| Air Combat Basics:
The Scissors Maneuver
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The Reversal.
OK!! The attacker is sliding across our six. We want to take
the fight to him by reversing into a scissors. Sounds simple
but
in fact, the reversal is a bit more involved than just reversing
our turn. We need to have a firm understanding of what
we want to achieve and how to do it. First the "what"
and then the "how".
Your Objective
In The Reversal. What are we trying to do when we reverse?
Some may say that we are trying for a role reversal
make
him the defender and us the attacker! First, we have to explain
the significance of your 3/9 line.
The
Concept Of The 3/9 Line Advantage. Your 3/9 line defines
your offensive/defensive status. If you have a bandit ahead
of your 3/9 line (your "wingline"), you tend to
be offensive
and if you have a bandit behind your wingline,
you tend to be defensive. This becomes the crux of the issue
when you reverse. How will your reversal end up? With you
ahead of or behind the attackers wingline?
The point that we are trying to show
is that your turning performance in the reversal should result
in your ending up behind the attackers wingline (offensive)
or
at least on it (neutral). If your reversal only results in
you flying out in front of the attacker, then why bother?
Wing Loadings
Effect On The Reversal. In general, a fighter with
a light wing loading as compared to one with a heavier loading
will have a turn advantage. As a rule, if you are flying a
heavier wing loaded fighter, you may not want to reverse against
an attacker flying a lighter wing loaded aircraft. Be aware
of your relative performance advantages/disadvantages and
fly accordingly!
Types Of
Reversals. There are two types of reversal techniques.
One is an unloaded, fast rate of roll reversal. The other
is a loaded up (high g) relatively slow rolling reversal.
In the fast reversal, you use primarily aileron to roll with
in
the high g reversal, you use a combination of aileron and
rudder to roll with. For the high g reversal, the use of rudder
is important since the rudder (particularly in swept wing
aircraft) is often the more powerful roll control at high
g (high AOA).
When would you use one versus the
other? The fast, unloaded roll technique is used when an attacker
is crossing your six with a fast rate and/or high angle off.
In this situation, the attackers high speed is going
to create the turning room for your reversal.
The high g loaded roll is used when
the attacker is overshooting at a slow rate and/or low angle
off. Here, your loaded reversal is going to produce a minimum
turn radius that will create the turning room that you need.
Lift Vector
Control In The Reversal. Regardless of the type of
reversal, when you finish the roll back into the attacker,
you want to aim your plane properly. Use the concept of pulling
to the "High Six" of the attacker. Do not roll out
in lead pursuit or even pure pursuit. Pull to the attackers
six initially fly to "push the attacker more in
front of your wingline. If you can orient your lift vector
"above" the attackers extended six (the High
Six position), all the better, as you will tend to further
increase your overall advantage.
Throttle
Control In The Reversal. Your objective in the reversal
is a small turn radius. Speed is the enemy of a small turn
radius. Your smallest turn radius will come when you turn
at speeds at or below your corner velocity. Therefore, if
you are above your corner velocity, then slow down as you
reverse. Reduce your throttle
idle and speedbrake, if
needed. As you turn, monitor your speed carefully. You do
not want to get too slow. Be ready to add power as needed
to hold your airspeed at or below corner.
Lead Turning
In The Reversal. A lead (or "early") turn
in the entry to a scissors is when the defender begins his
reversal before the attacker crosses the defenders flight
path. A lead turn can be very significant to how you end up
in the 3/9 line game. However, lead turns are not always advisable.
In general, look for two things in the attacker when considering
a lead turn
large crossing angles combined with high
crossing rates. If there is any doubt in your mind, dont
lead turn! Doing so may well solve the attackers turn
radius problem!
OK! At this point, we have covered
a number of considerations that deal with how and when to
reverse. Lets move on now to how to maneuver once the
scissors is established.
Section Three - Maneuvering In The Scissors
Lets start with a few assumptions
well
assume the attacker has decided to scissors with you. Second,
remember that we assume that we are in a "flat scissors".
Finally, Im going to stop using the term "attacker
and instead use the term "bandit". If our reversal
has been successful, we have at least changed a defensive
situation to a neutral one
so lets look at the
other guy as now the "bandit"!
OK! What
Do I Do Next?! Here we are
weve reversed
on the bandit and weve pulled towards his six. Of course,
hes doing the same to us
so what do we do next
to win this fight?
