Difference between revisions of "Air-to-air defense"

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* [http://www.youtube.com/watch?feature=player_detailpage&v=bmBaj6wA1JU#t=1269s Using split-s to defeat SA-10 example]
 
* [http://www.youtube.com/watch?feature=player_detailpage&v=bmBaj6wA1JU#t=1269s Using split-s to defeat SA-10 example]
 
* [http://www.krauselabs.net/dump/f4_threat_quickguide.pdf Quick threat guide]
 
* [http://www.krauselabs.net/dump/f4_threat_quickguide.pdf Quick threat guide]
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*https://www.youtube.com/watch?v=DhjhdoUEPp8
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*https://www.youtube.com/watch?v=KPMb7JK3F74
  
 
=Missile defense=
 
=Missile defense=

Revision as of 03:52, 20 March 2017

Su27.jpg


Learning objectives

  1. Understand threat ranges of different aircraft
  2. Defeat an IR missile
  3. Defeat a semi active missile
  4. Defeat an active missie
  5. Defeat a guns attack

Learning files

Missile defense

Put it out of range

Once a missile launch is discovered, you can simply run away from it by placing it on your 6'o'clock / Note this only works if the missile is fired at the edge of range (known as Rmax).

Confuse the guidance

Countermeasures - is you detect a missile on RWR - its radar guided (the f-16 cannot detect passive IR launches like the A-10C). Put the missle on your beam (3/9 o'clock), punch a bunch of chaff/flares, and split-s. Every time you do this, the missile detects you Countermeasures as well as your plane and its up to the computer's interpretation of radar/IR data which one it will go for. Hopefully, not you...

Out-maneuver

Can be a last-ditch or if you carry your balls in a wheelbarrow. Once the missile is acquired visually (don't try this BVR), you once again want it on your 12-3 (or your 9-12) o'clock. as late as your dare,change plane (i.e. if its coming at you horizontally, go vertical or vice-versa). Unless its quite a new missile, it will not have enough energy to maintain the turn and will (hopefully) zoom right on by you.

Best results: do all of these ( or as many as situation dictates)

Defense considerations

  • Types of threats and defenses
  • Concept of anti-aircraft artillery
  • In game: Defending AAA
  • Concept of radar guided missiles
  • Semi-Active missile defense vs aa-10a alamo
  • Semi-active missile defense theory continued
  • Active missile defense vs aa-12 adder
  • Semi-active SAM defense, sustained turn and basics
  • Kinetic missile defense
  • Overview and concept of masking and weapon envelope exit
  • Masking and weapon envelope exit defense
  • Heat seeking infrared missile concept
  • Heat seeking missile defense vs AA-11 archer
  • Defending manpads and threats below 15,000 (OCA strike)
  • Concept of ground fire
  • Proper ground attack while avoiding ground fire
  • Principles of Defense and conclusion

Enemy Weapons

  • AA-11 = (R-73 Archer) short range heat seeking
  • AA-12 = (R-77) long range active
  • AA-10A = (R-27R) medium range semi-active
  • AA-10B = (R-27T) medium range heat seeking
  • AA-10C = (R-27ER) long range semi-active
  • AA-10D = (R-27ET) long range heat seeking
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