| Techniques For Weapons
Delivery In SFP1
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Andy Bush Weapons Delivery Techniques
In my section, Im going to do
three things. One is to suggest a technique for weapons delivery
that is based on flight path control using "HUD"
relationships
then Ill present a simplified analysis
of weapons delivery in each of the four fighters offered in
the original game. In doing so, Ill offer observations
and suggestions as to how to get a "hit" with each
aircraft in these deliveries: low level napalm attack, dive
bomb attack, rocket attack, and low angle strafe. Lastly,
Ill present a technique for two types of attack tactics
the
overhead and the pop-up attack.
One thing I should mention
there
is no such thing as a "free lunch" in weapons delivery.
My techniques are just that. Techniques. You may or may not
find them to your liking. They may or may not "work"
for you. Watch your flight parameters
speed and dive
angle are important. If you can, drop more than one weapon
per pass. This will increase your chances of a hit.
Flight Path Control In A Dive Delivery
The heart of this discussion is that
we are going to use a simplification of real world delivery
technique to establish an attack flight path that will allow
us to use the gunsight as a release reference.
In the introduction, I discussed the
concept of aiming your aircraft past the target at the initiation
of the attack. To do this, you will need an aiming reference.
This reference is the top of the HUD.
The effectiveness of this technique
will vary depending on aircraft type
using this technique
in the F-104 and F-4 is easier and produces better results
than in the F-100 and A-4.
When you select A2G in the sim, the
gunsight reticles in the F-104 and the F-4 move down or "depress".
In doing so, the distance between the reticle and the top
of the HUD increases. In the F-100 and A-4 however, the gunsight
does not depress
the gunsight remains essentially the
same in these two jets for both A2A and A2G deliveries. This
failure to depress is a programming error in the sim and has
a significant negative effect on A2G deliveries in the sim.
For the reason why, refer back to the introduction where we
discuss weapon ballistics. Simply put, the gunsight needs
to be depressed below the flight path reference (top of the
HUD) to permit the pilot to aim past the target and still
see the reticle "below" the target as he begins
his final approach. This true of all level and dive deliveries.
The sight picture in the HUD that the pilot sees at the initiation
of his dive is called the "roll out picture".
This "roll out picture"
establishes the dive angle and flight path for the remainder
of the pass. It is critical that we remain on this dive angle
and flight path. We do this by holding the flight path reference
(the top of the HUD) on the point on the ground where it began
at roll out. This point on the ground is called the "Aim
Off Point (AOP)", because we are aiming past ("off")
the target.
Now comes the question of where
to aim the top of the HUD at roll out
and this is where
the depressed sight becomes of primary importance. At roll
out, the aim off point will be past the target and the reticle
will be short of the target
with the target being somewhere
in between. This "somewhere in between" is the crux
of the issue.
Determining The Aim Off Point (AOP)
The correct roll out sight picture
is accomplished by aiming the top of the HUD so that you get
a specific relationship between these three points
the
top of the HUD, the target, and the sight reticle. The proper
picture varies slightly between aircraft, but not by much.
Your basic objective is to roll out with the target about
mid way between the top of the HUD and the sight reticle.
Here is what it looks like again:
As you roll out, concentrate on aiming
the top of the HUD past the target. Once wings level, change
your focus to the HUD and the target. Use backpressure to
move your nose up or down slightly to position the target
about half way between the top of the HUD and the reticle.
In doing this, you are setting up the approximate 50/50 ratio
between the top of the HUD, the target, and the reticle. Now,
change your focus to the ground area where the top of the
HUD is pointing. This is your AOP. Identify a ground feature
as the AOP and use it to hold the top of the HUD reference
point on in the dive.
As you continue in the dive, work
hard to hold your AOP steady. You may need forward pressure
on your flight stick to keep the nose from rising. In the
dive, you will see the reticle slowly moving "up"
towards the target. Maintain a constant AOP reference and
release ("pickle") the weapon off when the reticle
pipper touches the target.
