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Feature
Article
An Introduction to Simulation BFM
by Andy
Bush
The following articles were written
several years ago in support of a web site devoted to Janes
ATF, and later, Fighters Anthology (FA). Much of the material
is of a general nature and may be applicable to all sims.
Newcomers to air combat simulation may find this material
helpful in understanding some of the terminology of air combat.
For those of you interested in the
technique of learning and flying BFM while using the player-to-target
external view can find some tips here. The FA sim has several
features that make it a good choice for practicing BFM with
the external view. In particular, you may find the explanations
of how to fly a variety of specific maneuvers to be helpful.
There are no illustrations to these
articles, however, many of the techniques are covered in the
"Its All A Matter Of Perspective" series of
articles.
BFM - An Introduction
Is this flight sim stuff a good thing
or what? Well, that's what I think, at least. And the more
I have thought about it, the more I wanted to bring some things
up for discussion. So, here we go.....what I'm going to do
is to throw some ideas and observations out for you all to
chew on, and, then, maybe you'll get back to me with your
thoughts on the subject...as a result, we'll both end up a
bunch smarter.
Number One Question: What are
we trying to do here? There used to be a cigarette commercial
in years past that asked the question "Do you want good
flavor or good taste?" Well, that sorta sums up the big
question in my mind regarding flight sims...do you want arcade
fun or real world realism? The answer is most likely...both!!
Some want plain old shoot 'em up flying, and others want the
complexity of planning and executing a multi-plane attack
on poor old Saddam. OK, we can have our cake and eat it too.
Today's sims allow a wide spectrum of user activity, and no
one should poop in the mess kit of one side or the other.
There's plenty of fun to be had by all!!
For me, the action is in one versus
one aerial combat...you know, the TOPGUN rat-a-tat-tat "I
gunned you before you gunned me" kinda stuff. And the
reason is real simple...it's just more fun than the law allows.
I wish all of you folks could experience the thrill of an
air combat training mission...to say that it is an exhilarating
experience is not doing it justice! Win or lose, it's a supercharged,
heart thumping, palm sweating, breath taking event that will
forever more alter your view of the world around you. After
everything is said and done, you will know that you are well
and truly alive and that you have seen and felt things which
mere mortals never will.
Having said that, I want to put in
a pitch for good old BFM. That's Basic Fighter Maneuvers
that I'm talking about. Forget about AMRAAM face shots for
a moment...let's look at how the military starts their pilots
out. F16 students, once qualified in basic transition, formation,
and instrument skills, go straight into air-to-air training.
You might think that strange...why not start off in air-to-ground...that's
gotta be easier and less complicated...why not leave the three-dimensional
air-to-air stuff until the end, you might say. The answer
is simple. It's a matter of staying alive. Screw up a BFM
maneuver, and you get to try it again. Most BFM training flights
are flown in the medium altitude region...10,000' to 20,000
' above ground...big margins for error.
Air-to-ground...now that's a whole
different ball game. Mother Earth is very unforgiving...start
your pull out too low and you've just become the lead off
item in Channel Three's six o'clock news report, and the news
ain't good.!! The military treats air-to-ground maneuvers
as BFM flown against a fixed objective with a very hard "floor"
located right at target altitude. So, BFM is learned at a
safe altitude and in an air-to-air context to start with...then
training moves into the real serious stuff, ie pointing your
warm body at the ground. No matter, we're still talking BFM.
So, you ask, what is this BFM stuff?
What is it all about? Real simple...here's the answer. It's
about controlling your position and energy state relative
to the bandit. It's about controlling fuselage alignment
and closure. It's about keeping him in front and you behind.
It's about winning or losing!! BFM is the heart and soul of
fighter aviation. No matter what your mission objective is,
you must be able to put you and your jet into a specific part
of the sky at a specific time. Be in position and don't be
late...or early for that matter!!
Want to know more about this? That
takes me back to my original point. Tell me what you think...or
throw some questions my way. I'm game...how about you? Follow-on
discussions will relate real world BFM to the limitations
and restrictions of the view of BFM provided by the computer
monitor.
BFM Lesson 1- What Are Your Objectives?
With all the super work that Greg
has done in providing us all with a wide selection of aircraft
to fly, there naturally have followed a number of questions
regarding how a particular aircraft should be flown against
specific opponents. I'd like to take a moment to talk about
that.
