| Feature Article
Techniques
For Weapons Delivery In SFP1
by
Andy Bush and Leon
"Badboy" Smith
In this article, Leon Smith
and I will present two techniques for dropping bombs, firing
rockets, and strafing with the cannon in SFP1. We are responding
to the many posts that we have seen regarding the difficulty
that SFP1 players are having in getting their weapons on target.
Introduction
We begin with an introduction that
identifies the problem in the sim, and then uses real life
weapons delivery academics to explain the things to do and
not do in the sim.
What Is The Problem?
The problem is quite simple. If the
player aims his gunsight aiming symbol at the target and then
releases or fires his weapon, he has only a small chance of
actually hitting the target.
Is this pilot error or is the game
somehow "programmed" incorrectly? The answer is
both. The typical pilot is not using the aiming symbol properly
and
the sim AI does not award a hit when the symbol is used as
in other simulations. And there is the rub
you folks
are trying to drop bombs or fire rockets in this sim much
as you have in other sims. Why is this an issue?
Two reasons. One is that modern jet
sims typically model a computer aided weapons delivery system,
known as a CCIP (continuously computed impact point) system.
When using a CCIP aiming symbol, all the pilot has to do is
fly the aiming symbol over the target and release the weapon.
Normally, he can expect a hit. The second reason is that folks
are used to sims that award a hit using a relatively wide
"hit bubble"
one that allows the pilot to fly
a wide range of delivery parameters and still expect a hit.
This is not the case in SFP1. There
is no CCIP in SFP1 simply because these aircraft did not have
that type of weapons delivery system. Secondly, in SFP1, the
weapons impact point is very sensitive to pilot delivery parameters
close
in SFP1 wont hack it!
Instead of a CCIP-type weapons
aiming system, SFP1 uses the older "manual" system.
Well begin our discussion with a brief explanation of
the manual delivery procedure.
Manual Weapons Delivery
Im not going to present a full
discussion of A2G theory in this article
Ill only
refer to things that directly affect how you fly this sim.
If you would like more info on the academics of manual weapons
delivery, please see the A2G series in SimHQs Air Combat
Corner.
Lets start with a definition
of manual bombing. It is simply the procedures and techniques
that allow the pilot to compute a weapons release point without
the aid of any type of computer. In manual weapons delivery,
the pilot must use a very limited set of cues to first determine
how to initially aim his plane at the target and then determine
the actual release point.
To do this, the pilot uses two sets
of cues. The most important is his gunsight aiming reticle,
often referred to as the "pipper". Next, the pilot
has his aircraft instruments from which he reads his conditions
of flight
.altitude, airspeed, and dive angle are the
most important of these.
To understand manual bombing, the
pilot has to understand the basics of weapons ballistics
lets
take a moment to check this out.
Weapon Ballistics
Every weapon that is dropped or fired
from a plane is affected by gravity. When the weapon is released,
it moves both forward and down. Forward due to the velocity
of the releasing aircraft and possibly, in the case of rockets
and bullets, due to their own propulsion. And then down due
to gravity
how much "down" is a function of
the time from release to impact.
Here is the significance of this.
Lets imagine a plane in a dive at the ground. If it
were to maintain a constant dive angle, we could present its
flight path as eventually intersecting the ground at a "crash
point".
If a weapon is dropped or fired from
that plane, it will move forward along the flight path but
will also have a downward vector due to gravity. Because of
this, the weapon will never impact where the flight path intersects
the ground but will hit somewhere short of that point. This
is true of rockets and bullets, as well as bombs.
From this observation, we arrive at
this conclusion. No weapon will ever hit the point at which
the aircrafts flight path is aimed.
And that, folks, is manual A2G in
a nutshell. For conventional "dumb" weapons, if
you aim right at the target, you will never hit it!
So where do we aim our plane? The
answer is that we aim our plane at some point past the target.
We use standard clock code to describe this by saying that
we aim our plane past the target
or at its 12 oclock.
Sounds good
but how exactly do
we "aim" the plane? You do this by visualizing the
aircraft flight path on your forward view. Lets talk
about that for a second.
Estimating Your Aircraft Flight Path
We know that an aircraft has three
axes of motion
pitch, roll, and yaw. When it comes to
weapons delivery, the most important of these is the roll
axis. Why? Because the main problem in weapons delivery is
getting your flight path (ground track) to intersect the target.