The secret to success is holding that
constant dive angle
and you do that by keeping your AOP
from moving. This is the main item in the dive
but there
are others
such as airspeed control and ground track
alignment.
Airspeed Control
Airspeed in the sim seems to affect
where the bomb goes. Being "slow" seems to result
in the weapon landing short of the target, and being fast
seems to result in a long impact. This means we need to control
our speed in the delivery. I suggest a release speed of 350-400KIAS
for the A-4, 400-450KIAS for the F-100, and 450-500KIAS for
the F-104 and F-4.
Control speed in the dive with the
throttle. We want to begin the dive at an approximate speed
called "combat cruise" (to be discussed later).
Once in the dive, let the aircraft accelerate towards the
desired release speed, and then throttle back to hold that
speed.
Depending on which aircraft you are
flying, retard the throttle to idle when your speed approaches
to about 50KIAS below release speed. Do not use the speed
brake or the flaps to control speed.
Ground Track Control
Crosswinds are not usually a concern
in this sim. If you achieve a roll out with the aim off point
at the targets 12 oclock and you are wings level,
your ground track should not significantly change.
If you need to adjust your heading
to correct your ground track, do not use the depressed reticle
as a reference. Instead, roll smoothly to a medium bank
angle (20 30 degrees) and then fly the top of the HUD
to an adjusted AOP left or right of your initial aiming point.
Never fly the reticle
doing so will result in flight
path errors! Use small bank angles and avoid large pitch inputs.
Here are the major points for controlling
your flight path in a dive delivery:
- You aim initially by setting up
a ~50/50 ratio sight picture using the top of the gunsight
combining glass, the target, and the reticle. This establishes
the AOP.
- You maintain a constant dive angle
by holding the AOP on a fixed point on the ground.
- You control airspeed in the dive
by throttling back.
- You release when the pipper
gets to the target.
Flight Path Control In A Level Delivery
In real life, we seldom used level
deliveries in most situations. Exceptions to this were napalm
and high drag deliveries. Normally, level deliveries were
also flown at low altitude
from "on the deck"
up to about 500AGL or so. In the sim, I flew my level
passes at 300 to 500AGL.
Level deliveries can be much more
difficult than a dive delivery. The reason for this is that
typical pilot delivery errors are magnified as the dive angle
decreases
and are the greatest when in level flight.
Your three items that need attention
in a level delivery are the same as for a dive delivery
the
only problem is that they are more difficult to control.
Determining The Aim Off Point
Since we are in level flight, the
AOP is on the horizon. The difficulty is not one of maintaining
a constant AOP on the ground (as it is in a dive)
instead,
the hard part is maintaining level flight. Each of the SFP1
aircraft has a different visual reference for level flight
and
this reference changes as speed is increased or decreased.
If you plan on doing level deliveries, you need to remember
this visual reference so that you can fly in a level attitude
as you approach the target.
In real life, the sight depression
setting is quite large and results in a reticle that is displaced
well down the HUD. This is not the case in SFP1 as the depressed
sight value is the same for all A2G deliveries. This setting
places the reticle well up the HUD.
If you were to use this reference
as a release cue, your weapon would fall grossly short. Because
of this, the sight reticle is of no use when doing a level
release
instead, you will need other references on the
HUD to approximate where the depressed sight should be. In
general, these references are near the bottom of the HUD
specific
values will be discussed later.
Regardless of what HUD reference you
use for a level flight release cue, you need to understand
the absolute need to maintain level flight as you approach
the release point. The problem here is that the release cue
on the HUD is very sensitive to pitch changes. If you make
a small change in pitch, the point on the ground that the
release cue is superimposed over changes dramatically. If
you release in other than a level attitude, the result is
a relatively large change in the weapons impact point. A climb
results in the release cue getting to the target too soon
your
bomb hits short. If you are in a slight descent, the release
cue is delayed getting to the target
consequently, you
get a bomb that lands long
past the target. Avoid these
misses by flying a good, level delivery as you approach the
release point. Altitude errors are far less significant than
pitch errors.
