiles==<br />
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required until the target is splashed, and can be dropped at the time the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. <br />
<br />
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to "read" the situation as it develops and defend preemptively, or on a hunch, if necessary. ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.<br />
<br />
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.<br />
<br />
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.<br />
<br />
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.<br />
<br />
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.<br />
#Select A/A or MSL OVRD mode<br />
#Acquire bandits on radar in RWS or TWS mode<br />
#Switch to TWS mode, center on the enemy group, build up the picture<br />
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left<br />
#Bug the first assigned target<br />
#Check range indexer (DLZ) on HUD for fire solution<br />
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile<br />
#Call out Fox-3 and target(s) bullseye over Flight or Package comms if appropriate<br />
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets<br />
#Repeat as necessary (but do not call out each missile launch!)<br />
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate<br />
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight<br />
<br />
{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_weapons&diff=4191Air-to-air weapons2017-03-22T10:47:06Z<p>Neuro: </p>
<hr />
<div>=Learning objectives=<br />
#Understand the various systems involved in air to air engagements<br />
#Understand the three main types of guidance for air to air missiles (AAMs)<br />
#Employ all three kinds of AAMs successfully<br />
<br />
=Learning files=<br />
* [http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]<br />
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]<br />
<br />
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''<br />
<br />
=Air to air modes in the F-16=<br />
<br />
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will "stick" until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).<br />
<br />
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.<br />
<br />
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.<br />
<br />
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.<br />
<br />
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.<br />
<br />
=Managing inventory: SMS page and the MSL step button=<br />
-In progress-<br />
<br />
=Air to air missiles and their guidance=<br />
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:<br />
<br />
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.<br />
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.<br />
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or "pitbull"). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.<br />
<br />
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.<br />
<br />
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. <br />
<br />
=AAM employment=<br />
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to "good practices" in A/A combat and not a comprehensive tactical guide.<br />
<br />
==IR missiles==<br />
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.<br />
<br />
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. <br />
<br />
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. <br />
<br />
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start "wandering" around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). <br />
<br />
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.<br />
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). <insert table><br />
<br />
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: <br />
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight<br />
# Bring up the DGFT mode by HOTAS commands<br />
# Confirm IR missile is up by audio cue<br />
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)<br />
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)<br />
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a "manual" lock<br />
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)<br />
# Fire the weapon<br />
<br />
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.<br />
<br />
==Semi-active homing missiles==<br />
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the "doppler gate", or "notching". <br />
<br />
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from "putting the radar on the beam", or your 3 o'clock - 9 o'clock line). mIt's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.<br />
<br />
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).<br />
<br />
Sparrows are therefore not necessarily a good "kill" missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.<br />
<br />
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. <br />
<br />
A typical Sparrow engagement looks like this: <br />
# Acquire bandit on radar, in RWS or TWS mode<br />
# Sort targets within the flight<br />
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking<br />
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy<br />
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot<br />
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a "GO STT" mnemonic just under the TD (target designator) box<br />
# Fire the missile, and immediately crank left or right reducing power slightly if necessary<br />
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate<br />
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position<br />
# Monitor the time to impact timer below the DLZ on hud, scan for impact<br />
<br />
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? <br />
<br />
==ARH missiles==<br />
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required until the target is splashed, and can be dropped at the time the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. <br />
<br />
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to "read" the situation as it develops and defend preemptively, or on a hunch, if necessary. ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.<br />
<br />
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.<br />
<br />
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.<br />
<br />
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.<br />
<br />
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.<br />
#Select A/A or MSL OVRD mode<br />
#Acquire bandits on radar in RWS or TWS mode<br />
#Switch to TWS mode, center on the enemy group, build up the picture<br />
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left<br />
#Bug the first assigned target<br />
#Check range indexer (DLZ) on HUD for fire solution<br />
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile<br />
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets<br />
#Repeat steps 6-7-8 as necessary<br />
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate<br />
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight<br />
<br />
{{Nav UOAF}}<br />
<br />
[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neurohttp://codex.uoaf.net/index.php?title=Air-to-air_weapons&diff=4113Air-to-air weapons2017-03-21T16:24:09Z<p>Neuro: </p>
<hr />
<div>=Learning objectives=<br />
#Understand the various systems involved in air to air engagements<br />
#Understand the three main types of guidance for air to air missiles (AAMs)<br />
#Employ all three kinds of AAMs successfully<br />
<br />
=Learning files=<br />
* [http://www.benchmarksims.org/forum/content.php?150-AMRAAM-Pilot-Guide AIM-120 AMRAAM Pilot Guide]<br />
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]<br />
<br />
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''<br />
<br />
=Air to air modes in the F-16=<br />
<br />
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will "stick" until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).<br />
<br />
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.<br />
<br />
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.<br />
<br />
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.<br />
<br />
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.<br />
<br />
=Managing inventory: SMS page and the MSL step button=<br />
-In progress-<br />
<br />
=Air to air missiles and their guidance=<br />
In order to intercept their targets, all modern AAMs track a source of electromagnetic energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:<br />
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.<br />
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.<br />
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or "pitbull"). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.<br />
<br />
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.<br />
<br />
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect a change in the intensity and pattern of the shooter's radar (radar going into guidance mode). This generally happens EXCLUSIVELY for SARH missile launches (e.g. sparrow). You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. <br />
<br />
=AAM employment=<br />
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to "good practices" in A/A combat and not a comprehensive tactical guide.<br />
<br />
==IR missiles==<br />
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.<br />
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. <br />
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. <br />
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start "wandering" around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). <br />
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.<br />
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). <insert table><br />
<br />
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: <br />
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight<br />
# Bring up the DGFT mode by HOTAS commands<br />
# Confirm IR missile is up by audio cue<br />
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)<br />
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)<br />
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a "manual" lock<br />
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)<br />
# Fire the weapon<br />
<br />
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.<br />
<br />
==Semi-active homing missiles==<br />
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the "doppler gate". Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from "putting the radar on the beam", or your 3 o'clock - 9 o'clock line). It's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.<br />
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later). Sparrows are therefore not necessarily a good "kill" missile, against capable opponents, but a very good offensive weapon nonetheless, as it can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.<br />
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. <br />
<br />
A typical Sparrow engagement looks like this: <br />
# Acquire bandit on radar, in RWS or TWS mode<br />
# Sort targets within the flight<br />
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking<br />
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy<br />
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot<br />
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a "GO STT" mnemonic just under the TD (target designator) box<br />
# Fire the missile, and immediately crank left or right reducing power slightly if necessary<br />
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate<br />
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position<br />
# Monitor the time to impact timer below the DLZ on hud, scan for impact<br />
<br />
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? <br />
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==ARH missiles==<br />
-In progress-<br />
#Switch A-A master mode<br />
#Switch weapons(enter)or click A-A master mode again or SMS<br />
#Find target on radar<br />
#TWS up to lock<br />
#Check indexer on HUD for fire solution<br />
##When caret under circle equals a good shot<br />
##In bar really really awesome shot<br />
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{{Nav UOAF}}<br />
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[[Category:UOAF]]<br />
[[Category:UOAF: BMS Codex]]</div>Neuro