My experience with flight sims,
the flight sim media, and the folks that fly them has left
me with one singular insight...simmers who want to maximize
their enjoyment of their flight sim are hungry for any and
all info on what "it's really like." While I think
such enthusiasm is outstanding, I think a little reality check
is necessary.
First and foremost, a flight
sim is only going to "fly" in the manner
that it was programmed. If it wasn't modelled correctly, then
the sim aircraft cannot be compared to the real thing...and
with that in consideration, it then follows that prescribing
real world tactics for that aircraft may well be wasted effort.
Fortunately for us all, Greg continues to go to any length
to make his lib aircraft fly as realistically as possible.
But neither Greg nor anyone else can provide other intangibles
such as actual G loads, 360 degree vision, and a intuitive
sense of "the big picture" which are such a major
part of actual BFM. These are limitations which the flight
sim environment has tremendous difficulties in replicating.
Once we recognize this, then we can go about the business
of making what we have work as well as possible. Having said
that, let's move on to some specific suggestions.
I'll start off by raising the question
of what you want to get out of the sim...do you want a missile
"kill" at BVR ranges, or do you want to get in and
mix it up? The answer to this question leads directly to how
you expect to fly your jet...a "face shot" at 15
miles doesn't require a lot of BFM on anyone's part. On the
other hand, a guns only environment almost always will. For
the purpose of this discussion, I'll limit myself to a guns
only situation, and then discuss aircraft performance
with that in mind.
When we talk about relative performance
these days, it's common to hear the terms "angles
fighter" and "energy fighter." In years
past, this was expressed as "turns better / accelerates
worse" and "accelerates better / turns worse."
Please understand that this is all relative. A MiG-17 was
an "angles fighter" when opposing an F-4, but against
a P-51, the MiG is in the other category. So when you choose
a jet to fly, you have to take your opponent in mind. You
certainly want to play to your aircraft's strong points while
minimizing your opponent's advantages. Taking a heavy F-16
into a knife fight with a MiG-29 may not be the thing to do.
So what's the answer? I suggest
less interest in how a specific aircraft matches up against
another...instead let's take note of those performance advantages
of our jet...good acceleration, let's say...and then plan
our moves accordingly. Perhaps an example is in order...I'll
choose the F-104, a long time favorite of mine. I'll make
the assumption that the sim aircraft is modeled fairly accurately.
I'm then going to play to my strong points...better than average
acceleration, high top end speed, and a decent but not spectacular
turn ability at corner velocity. Remember, we're talking gun
only here. My objective will be to take away my opponent's
turning room...I don't want him to lead turn me. I'll keep
my speed up...over 500KIAS...to retain as much energy as possible
to be able to extend out of gun range as conditions require.
I'll expect most of my attacks to be slashing, high angle
gun passes...probably not a good idea to try and slow down
to attempt a more conventional low angle tracking shot. Vertical
extensions...trading airspeed for turning room in the vertical...will
be a major item in my bag of tricks. Lastly, I'll think of
my maneuvers as extensions and hooks...meaning straight line
acceleration to gain separation and then a rapid deceleration
to corner for any required turns.
But what if you prefer an angles
fighter? Well, I just so happen to have some experience
in that too. Flying the A-10 was total fun, but no one ever
accused it of being an air-to-air machine!! But it could hold
its own in a fight when flown to take maximum advantage of
its strong points. These were an amazing turn rate and radius
and a real big gun that shot a whole bunch further than anyone
else could. My tactics in the Hog were to lead turn my opponent
to keep forcing him out in front. I took the fight down low
to deny him turning room below me. I only went into the vertical
to take a shot. I kept my smash up as much as possible to
minimize his ability to extend away easily. And I waited for
him to screw up. Most gun engagements are not won...they are
lost. There are F-15 and F-16 drivers out there who have found
themselves looking at the wrong end of a Hog and were left
wondering how in the world such a thing could have happened.
OK, let's wrap this up. I've
tried to make several points:
1. Know
what you are flying. It will only fly as well as it
has been modeled. Fly it according to how it is modeled, not
how the real aircraft flies.
2. Know
what your goal is...a quick kill or a knife fight.
3. Know
how your opponent stacks up against your jet. Are you
going to be an angles or an energy type of jet versus your
opponent?
4. Fly to your strengths
and take advantage of his weaknesses.
BFM Lesson 2 - The Basics
Lets talk a bit more about BFM,
but first how about a little book learning on terminology<g>.
