| Air To Air Gunnery
Revisited - Guns, Gunsights, and Convergence
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The Lead Angle and Its Effect On the
Gunnery Problem
First of all, whats the lead
angle? In simple terms, since the rounds that we fire take
some small amount of time to reach the target, whenever we
have any deflection at all, we must aim in front of the target.
The angle between our nose and our line of sight to the target
is the lead angle, and the major components of that angle
are lead for target motion and gravity drop.
I cant resist throwing in a
formula to drive you all nuts! Here it is. This is the formula
for what is referred to as "kinematic lead"...another
way of saying "lead for target motion". Im
mentioning it so that you can appreciate the variables that
go into the lead angle problem. Kinematic lead only deals
with the target movement across our flight path...it is just
one part of the total lead angle solution. But it is usually
the largest part of that angle, and taking a look at how it
is computed allows us to better understand how angle off figures
into the "big picture".
L = Vt x 1000 x Sin@ / Vm
L is the lead for target motion
(in mils).
@ is the deflection angle (angle
off in degrees).
Vt is the velocity of the target
(feet/sec).
Vm is the average velocity of the
round from firing to impact in feet/sec (this includes your
velocity).
Several things become obvious when
looking at this equation. Lead becomes greater as airspeeds
increase. Lead increases as angle off increases. Lead increases
as range increases (because of reduced average muzzle velocity).
It is possible to assume some variables
and compute this value. The formula produces a lead angle
measured in mils. When I was a student in F-4 training, we
flew the F-4C which did not have a lead computing sight. Our
sight could be manually depressed from its fixed position.
When we flew our A2A gunnery missions against a towed target,
we computed a mil setting based upon the expected parameters.
We then dialed that setting into the sight. The idea was to
track the target with the pipper elevated for gravity drop.
Did this technique work? Not unless
you were really lucky!! I much preferred to put the sight
at its fixed position and estimate the lead...just as we do
in AH...or any sim that uses a fixed sight.
Using the Gunsight To Estimate
the Correct Lead Angle
Lets now think of what
we would need in a gunsight to help us measure the lead angle.
Two big things come to mind. We need a set of visual references
on the sight located at some distance from the pipper. And
we need some way of scaling these references so that we are
measuring the lead angle accurately.
To keep this as simple as possible,
Ill focus in on angle off as the primary variable in
this discussion. Certainly, range, relative speeds, and type
of ammo all contribute to the problem, but if we try to include
these, we end up with a situation where nothing can be approximated
with any clarity. My objective is to give you some easily
recognized visual cues to help you estimate the required lead
angle as a function of angle off.
Lets look at three situations...low,
medium, and high angle off...and the approximate lead required.
Anytime we start crunching numbers,
we need to identify our parameters...so here are mine. Ill
use a P-51 with its .50 caliber machine guns. Both it and
the target are co-speed. Ill assume an average range
of 1000 feet...but note that range itself is not in the lead
equation. But it is still there...in the form of reduced average
muzzle velocity (the round slows down as range increases).
For our purposes, Ill subtract an arbitrary amount for
this decrease in muzzle velocity. Here are some typical values
for two sets of speeds:
So much for the rocket science! All
of this mumbo-jumbo about mils doesnt mean anything
unless we can put it to use in the heat of battle. How do
we do that? We begin by finding a way to estimate angle off.
We decided to break angle off down into three types (low,
medium, and high). Now we need a way to recognize these positions
in our sim. Do I have a recommendation? Of course! Thats
what this article is all about!
Here it is! Well use the relationship
of the target rudder to the targets fuselage and wing.
Picture yourself looking at the target from the rear. The
target rudder will intersect some other part of the target
fuselage/wing as you view it.
If you see the rudder lined up with
the targets nose (or there abouts), Ill call this
"low angle off". If the rudder is superimposed about
half way out the target wing, Ill call that "medium
angle off". And if the rudder is all the way out to the
wing tip...well, thats "high angle off". Heres
what it looks like:
Once we can recognize angle off, we
then need a way to estimate the approximate lead angle that
corresponds to that angle off. NOTE: I say "approximate"
because of the highly variable nature of these computations.