This is an aircraft heading control problem
flying a
heading to achieve the desired ground track
and roll
is the control that we use to control heading.
We do that by orienting our lift vector
in the direction we want to go. Then we use pitch (backpressure)
to move our nose in that direction. The hitch here is that
we need a reference on the forward view that we can visualize
as the "nose" of our aircraft. We then roll and
pull as needed to get that "nose" reference where
we want it.
To roll the plane, we need a reference
for the roll axis. As we roll, we can look through the forward
view (usually the "HUD" area) to estimate that point
that we seem to be rotating around. If you were to do a complete
360-degree roll, that point (the roll axis) would be stationary
on the "HUD" while everything else rotated around
it. Note: none of the SFP1 aircraft have "HUDs"
as such. The correct term is "combining glass".
Most of us are familiar with the term "HUD", so
Ill use it in this article, just to simplify things
a bit.
The problem in this sim is that the
roll axis is difficult to identify when maneuvering
as
a consequence, precise flight path control is more of a problem.
To help with this, I suggest these ideas:
As an approximation of the roll axis,
I recommend using the top of the "HUD". This reference
will be "close enough for government work" for the
four fighters in the sim.
When maneuvering to aim your aircraft
in weapons delivery, make your maneuvers smooth and unaggressive.
Make your pitch and roll inputs small and avoid rapid and
large bank changes.
As a general statement, do not use
the gunsight reticle as your roll axis reference. In all of
the aircraft, the reticle tends to be "below" the
actual roll axis. If you use the reticle as an aiming reference,
you will often end up overshooting your desired roll out point.
(See the discussion of "pendulum effect" in the
A2G articles.)
At this point in our discussion, we
have noted the need to aim "past" the target, and
we have seen that the top of the "HUD" is a good
approximation of the roll axis (the reference that we use
for aiming the plane). The outcome of this is that we roll
out with our "nose" (the top of the "HUD")
aimed at the 12 oclock of the target as we begin out
approach to the target.
If this is the case
that we aim
not at the target but past it
then how does the gunsight
work? How does the "pipper" "work"? That
answer leads us to our next subject
the depressed gunsight
reticle.
The Depressed Gunsight Reticle
In the A2A mode, the gunsight reticle
is in the "caged" position that allows the sight
to be used for aiming the gun and A2A missiles. This caged
position is located in the upper portion of the HUD area.
As a result, the separation between the roll axis (top of
the HUD) and the caged position is minimal. When you select
A2G in SFP1, the gunsight reticle drops down a little in the
F-104 and F-4. This "dropping down" is called "depression",
and in these fighters was manually controlled by the pilot
using a knob on the gunsight control panel. The unit of depression
was the "mil". Note the mil setting dial on this
screenshot set at 50 mils.
In real life, the amount of depression
used corresponded to the delivery parameters selected by the
pilot. Each weapon type, each dive angle, and each release
altitude and airspeed had its own unique depression setting
consequently,
for a particular type of delivery, the pilot would dial in
"x" mils of sight depression.
The amount of depression was directly
related to the difference between the aircraft flight path
and the flight path of the weapon. Because they were powered
at release, rockets and bullets had the least sight depression.
Steep, fast, and low altitude bomb releases had relatively
low mil values because of the minimal time of flight. Conversely,
low angle, slow speed, and higher altitude releases require
larger depression settings. Additionally, high drag weapons
tended to have larger mil settings because of the effect of
drag on their flight paths.
But in SFP1, we only have one depression
setting
and only two of the fighters have sights that
depress. This may be unrealistic, but we cant worry
about that too much
we need to find a way to make the
sight "work"! We have found from experience that
aiming the pipper at the target and then releasing the weapon
seldom results in a hit.
Is it possible to use the existing
gunsight in the sim? Yes
as it turns out. Leon and I
have done a little experimenting and have come up with two
different techniques that might work for you. Well start
with Leons ideas first.
Leon Smith Tips For Dive Bombing
Employing the Mk82 in Strike Fighters
The Mk82 bomb consists of a simple
iron casing filled with explosive and a mechanical impact
fuse. It is a good general-purpose bomb effective against
hard and soft targets, but requires a direct hit to be effective
against enemy battle tanks. This weapon can be delivered with
the use of the adjusted Gun Sight on the HUD. The display
is fixed and therefore represents the convergence of the line
of sight to a point on the ground, with the impact point of
the bomb, for a particular attack profile.
