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Formation Flying - Part 2
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Loss Of Sight Techniques
The first thing to do is "fess up"! Dont continue
to fly around hoping that luck will come you way eventually.
Make the call, "Red Flight, Twos blind". Unless
the leader has the flight member in sight, he should immediately
get everyone on the same heading and speed, "Red Flight,
turn 360, 200 knots". This keeps everyone in the same
general piece of sky. Then each pilot can use his snap or
pan views to search for the wingman.
Lets now have the leader get
the wingman in sight. How does he get him back into formation?
If the lost wingman is close enough so that the leader can
recognize aircraft features, he can tell the wingman which
view to use to regain sight...such as, "Red Two, check
your left 7, two miles, level". The wingman would then
know to use his left rear quarter view to look for the leader.
If the wingman is too far off to make
out aircraft details (all the lead sees is a dot), then the
lead needs to provide steering directions to bring the wingman
back into sight. The leader should use his heading indicator
to compute the heading for the wingman to fly. The leader
estimates the wingman's bearing (let's say 330 degrees) and
then tells the wingman to fly the reciprocal of that bearing
..."Red Two, fly 150". That should bring the errant
wingman back into the fold in short order!
So far, weve talked about getting
into position and staying in position. Now, lets move
on to what we are going to do once in position! We begin with
lookout techniques.
Lookout Techniques
A good lookout is a function of three
things...knowing where to look, knowing when to look, and
knowing how to look. We can call this "lookout doctrine".
As before, please go to the BnZ article for info...but here
are the basics.
Where To Look
We begin by saying that the leaders
primary responsibility is to navigate and plan the attack.
The wingman/elements responsibility is to clear the
formation of threats. We assume that we are in Line formation.
The following is a simplified version of the BnZ article.
The leaders first responsibility
is to clear the flights 12 oclock...then he must
clear the wingman/elements six...lastly, he looks to
the outside of the formation.
The wingman/elements first responsibility
is to clear the leaders six...then clear the 12 oclock
area...and last, clear the outside of the formation.
When To Look
What Im talking about here is
the manner in which the flight member implements the "where
to look" concept. There will be times when the flight
can be comfortable with knowing the approximate location of
the enemy. This translates into prioritizing the amount of
time that the flight member takes in checking his three areas
of lookout. Enemy position will dictate how much time the
flight member will devote to a specific area. For example,
if the flight suspects that the enemy is in their six, then
both flight members will accentuate their six oclock
cross-coverage.
How To Look
There are a variety of ways a sim
can let us look around. This article will not attempt to say
which way is best. Those ways include snap views, pan views,
padlock views, and external views.
Snap or pan views are probably most
common. The flight member should use the three step technique
above to orient his view into the applicable area. Each of
the three areas should be considered to have three sub-areas...level,
high, and low. Search in that order...level, high, and then
low. When looking into an area, look for relative movement
of the target against the background. Of course, if icons
are used, then the process is much easier!!
Padlock could be used for searching
for a target if the sim includes such a feature. Some may
find this feature lacking in realism.
Lastly, the external view can be used
to good advantage, particularly if it can be panned using
the keyboard or mouse. As with the snap/pan views, look for
relative movement.
When we fly, we can use three parts
of our body...hands, eyes, and mouth! Weve used our
hands to get into position and our eyes to provide good lookout.
Now its time to add a little spice to the brew...that
spice is communication!
Communication Techniques
Lets begin by reading the "Brevity
Code" article in the Air Combat Corner. This article
contains the types of radio calls, their format, and a glossary
of terms to use. Real world pilots use these techniques to
minimize transmissions and reduce confusion. You can do the
same with your sim. Flight leaders! Have all of your pilots
read and understand this article. There is a lot of info and
terminology in the article and glossary. Feel free to use
only the info that you think is appropriate.
One technique that pays big rewards
is to remember to use the "right/left" direction
words in your bogey call. This helps cue your flight members
eyes immediately to the correct area of sky, as in "Red
Flight, bogey, left, 10 oclock, level". Include
range info if available.