I cannot give you a reference for each and every tracking
position! But, if you begin with these approximations and
then fine tune your solution through practice, you should
do OK. These recommendations are only a starting point, not
the final answer!
Lets begin with the values shown
in Figure 18. We want to find a way of measuring and then
displaying these mil lead points on our fixed sight. And to
do that, we go back to the concept of what a mil is.
A mil (short for milliradian) is a
small angle...about 1/17 of a degree. Since we dont
take protractors into the cockpit, we need another way of
visualizing the magnitude of the mil unit of measurement.
A very convenient way of doing this is to use the approximation
that one mil equals one foot at 1000 feet. Since this is a
linear angular relationship, we then use this concept to relate
wingspan in feet to mils. For example, lets assume a
wingspan value of 35 feet...then this wingspan of 35 feet
would equal 35 mils at a range of 1000 feet...and at 2000
feet range, the wingspan would equal about 17 mils. The next
figure shows this.
This mil versus range measuring technique
can be used to estimate lead angles. We begin by agreeing
to a standard size of target...we can do this since WW2 fighters
were all fairly similar in size...at least close enough for
the lead angle approximations that we are going to come up
with. We may use either wingspan or fuselage length as they
are nearly equal in most WW2 fighters. Wingspan is most commonly
used because, in a typical gun attack from the aft quarter,
this is the one aircraft dimension most easily seen. In certain
angle off situations, fuselage length is a good substitute.
Having selected a standard (Ill
use 35 feet for mine), we then use that standard along with
our mil/feet relationship to come up with a technique to estimate
lead angles. To do this, we make one big assumption...and
that is that the lead angle in mils does not change significantly
for the typical firing ranges that we are going to be dealing
with...for the speeds and ranges we will encounter, this assumption
is "close enough for government work"! Now, we take
this, add some typical angle off situations, throw it all
into a bag and give it a good shake! Out of it comes this
chart that shows how aircraft size can be used to estimate
lead angle requirements:

Note - In arriving at these numbers,
I rounded off quite a bit in the interest of simplicity. Changes
in speeds and muzzle velocities can effect these calculations.
I used the .50 caliber machine gun as a reference...other
guns with lower muzzle velocities will result in greater lead
angles. No matter. Use these techniques as a starting point,
then fine tune your own sighting solution.
In the case described, a 15 degree
angle off lead equals a little less than two wingspans. Its
important to note that most rear aspect gun attacks are taken
at angles off of 10 degrees or less...so we could visualize
a lead of one to two wingspans in this situation. In our previous
discussion, we mentioned three angle off situations (low,
medium, and high). This is what the lead would look like for
these situations.
All that is left now is to build a
sight that can be easily used. Using our example, we could
design a sight with a feature that allows us to recognize
a 35 wingspan at 1000 (and 1000 is pretty
close to our desired convergence range of 300 yards!). We
would then use this feature as a cue to establish the pipper
in lead. For example:
But, you say...what if I wanted to
try this technique in AH...could I do it? You betcha! First,
you design the sight with the feature that you will use to
estimate lead...I like the circle with a pipper in it...thats
what I used when I flew RL fighters...and its a design
found in most fighters since the end of WW2. Lets go
through the steps one by one.
How To Design And Adjust A Fixed Gunsight
In Aces High
1. Why?
First off...why would you want
to do this? Several reasons. One...you just want a different
looking sight...its a free country! Why not?!! Second
reason...I want to relocate the pipper position on the HUD
in order to improve my ability to look over the nose...this
can help when trying to track a target at high angle off.
One way to do this is to move the pipper "up" to
the top of the HUD area...more on this later. We then use
the Page Up/Down keys to, in effect, raise the seat height
in the cockpit to realign our gunsight with the tracer path..
In the next two figures, you will see the additional area
that is visible when the forward view is 'raised".
And, lastly, we may want to have a
gunsight than can be used to estimate range. So our three
reasons are based on simple esthetics, over-the-nose visibility,
and convenient ranging. Sounds good to me!
2. Designing a New Gunsight
Lets begin by redesigning
our sight. Use any graphics program to do this. I use Paint
Shop Pro...a free demo is available from here.