BFM,
Basic Fighter Maneuvers, is just that...basic offensive and
defensive maneuvers flown by one aircraft against a single
opponent. BFM is intended to teach the basics of 3D maneuvering
with emphasis on spatial relationships and control of airspeed...which
is a fancy way of saying that the maneuvers are intended to
keep your opponent out in front of you or, if he is behind
you, the maneuvers are meant to deny him a firing opportunity,
or even better, make him overshoot and become defensive. BFM
is 1v1 set piece maneuvering to a desired end result.
ACM,
Air Combat Maneuvers, is the next step in the building block
concept of air-to-air training. ACM involves a pair of fighters
solving a defensive or offensive problem being presented by
a single opponent. ACM is 2v1 and involves the practice of
initial defensive or offensive moves. As in BFM, the maneuvers
are set piece, are begun from a visual set up, and are flown
to a pre-briefed conclusion. ACM is not free play...the fighters
follow a script to a desired learning objective using BFM
maneuvers to defeat the single opponent.
ACT,
Air Combat Tactics, is what most folks think of as dogfighting.
The numbers of participants is not limited...everything from
1v1 to many v many. There is no script in that no specific
objective is mandated. ACT involves the blending of BFM and
ACM techniques into free play. DACT is Dissimilar ACT, meaning
the opponents fly different types of aircraft. ACT can be
flown from a visual set up or BVR. ACT is the final building
block in air-to-air training.
Now, this doesnt have much to
do with flight sims other than to make clear that terminology
in the air-to-air business is very important. If you wanna
do the walk, ya gotta know the talk<vbg>. In the real
world, all of this is written down in a document called "The
Engaged Fighter / Supporting Fighter Contract," which
lays out in very specific language who does what to whom and
who is responsible for what in an engagement. Guys have died
not following these rules. You may not need this level of
learning to enjoy your flight sim, but if you are going to
use air-to-air terminology, Im sure you would want to
do it right.
Whew!! Enough of the classroom stuff,
lets have some fun!! For starters, let me remind everyone
that these discussions assume the sim aircraft fly according
to sim flight characteristics (not real life) and are based
on a gun only environment.
Well concentrate on BFM maneuvers
and try to describe them as you would see them on your monitor.
First, lets recognize up front the limitations of
the monitor. As we all know so well, visibility is restricted,
particularly in the 12 oclock high area. This is a critical
shortcoming in that the 12 oclock high area is where
your lift vector is, and your lift vector is what determines
your aircrafts future flight path. If you cant
see where you are going when you are pulling on the pole,
then you are in deep doodoo <g>. In most current sims,
the hat switch on your flight stick can slew your view up
and give you that high 12 oclock view, but you must
be very careful with your aileron input if you try this. Any
roll input while you are using the hat switch to look to high
12 will most likely be very disorienting. The same is true
of any slewed view using the hat switch...use the hat switch
as an aid to finding the bandit, but do not try to maneuver
using it...switch back to your forward view and then make
your flight path change. Continue to use the hat switch to
monitor your progress.
Another restriction to visibility
is the cockpit frame / HUD depictions. I strongly suggest
you choose a forward view that does not include the HUD frame
if your sim choices permit. The sims portrayal of the
cockpit frame / HUD may be fairly realistic from a technical
point of view, but ends up being a restriction to forward
visibility that far exceeds the extent to which your vision
is restricted in real life.
Along this same line of thought, if
flying ATF/ FA, try to put any windows that you use at the
bottom of your screen...this frees up the top of the monitor
for maneuvering use as you roll your a/ c to position the
lift vector.
Probably the most popular view for
following a maneuvering target is the padlock view.
Many competition ladders require this view. The main problem
in using a padlock view is keeping oriented to where your
nose is. For this purpose, most padlock views contain cues
that allow you to "see" your nose position. These
cues include canopy markers (as in EF2000 and F22 ADF) and
mini-windows (as in Falcon3) and are intended to show the
location of the lift vector. These cues allow you to
point your lift vector relative to the targets position
in the padlock screen. This technique takes a great amount
of practice to become proficient with, particularly if the
pilot is using the cues to maneuver out of the plane of motion
of the target. The padlock user should avoid using the lift
vector to aim right at the target...this is known as "lift
vectoring"...doing this results in a "g for
brains" pure pursuit chase of the target and is not good
BFM. In fact, it will only work if you have a turn advantage
over the target.
The external views can be used
to help you visualize a BFM maneuver. The main problem with
using external views are remembering which way is left and
right as you view your aircraft! As with the padlock technique,
these views require practice to become proficient in, but
they are the best viewing choice to learn the three dimensional
BFM maneuvering environment, i.e. seeing the "big 3D
picture".