Next, go to the end of the Part Four
to the BnZ article and read about how radio calls are used
in typical formation tactics. You will find that these calls
do several things...communicate intent, assign flight path
deconfliction responsibilities, and provide a means of changing
attack roles.
These two articles may well be somewhat
challenging. You might find yourself asking if all this is
necessary. Well...it is, unfortunately...unless you just want
to go out and thrash around willy-nilly! These techniques
have been tested in combat over the years...there is simply
no other way to implement multi-plane operations without effective
communications. You may abbreviate this material if you want,
but you will not be able to eliminate it.
A read of these articles also makes
one thing pretty obvious...the keyboard is a lousy way to
communicate! Use one of the communication programs such as
Roger Wilco whenever possible to take advantage of real time
directive and descriptive calls.
At this point, we have nearly everything
that we need to sally forth into the arena... formation tips
and techniques, a communication doctrine, a technique for
lookout...the only thing missing is how do we fly the dang
thing??!!
Basic Offensive and Defensive Concepts
We begin with the idea that the two-ship
is the formation around which everything else is built...a
four-ship, for example, is really nothing but two two-ships
acting in concert. Every now and then, someone will propose
a three-ship option. I suggest the three-ship should be left
as a fall back option in the event that one flight member
in a four ship should fall out. We have already described
the line and wedge positions for a two-ship. You can use a
similar arrangement when putting together a four-ship. Line
is good for a mission such as fighter sweep where the enemy
is known to be in a given area. Wedge is a good choice when
you expect to need to maneuver...such as in a road reconnaissance
mission. In wedge, the element leader is free to maneuver
within a + or 60 degree cone of the leaders tail.
Box is a trail formation useful for ground attack missions.
In any of these four-ship formations, please note that the
#2 and #4 wingmen are on opposite sides of the formation...this
allows them maximum cross coverage of the four-ships
six oclock.
What about four-ship spacing? Try
this. Have your element fly at double the distance between
you and your wingman. With that separation, the element leader
will have a little maneuvering room to play with without having
to be concerned about conflicting with the first element.
Again, for ease of view operation, Ill have the four-ship
all at the same altitude. With experience, you can experiment
with altitude splits.
There are various theories regarding
tactical employment...among them are concepts such as Double
Attack, Loose Deuce, and Fluid Two. These tend to be somewhat
similar, the major difference being in the amount of autonomous
control the wingman/element has over its role in the engagement.
Loose Deuce is the least structured of these formations with
Double Attack possibly being the most restrictive on the wingman.
In any case, the overall objective is for the two flight members
to fly their own best offensive or defensive BFM to counter
the bandit(s). This is not a small distinction. In any of
these formations, the idea of the wingman/element being "welded"
to the leader is considered null and void. He wingman/element
MUST maneuver to gain an offensive position or deny the bandit
the opportunity to gain an advantage. Past formations such
as Finger Four tend to restrict autonomous wingman/element
activity and are considered outdated today.
When you read the BnZ article, pay
particular attention to the concept of the Engaged/Supporting
Fighter Contract. While it at first appears somewhat academic,
it, in fact, is the foundation for all tactical maneuvering.
The flight leader and the wingman/element must clearly understand
what their mutual responsibilities are in the context of the
type of tactical formation they have chosen to fly. Remember,
Double Attack is not the same as Loose Deuce when it comes
to flight member responsibilities.
Offensive Concepts
See the BnZ article for diagrams,
screenshots, and text that describe in detail typical offensive
moves and the attendant radio calls that go along with these
moves. As a sim pilot, your major problem is this. You must
use your views in a manner that allows you to maneuver relative
to the bandit while maintaining an awareness of the other
flight members position. This will not be easy, and
there is no best answer. Remember, you have three types of
views...fixed views such as the snap or pan views, padlock
views, and external views. These will have to be used in combination
to maintain the needed SA on the engagement as it unfolds.
