Air Combat Basics:
The Scissors Maneuver
Back to Page 2
Section Two View Objectives Based
On 3/9 Line Position
Now we move on to what we are trying
to do when using these views. The basic maneuver in a scissors
is the reversal, and it comes two forms. I call these the
"initial" reversal objective and the "follow-on"
reversal objective. In the initial reversal, what are we trying
to do first? Gain control of the bandits 3/9 line. Once
we are "in" the scissors, what are we trying to
do? Win the minimum forward velocity contest. Now, I realize
these two distinctions can get pretty narrow, but, as far
as view use goes, lets think of view objectives in this
manner.
The Initial
Reversal - Control the 3/9 Line. "Controlling
the 3/9 line" means reversing so that we end up behind
the bandits wingline. To do this, we have to win the
turn radius contest as both we and the bandit turn hard into
each other. Your decision is what kind of reversal to make
an
unloaded or loaded reversal. To answer this question, we first
consider the objective. Then we look at how we get there.
Where We
Want To End Up. This is the objective. Getting our
flight path behind the bandits wingline. To do this,
we must know what that looks like. In simple language, it
looks like lag pursuit. It means your gunsight pipper is pointed
behind the bandit. When your reversal ends, this is what you
want to see:
How Do
We Get There? We start with the bandits overshoot
his
angle and rate will determine how we reverse. You must know
where you expect the bandit to end up
in this case, outside
your original turn and approximately level with your turning
plane. It is of supreme importance that we keep in mind where
we want to end up
pointing in lag.
Heres an external view of the
situation:
For unloaded reversals, begin with
a quick view change to the forward view. This allows you to
use the view as a basis for rolling your lift vector to the
anticipated position of the bandit. Unload your g, then roll
hard to the right, using the horizon line and expected bandit
position to orient your initial roll out point.
For a loaded reversal, you will do
the same mental projection of the roll out point. But now,
since your roll is going to be a loaded, high AOA roll, your
roll axis is not going to be straight ahead
so there
is no need to cycle through the forward view. Instead, you
bypass the forward view and switch immediately to the opposite
side beam/rear side view as you blend in your backstick and
rudder to roll your plane around to the roll out point. In
this roll out, try to roll out with your lift vector above
the bandits flight path. This will accentuate your control
of your forward velocity vector.
These last two examples assumed a
snap view use
if you are using the padlock, the end result
is the same
you just dont have to cycle the views
the
padlock does that for you!
How About
A Lead Turn? Could you improve your initial reversal
by using a lead turn as the bandit approaches your extended
six? Possibly
it all depends on crossing angle and speed.
My advice is to be really, really, really careful about attempting
a lead turn on the initial reversal. If you misjudge this,
you will be committing hara-kiri! Youll fly right into
his guns! If in any doubt, wait until the bandit actually
overshoots and then perform your reversal.
Follow-On
Reversals Minimize Forward Velocity.Once
you are established in the scissors, your reversals will occur
with the bandit tending to be in your front quarter
ahead
of your 3/9 line. You and the bandit will be "scissoring"
with each other. You will both have the same objective
you
want to "flush" the bandit out front.
This is where the scissors becomes
a "who can fly the slowest?" contest. Our point
now is to show that "slowest" in this context is
not only a measure of airspeed. It is also a measure of flight
path velocity. Your airspeed is what you read on your airspeed
indicator
your flight path velocity is your forward vector
relative to the bandits flight path.
Where We
Want To End Up. We want to end up with our gun pointed
at the bandit! In-plane, in range, and fuselages aligned.
The problem is that we and the bandit are weaving back and
forth
not exactly a picture of fuselage alignment. Being
in-plane and in range are not significant problems to solve
but
how do we deal with this fuselage alignment thing?
We do it by timing our reversals so
that we reduce our angle off as we keep ourselves behind the
bandits wingline. Sounds good
but how is this done?
How Do
We Get There? The problem is two-fold. One, staying
behind the bandits wingline. This is where the scissors
becomes a "slow speed contest". Two, we have to
find a way to solve the angle off problem.
Winning the wingline contest is going
to require you to do two things. Get your lift vector behind
the bandits six and fly at minimum maneuvering speed.
Lets put ourselves into our cockpit and visualize the
situation. The bandit is in our front quarter
we are
pulling towards each other. We want to fly to his six. Here
is how. Slow to minimum maneuvering speed. Lower flaps if
appropriate. Then roll to point your lift vector at the bandits
high six
behind and "above" his extended six.
Then pull your nose to this point.
How About
a Lead Turn? Now you have half of the problem solved.
Next, you want to minimize angle off. Do this by looking for
a lead turn opportunity prior to passing the bandits
3/9 line.
How do you know when to begin the
lead turn? As a rule, the point to begin the lead turn is
when you are in the "lead point window". This is
an area that is defined as the space in the bandits
front quarter from 45 degrees off his nose to 60 degrees off
his nose. It looks like this:
When do you use the 45 degree lead
point versus the 60-degree point? Treat this as function of
lateral separation from the bandit. If you are going to pass
close to the bandit, then wait until you reach the 60-degree
point. If you distance is wider, then consider turning sooner,
at the 45-degree point. This is really a turn radius issue
thats
why the use of the lateral spacing technique. Here are two
more views of the lead turn window, one an external view over
your nose, and the other an internal forward quarter view.
Section Three Specific Techniques
In this section, well talk about
flight control inputs and weapons employment. By now, you
should have a good idea of how to use your views
now
lets discuss the mechanics of the scissors. Well
continue to use the Flat Scissors as our focus.