We have two primary objectives. We
want to remain behind the bandits wingline, and we want
to align our fuselage with his so that we can get him in our
gunsight! The first objective is really a matter of our ability
to control our forward velocity relative to the bandit. The
second objective is dependent on our ability to "out-turn"
our opponent. Lets examine each separately.
Controlling
Forward Velocity. Our forward velocity is more than
just the airspeed that we see on our airspeed indicator. In
the scissors, we use the position of the bandit as the measure
of our control of speed. Success in a scissors depends on
your ability to maintain effective control over pitch at slow
speeds.
Slow Speed
Contest. In a scissors, we want to "flush"
the bandit out in front of our nose. In a sense, we do this
by flying "slower" than the bandit. Our actual airspeed
is really not that important. What is important is our forward
velocity with respect to the bandit
as long as we can
move him ahead of our own position, then actual indicated
speed is irrelevant.
We control this forward velocity a
number of ways. First, we recognize the role that trim plays
in assisting our control over pitch. The second is the most
obvious
we use the throttle to change our power setting.
Next, we can add or subtract drag
usually by extending
the speed brake or flaps. Lastly, we control forward velocity
by orienting our lift vector relative to the bandit.
Trim.
Back stick pressure control is very important. Anytime we
relax g, we allow our forward velocity component to increase.
Avoid the mistake of unconsciously relaxing back pressure
on the stick. If there ever was a time to use trim when maneuvering,
it is now. Trim your nose "up" and keep your lift
vector oriented away from the bandits flight path!
Throttle
Control. Throttle control in the reversal is important.
If you are doing an unloaded roll in the reversal, then consider
using a reduced power setting. If you are doing a loaded roll,
then you may need to keep the throttle up
as much as
full power, depending on your entry speed. Once you complete
the reversal roll and have oriented your lift vector behind
the bandit, then use power to hold your speed constant. If
your nose wants to "drop", use power to help hold
it up since your thrust vector will be a component of your
total lift vector.
Flaps.
Flaps lower your stall speed and increase your available g
when below corner velocity. Consider using flaps in a scissors
to allow you to fly at a slower airspeed as well as allow
you to have an increased control over your stall margins.
Lift Vector
Control. The direction of our lift vector determines
our actual forward velocity component as the next figure shows.
If possible, try to orient your lift vector behind the bandit
to minimize your forward velocity.
Turn Performance
In A Scissors. Turning allows us to orient our lift
vector. We can improve on our turn performance by keeping
these concepts in mind:
Roll Rate.
As a rule, the aircraft with the faster rate of roll has a
big advantage in a scissors. Typically, you can roll the quickest
when you are not pulling g, so when possible, unload and then
roll. This is not always possible, so be sure to use rudder
to assist in rolling, particularly when rolling and pulling
g.
Lead Turns.
Just as important is the point at which you begin a reversal
in a scissors. A lead turn is when you initiate the turn before
you cross the bandits flight path. Your objective in
the lead turn is to reduce your angle off. Eventually, you
want to align your fuselage with the bandit. By using a lead
turn as you minimize forward velocity, you will be able to
push the bandit out in front.
Use Of
Rudder. When you are in a bank, your stall speed increases
if you try to maintain level flight. You will have to increase
your g to maintain level flight
and you may not have
that extra g available because you are already flying close
to the stall. In times like this, consider using the rudder
to turn with as you use opposite aileron to hold a wings level
attitude. This will take extra power due to the increased
drag but it a useful technique, particularly in swept wing
aircraft.
Section Four Getting Out Of The
Scissors
Eventually there may come a time when
you decide things are not really going your way. You need
to find a way out the scissors, but here you are, all tied
up neat and close to the bandit. Is there a way out?
Yes
sometimes.
The approved solution is to get "in
synch" with the bandit. Do this by lead turning him to
align your fuselage as much as you can. Your objective is
two-fold. One, you want to fly under the bandit to make him
lose sight. Two, you want to exit to his blind side. Heres
how it works:
As you and the bandit approach for
another crossing, lead turn him to minimize angle off. At
the same time, relax a little g to descend slightly below
his plane of motion. You want to begin your separation as
soon as you cross under the bandit. Your separation will be
a "Split S" type of maneuver.
Begin the Split S by rolling inverted
relative to the bandits POM and simultaneously add power,
use flaps, and g to achieve your max pitch rate until you
have your nose pointed down. Once your dive angle is established,
retract your flaps, maintain full power, and extend nose low.