Lastly, let me put in a pitch for
peripheral hardware. Both Thrustmaster, CH Products,
and Saitek make excellent flight sticks, throttles,
and rudder controls. The advantage of a programmed flight
stick and throttle cannot be overstated. The less you have
to go to the keyboard, the better. Weapons selection, view
control, speed brake, chaff / flare / ECM, and radar operation
need to be at your finger tips. You can leave the gear and
flaps on the keyboard, but try to program your controls so
that you can fly "heads up" as much as possible.
Looking down to the keyboard should be minimized to reduce
the possibility of losing sight of the bandit.
Now we are ready to do some flying!
Part 3 will begin a discussion of actual BFM maneuvers.
BFM Lesson 3 - Configuring The Sim
Well, it's time to strap on the jets
and do some flying, but first, we need to brief the mission.
Let's talk a bit about how we want to configure the sim to
maximize our training. Today's mission will be a basic one
v one set up with you on the offense. Here's some suggestions
that work well for me. Ill use ATF/ FA as a frame of
reference...the ideas translate easily to other sims.
1. Preferences. Selection of aircraft.
Using the Quick Mission Creator screen, pick a maneuverable
jet...and select a less maneuverable for your opponent...for
example, you might choose to fly the Super A-4 against the
A-7. The idea here is to give you the advantage while you
are learning the basics.
2. For your mission parameters,
select Situation=Advantage, Separation=1 nm, Standard Weapons
load, Altitude=5000 ft, Weather=Clear, and Guns Only. This
puts you behind your opponent in a good position to begin
maneuvering.
3. Level of Difficulty. On
the Enemy Situation screen, select only one opponent. Initially
choose Novice as his experience level...as your ability improves,
you can up the ante.
4. Basic Screen Set Up. We
are going to practice basic BFM maneuvers against a maneuvering
target. The major problem with BFM and flight sims is that
the very nature of BFM...maneuvering relative to our opponent
while our aircraft is not pointing at him... results in losing
sight of his aircraft. So now we have two problems to fix...flying
the BFM maneuver properly, and keeping a tally ho on the other
guy. Fortunately, ATF allows us to do this by changing our
selection of views. This is how I configure my screen:
a. Frame Rate. Reduce graphics
level to minimum ground detail to improve frame rate. I
keep aircraft detail on high because I like looking at pretty
airplanes<g>.
b. Turn Transitions off to speed
up changing from one view to another.
c. Make an Other View window
that shows your forward view. Do this by selecting F1 to
put you in the forward view. You want to have the Other
View window at the bottom of your screen...do this by selecting
other windows first...do this until you have these at the
top of your screen. Then select V. This should put the forward
view window at the bottom of your screen. Then turn off
the other windows by mouse clicking on their number located
in the upper left corner of their window. You want the top
of your screen empty because that is where the majority
of the action is going to take place, and we don't want
it cluttered up.
d. When you initiate play, select
Slow Motion by pressing Shift + C. This will slow
down both your aircrafts maneuverability and your
opponents by 50%. Doing this at first will give you
the time to recognize the need for a given BFM response
and will allow you to fly that response slowly so that you
will see the effect of the maneuver. Regular roll rates
and opponent AI response is too aggressive for beginners.
e. Finally, plan on
using the F7 external view anytime your nose is off your
opponent to the extent that you no longer see him. Use the
+ and - keys to zoom the F7 view in or out to provide the
clearest picture of the action. When in the F7 external
view, use the F1 window to keep track of where your nose
is relative to the horizon...in real life, a pilots
peripheral vision "sees" the horizon and constantly
updates him on his attitude relative to the horizon. The
significance of this will be explained later when we talk
about energy and "Gods G".
5. OK!! Lets summarize our game
play configuration. Were going to fly in F1 until the
bandit flies out of view...then we switch to F7 and continue
to maneuver relative to the bandit. We use the F1 window to
keep track of the horizon...and when we have successfully
maneuvered back behind the bandit, we can switch back to F1.
We fly in slow motion to begin with so we can see the maneuvers
more easily. Improve your frame rate by keeping your graphics
demands low and turn Transitions off to speed up view selection.
Start from a 6 oclock and one mile back position from
your opponent...guns only.
6. So if there arent any questions,
lets mount up and get to work. Follow-on discussions
will address basic offensive BFM maneuvers. See you then.
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