There is one other factor that needs
to be stressed and re-stressed...and that is the concept of
split-plane maneuvering. Both the Engaged Fighter and the
Supporting Fighter must fly their own best BFM to counter
the bandit(s)...this invariably will require maneuvering out
of the plane of motion of the bandit)s). Pure pursuit maneuvering
is no way to fly tactical formations. Flight leaders...ensure
your flight members understand this cold. Concepts such as
turning room, counterflow, belly entries, and the radio calls
to set up such maneuvers are the bread and butter of air combat
tactics.
Defensive Concepts
Again, we begin in Line formation.
The most basic defensive response to an attack from the rear
quarter is the in-plane break with a follow-up sandwich. Unlike
offensive tactical concepts where split-plane maneuvering
is emphasized, defensive concepts often tend to consist of
in-plane, pure pursuit maneuvering. Why? Because pure pursuit...putting
the lift vector on the attacker and pulling hard...is the
quickest way to gain a firing position. The Supporting Fighter
has but one job when on defense...kill the bandit in the shortest
possible time. In most situations, the best way to do that
is to maneuver in the attackers plane of motion assuming
that sufficient turning room exists.
Maneuvering against an attacker in
the rear quarter involves three types of turns...kick turns,
hard turns, and break turns. Use a kick turn to maintain a
tally on a distant bandit while you attempt a separation.
A typical check turn radio call might be something like, "Red
Flight, check 30 right, bandit, five oclock, three miles."
Perform a kick turn by rolling into a steep bank. Then apply
full power and use 3-5 Gs to turn the desired amount...usually
30 degrees is sufficient to maintain a tally on the attacker.
Do not use the heading indicator for this turn...instead,
prior to banking your plane, look to your 1 oclock or
11 oclock (30 degrees off your nose) for a visual reference,
and then use it to pull your nose to in the turn. Once the
kick turn is complete, the wingman/Supporting Fighter is responsible
for getting back into formation since the leader or Engaged
Fighter will most likely be padlocked on the bandit.
Use a hard turn on a long range bandit
when attempting to take away his turning room or when attempting
to increase aspect angle as much as possible...a good example
of a hard turn is the Cross Turn. In the hard turn, use full
power and 3-5 Gs to turn rapidly without losing excessive
energy. Gs will vary with weight, altitude, and aircraft type.
In the Cross Turn, both fighters execute
a 180 degree hard turn into each other. The leader commands
this with a directive/then descriptive call such as, "Red
Flight, cross turn now. Bandit, six oclock, level, two
miles". After rolling out and with the bandit now in
their front quarter, the flight leader can assess what the
next move should be. The cross turn is flown similar to the
hard turn.
Sometimes, despite your best lookout,
the wily bandit will sneak into your chili. At times like
these, all bets are off. The fighter under attack (or perceived
to be under attack) must break or be ordered to break to prevent
its possible loss. The Engaged Fighter in this situation has
only one responsibility...survive. The Supporting Fighters
job is to kill the bandit. Either fighter initiates the break
by making a directive call followed immediately by a descriptive
call, "Red Flight, break right. Bandit, five oclock,
3000, low." A break turn is a maximum performance
turn flown at max G without concern for airspeed loss. Whenever
possible, break out of the plane of the attacker...preferably
"down" to use gravity to help maintain energy. The
supporting wingman will attempt to sandwich the attacker.
What if there are multiple bandits?
While it is not practical to try and script such a situation,
here is one approach. Use a defensive split to force the bandits
to commit one way or the other. A cross turn is one maneuver
that may produce results. Other options include any combination
of hard turns and short extensions that provide initial flight
path separation between the two friendly fighters. Once the
separation is obtained, the two fighters should turn hard
towards each other. At this point, the two fighters should
attempt to force one or more of the attackers to reposition.
How would you handle this situation
with our viewing system? By using a combination of snap views
to monitor bandit and wingman position. Another technique
might be to padlock your bandit and then use snap views to
keep track of the other flight member. But remember, your
primary responsibility is to defend yourself. Maneuvering
in concert with your wingman is going to be a luxury...if
you can do it while keeping your bandit at arms length,
then fine...but never sacrifice your own best defensive move
in an attempt to pull off a "Gee Whiz" sandwich!
Well, folks...that pretty much covers
the basics. I hope this has been of some help to you. Good
luck out there!
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