A typical attack
profile will look like this.
The question is, what value of altitude,
velocity and range from the target make up your correct release
parameters for this weapon? Because dive-bombing in general
has been covered in depth in other articles, we will provide
the answer to that question in this article by demonstrating
the appropriate technique in the Strike Fighters simulation.
You will shortly see that we recommend
releasing the bomb at a dive angle of 27 degrees, a speed
of 535KIAS at an altitude of 4000ft, as a solution to the
sighting problem. That will provide a combination of range,
speed, time-over-target and pull out altitudes that will maximize
your bombing accuracy while minimizing the risks. Your results
will depend on good reflexes, hand eye co-ordination and timing.
The good news is that these parameters are reasonably tolerant
of small errors and good results can be achieved against relatively
large, stationary targets in Strike Fighters, with a modest
degree of skill after some brief initial practice.
Achieving direct hits on small targets
such as tanks and other vehicles is slightly more difficult.
This makes the Mk82 ideally suited for targets such as hangers,
control towers and other ancillary buildings and runway surfaces
So, how is the weapon employed?
Here are two examples of exactly the
same dive-bombing procedure that is easy to reproduce and
gives 100% results. The procedure is easy to reproduce, because
the altitude and speed for the approach have been chosen so
that the early stages can be flown using the autopilot. When
selecting autopilot, my aircraft leveled off at an odd altitude
of 9837, at a speed of 475KIAS and a throttle setting
of 58%. These are the parameters for this article only because
of this autopilot idiosyncrasy. Should you fly this maneuver
manually, minor deviations from these parameters probably
will not affect the technique.
The first strike mission requires
the destruction of a communications building. In the screen
shot below you can see the primary target has been selected
and you are almost ready to begin your turn towards the target.
The next image shows the turn to the
attack heading, commencing at 15nm. Use a low g maneuver here
to conserve energy.
Once you have the target at 12 oclock,
begin your run into the target by ensuring that you hit the
correct flight parameters. You need about 10,000 and
475kts. Those conditions can be achieved by using the autopilot
or by flying manually.
In the next shot you can see that
those parameters have been achieved and with around 8nm to
go, select A2G mode and ensure that the Mk 82 bomb is selected
as well. Continue to fly the approach straight and level.
When the range to the target is just
over 3nm reduce the throttle to zero and push the nose over
smartly until the bombsight lies directly over the target.
The figure below shows the range at 3.1nm, that is the right
moment to cut the throttle and push over. This will result
in the correct dive angle when you reach your release altitude.
The next figure shows what you should
see the moment before the bomb is released. You are just over
4000ft and 1nm from the target with the gun sight in dive
bomb mode placed directly over the target. As the altitude
passes through 4000, the range will change to 0.9nm
and you must release the bomb at that point.
Lets watch the following events
from two perspectives. The following sequence of screenshots
follows the bomb to its target.
The next sequence shows the same release
from an external perspective.
Notice that the throttle setting here
was pulled back to zero during the dive, from the moment just
prior to pushing the nose over! Dont forget to push
the throttle back in during your pullout and egress!
With the communications building gone,
lets try the same procedure on an oil tank. This time,
the sequences of shots are presented without commentary.
After flying a number of these missions
several times, without wasting a single bomb, the conclusion
is that this attack profile has a high degree of repeatability.
Here is the trajectory shown from the moment the bomb is released.
One of the risks associated with a
diving approach to the target, is the tendency for inexperienced
pilots to extend their approach while attempting to line up
the target in the sight. The risk of course being that they
wont allow enough time to pull out of the dive before
flying through the targets blast radius, or even worse,
before impact with terra firma! The diagrams below shows the
safe pull out altitudes for various dive angles for a heavily
loaded F4 at the speed we have used in our attack profile.
This chart shows that for a
30 degree dive at 535KIAS we can clear the 500 blast
radius by pulling out at about 1200, in fact you can
initiate your dive recovery the moment the bomb is released,
and at least by 3000, so there is an adequate margin
of safety in this attack profile.
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