As a starting point, use one of the sights in the AH sight
folder. Make a copy of it to save. Then use the graphics program
drawing tools to erase and redraw your specific sight details.
The program will only use the two colors in the original sight
.bmp file, so dont worry about matching the colors!
In the Aces High library, there are
a number of gunsight designs to pick from. Perhaps you see
one that is not quite "right" for your tastes...maybe
it has too much or too little detail. No matter. Use it as
a basis for designing your own sight. Once you have your design
decided upon, you can move on to the next step.
3. Increasing the Over-The-Nose
Visibility
To help me improve my "over
the nose" visibility, I design or adjust an existing
sight so that the pipper is at or near the top of the HUD.
My objective is to maximize the amount that I can "raise"
my forward view.
Note - not all AH aircraft have gunsights
that adapt easily to modifications. The following chart indicates
how well I had luck in modifying the sights in Aces High.
Please experiment on your own...you may get better results
than me!
4. Name it
Now, name the finished sight
as "default.bmp". AH will use whatever sight you
have labeled as "default," unless you have loaded
a sight specifically designed for your particular plane (such
as f4u1C.bmp). To use your new sight in the F4U1C, for example,
either remove the f4u1C.bmp file from the sights folder or
rename it.
5. Testing, Testing
OK. We have a finished sight.
But, now, we need to make sure the bullet stream is aligned
with the pipper of our new sight. We do this by loading the
game and going to the off-line area. Choose whatever plane
you want and start off on the end of the runway.
Zoom the sight in using the Z key.
Then, fire a short burst and note the location of the tracer
path to the pipper. Use the Page Up/Down keys to move the
sight up or down to reposition the pipper into the tracer
path. Save this with the F10 key.
Depending on the pipper location in
your revised sight, you may be unable to match the tracer
path to the pipper. In a number of the AH aircraft, the sight
will fade out as you adjust the seat height position. You
may not be able to get a "full up" seat position.
I n this situation, use the Page Up/Down keys to raise the
sight as much as possible and then note the tracer position
on the sight.
Now, use your graphics program to
lower the center reference (the pipper) until it will match
the tracer path. You will have to use trial and error to compare
your new sight design to the actual tracer path.
6. Estimating Range With the Gunsight
At this point we have a new sight
that fires through the pipper. Thats good! But we also
want a sight that is usable as a range indicator. First, determine
what range you want the sight set for...usually this is your
convergence range. With that in mind, lets go flying!
Takeoff and fly to one of the drones six oclock.
Close in to your convergence range and start the film recorder
using the Alt+R keys. Try to stabilize with your pipper on
the drone at your convergence range.
Turn off the recorder and exit the
game to the start up screen. Select "Film" and start
your film. Freeze the playback when you get to the part where
you are at your desired convergence range with the pipper
on the drone.
7. Calibrate
Now we are ready to calibrate
the sight for our desired range. Select F1 and press the Z
key to zoom in. Now, press the up/down arrow keys...notice
how the sight size expands and contracts relative to the target?
Great! Use the arrow keys to adjust the sight until your sight
reference matches the wingspan of the drone. In the next two
figures, I use a convergence range of 200 yards and exaggerate
the sizing of the reticle to show the sizing technique.
Voila! Now, you have a sight
that is calibrated to indicate range. Save this position using
the F10 key.
Note 1: It is likely that this sight
setting may only be good for the aircraft that you initially
selected. If you change aircraft, carefully check the sight
out before you trust it!
Note 2: By sizing the sight using
the "zoomed in" view, you will also affect the F1
zoomed out view. This may not allow you to see certain cockpit
instruments, so choose this position wisely!
The Bottom Line
You can use a well designed sight...or
you could use a piece of gum stuck on the windscreen...no
matter. The only thing that counts is killing the bandit.
In this article, Ive laid out simple rules of thumb
and techniques for A2A gunsight use. There is no magic bullet
in this skill. The best sight in the world is not going to
help a plumber!
Just remember that a gunsight is meant
to do very specific things, based on well defined physical
laws. Gunsights were not meant to look "cool"...they
are best kept simple and reliable...and then to be used by
a skilled pilot. Good luck!
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