Throttle
Technique. Heres a general rule to follow: when
pulling g, use power. When not pulling g, throttle back. Why
this generalization?
Because of the "slow speed contest"
nature of the scissors. You want to minimize anything that
tends to increase your forward velocity relative to the bandit.
When turning, you want just enough speed to fly a small radius
turn
and no more. When unloading, you do not want to
accelerate.
Remember the concept of lift vector
to bandit flight path. In the scissors, we want our lift vector
to point away from the bandits flight path. This will
minimize our velocity relative to the bandit. As long as you
keep your lift vector oriented to the bandits high six,
you may add power without unduly increasing your forward vector.
Practice flying your aircraft at slow
speeds. Develop a feel for the sims modeling of buffet
and other stall warnings. Armed with this knowledge, lets
run through a typical scissors.
You are in a hard break. Your throttle
is at full power. The bandit overshoots. You decide to reverse
into a scissors. What you do with the throttle depends on
two things...your speed at the beginning of your reversal,
and the type of reversal you are going to make.
Entry Speed.
At what speed do you get your maximum turn rate? Corner velocity!
At what speed do you get your minimum turn radius? Mmm
depends
on aircraft type! More often than not, your minimum turn radius
speed will be a little slower than corner velocity. Lets
simplify things and just go with corner velocity! Itll
be "close enough". Find out what your corner velocity
is for your aircraft. For WW2 fighters, it will vary between
about 180mph to nearly 300mph, depending on aircraft type,
weight, and altitude. For jets, use about 300KIAS to 400KIAS.
Entry Speed
Versus Reversal Type. As the bandit overshoots, decide
what kind of reversal you are going to fly
unloaded or
loaded (high g). For an unloaded reversal, if your speed is
above corner, immediately throttle back as you unload and
roll. Then, as you point your lift vector behind the bandit
and begin pulling towards him, check your speed again. Add
power to stabilize it at corner. If your speed was below corner
to begin with, consider unloading and rolling with the throttle
left at full power. This will accelerate you towards corner
speed. Then, vary the throttle to hold that speed as you pull
towards the bandit.
For a loaded reversal, you will most
likely need all the power you can get. Unless you are well
above corner velocity, consider leaving the throttle at full
power as you initiate the loaded roll. Because of the high
energy bleed of this maneuver, you will need full power by
the time you are half way through it. Roll towards the bandit
and keep both your g and throttle on as you point behind him.
Once you have your nose where you want it, you may reduce
the throttle to keep from accelerating.
In subsequent reversals, use the technique
of throttling back when unloaded and throttling up when adding
g. Think of the throttle and stick as moving opposite to each
other! Stick back
throttle forward
and vice versa!
Flap Technique.
Here is where the real world and our sim world sometimes go
their separate ways! Not all sims model flap effect. If your
sim does not change its flight model when you lower flaps,
then there is not much point in using them!
Flaps are used to lower stall speed.
If flaps are modeled correctly, then you can expect to see
a slight decrease in turn radius along with this lowering
of stall speed. You will also have to consider the maximum
flap employment speeds of your sim. Do not lower flaps above
corner velocity
you gain nothing but drag in doing so.
If below corner, you may lower the first "notch"
of flaps as the max flap lowering speed is typically above
corner. In the next diagram, we begin at Point 1
a 3
g turn with no flaps. If we extend flaps, the stall line (the
green curve) moves left showing how flaps decrease stall speed.
Points 2 and 3 show the performance gain if airspeed is held
constant (point 2) or g is held constant (point 3). This diagram
is strictly an academic example and may not represent actual
real world or sim flight performance.
If your sim models flap effect on
stall speed, then consider putting flaps out as you enter
the first reversal, speed permitting. Then, as the scissors
develops, you may lower additional flaps to control your stall
speed. As a rule, do not use full (landing) flaps
typically
full flaps do not significantly lower stall speed and only
add a bunch of drag. You may not have enough power to maneuver
with if you use full flaps.
Gun Employment.
Lets not forget why we are in the scissors! We
want to shoot the bandit, not put on an airshow for him! That
raises the question of snapshooting in the reversal. If you
get a chance at a snapshot while scissoring, should you pass
it up to continue to maneuver for a lower angle off shot?
First of all, when would you get a
chance at this? As you and the bandit approach each other
in the front quarter. Pardon my lousy artwork, but the picture
is attempting to show the forward view of a gunsight!
You will find yourself in one of three
positions. You will either be inside the bandits turn
outside
his turn
or matching his turn.
Only one of these is good. The one
where you are on the inside. Only here will the bandit fly
through your gun line. If you are on the outside, its
you that is likely going to get fired at. In the case of matching
turns, neither you or the bandit will get a shot, because
if you try for one, youll probably end up mid-airing
the other guy!
So, lets look at the good case.
You are turning inside the bandit. Should you take a shot?
The answer is a conditional yes. If you are flying in or close
to the bandits plane of motion, then taking a snapshot
is advisable. If you are not close to the bandits plane
of motion, you probably wont have the time to make the
needed correction to get in-plane, so my advice is to concentrate
on making a good lead turn and forego the snapshot.
One last word about what to do if
you are on the outside of this situation. Now the bandit has
a snapshot opportunity on you if you let him. DO NOT fly in-plane
with the bandit when he has the inside position. You will
get shot! If you come out of your reversal and see the bandit
to the inside, make an immediate bank change as you pull towards
him to move out of his plane of motion.
Go
To Page 4
Click here
to go to top of this page.
Copyright 2009, SimHQ.com. All Rights Reserved. Contact the webmaster.
|