Remember, you may have been trimmed for a slow speed, so in
the dive, re-trim to keep your nose from rising as speed increases.
You do not want your nose to come up. Maintain a constant
dive angle as you extend away.
As you extend, make a quick check
turn into the bandit to maintain a tally. Be ready to defend
again with a defensive turn. This separation maneuver may
only get you out of the scissors
it may not guarantee
a complete separation from the bandit.
Part Two Flying The Scissors In
A Simulation
Section One Your View Choice
As with any BFM maneuver, you can
only fly what you can see. The scissors is no different. Your
ability to implement the concepts discussed in Part One is
directly affected by your choice of what view you use and
your proficiency with it.
You have three choices of views
snap
(fixed) views, the padlock, and external views. Well
assume you are familiar with these view types, how they are
selected, how they are used, and their respective advantages
and disadvantages. Since most players do not use the external
view, we wont discuss it here.
You have seen the importance of lift
vector control in Part One. Your ability to orient your lift
vector is the key to success or failure in the scissors. This
skill is two-fold. You must be able to find and point at the
bandits "high six", and you must be able to
recognize the initiation point for a lead turn.
We have already discussed the significance
of the 3/9 line in maneuvering terms. This concept is equally
important when it comes to using your chosen view. We can
look at view use by considering two viewing problems
the
"behind our 3/9 line" view and the "ahead of
our 3/9 line" view.
Each sim has its own design for snap
views. The typical design will have one view that covers the
rear quarter area (approximately the 6 oclock to 8 oclock
area), another view that covers the beam area (8:00 to 10:00
area), and a third that covers the forward quarter (10:00
to 12:00 area). For ease of discussion, all view references
will be to our left side (6:00 to 12:00).
Likewise, each sim has its own padlock
format. While this view may differ slightly from sim to sim,
in general, the basic concept is the same. When using the
padlock, you will again be presented with a two-fold viewing
problem
with the 3/9 line being the dividing line between
the two types.
"Behind
The 3/9 Line" Viewing Problem. The first viewing
situation in a scissors results from the typical defensive
posture
an attack from behind our wingline. This external
view shows the viewing area.
The bandits position makes situational
awareness (SA) of our nose position difficult. This difficulty
complicates our ability to maintain a good defensive turn
without having to cycle our view back to a forward view to
check our bank angle and pitch attitude. A typical view looks
like this
from IL-2. The problem is that when in a bank,
the look back view is mostly down and does not present a good
picture of your six oclock
the area that the overshooting
bandit will be in.
This viewing angle is also present
when we initially reverse with the bandit. We have to use
a rearward looking view to keep the tally as the bandit moves
from our rear quarter towards our 3 or 9 oclock (beam)
position.
Aces High has a similar view but also
offers an elevated aft looking view that is an improvement
in that it shows more of the sky area. Even better is the
pure six view in Aces High
unfortunately, this view is
missing in most sims. This view will give the best look at
an overshooting bandit.
Some sims have a limited selection
of rear looking views. In these cases, you may find that the
rear looking view is inadequate when it comes to watching
the area that an overshooting bandit will be in. The new sim,
Strike Fighters, has a limited set of snap views. As you can
see in this next screenshot, the Strike Fighter rear view
does not adequately cover the area of the overshoot.
"Ahead
Of The 3/9 Line" Viewing Problem. This viewing
angle results from the initial reversal and our turn back
towards the bandit. As the bandit moves from our beam towards
our nose, we change our view from the side (beam) view to
the front quarter view (10:00 to 11:00) and finally to the
front view. The frontal merge situation is shown in this external
view.
For viewing the merge as it unfolds
in the scissors, most pilots will use the sim "up"
views. The "up" views are focused along the lift
vector. Both IL-2 and Aces High offer several "up"
views. The "front up" view centers on the line of
sight that is about 45 degrees above the aircraft nose and
is excellent for positioning for the merge. It looks like
this.
Strike Fighters comes up short again
because of its limited selection of snap views. The sim does
not have a "front up" view
it only has an "up"
view that is focused straight up along the lift vector. As
such, it has limited usability in a merging situation. The
left/right up view is not effective in flying the merge as
the view is centered too low as the next figure shows.
This discussion has centered on the
snap view. If you are using the padlock, then some of these
limitations will not exist.
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