Airspeed control
I used the same release speeds for
level deliveries as I did for dive releases. Weapon impact
point is not significantly affected by small airspeed errors.
Get down to your release altitude and stabilize your speed
at or close to the desired release speed. Set the throttle
to hold that speed, and then put your full concentration on
maintaining level flight.
Ground Track Control
In real life, we used to say, "Fly
your butt over the target!". This advice holds true in
the sim as well! Put the target in the middle of the HUD and
use small bank changes to keep it there. Remember, the most
important parameter is remaining in level flight.
OK! Enough of the theory
lets
get into the meat of the subject. The next section discusses
specific weapons release techniques by weapon delivery type
and aircraft model. One huge disclaimer
these are techniques
that work for me and my "style" of flying. I offer
them to you as a starting point for your own flying style.
Hopefully, these ideas will get you "close"
modify
them as needed to make them work perfectly!
Weapons Delivery Techniques
For this section, I flew the A-4E,
F-100, F-104, and F-4E in medium angle dive bomb deliveries,
low altitude level napalm deliveries, medium angle rocket
deliveries, and low angle strafe attacks. My primary focus
was on how effective the A2G gunsight was as display for setting
up a proper attack flight path and how accurate the reticle
was as a release cue. When possible, I looked for techniques
that produced consistent hits on the target. Here are my findings.
A-4E
General Remarks. The A-4E gunsight
does not depress when A2G is selected. The sight design includes
"tick marks" on the vertical reticle axis that can
be used for estimating the adjusted pipper location for a
particular attack profile.
It seemed to me that the approximate
roll axis when at one g is near the top of the gunsight reticle,
not the top of the HUD. Therefore, when pointing at the estimated
AOP, use the top of the reticle as your aiming reference.
Once wings level, then push forward slightly to superimpose
the top of the HUD on that AOP.
A-4E Dive Bombing Technique
The gunsight reticle is positioned
relatively high up in the HUD. This position makes it difficult
to use the standard AOP dive bombing technique using the pipper
(the center of the reticle) as the release cue. Instead, I
found that I could use the AOP technique if I designated a
new point on the gunsight display as the new release cue.
That point is the bottom "tick mark" on the lower
vertical axis of the gunsight.
To use this adjusted release cue,
I began the dive by setting up an approximate 50/50 sight
picture (target mid way between AOP and release cue). I then
held the top of the HUD on my AOP and waited for the release
cue to reach the target. This technique results in fairly
low pullouts but gives good results in medium dives and using
a release speed of 350-400KIAS. The thing that I like about
it is that this is how a real life pass looks!
A-4E Level Bomb Technique
As with all the aircraft in SFP1,
the reticle is much too "high" in the HUD for it
to be used as a release cue for level deliveries. Instead,
you will have to substitute part of the HUD as an adjusted
"pipper". I found that using the top of the horizontal
bar in the lower HUD frame made a relatively reliable release
cue for a level delivery at low altitudes (~500AGL)
and 350-400KIAS.
A-4E Rocket Technique
I used shallow to medium dive angles
for rocket deliveries. Regardless of dive angle, it is critical
to understand that a rocket attack is a relatively short-range
event. Rockets are also sensitive to airspeed (faster than
planned makes the rocket flight path go higher than expected).
Therefore, in any rocket attack, plan to fire fairly close
in and pay attention to attack speeds so that you do not get
going too fast!
I found that when I fired in the 350-400KIAS
speed range, the rocket flight path was well below the reticle
pipper. In order to get hits, I had to find an adjusted release
cue
that cue was the outer reticle ring below the pipper.
Using that adjusted aiming reference, my dive technique for
rockets differed only slightly from my dive bomb technique.
Unlike my dive bomb technique, I rolled
out in my dive and aimed the gunsight reticle pipper right
at the target. Holding the pipper there with slight forward
pressure, I then noted the point on the ground where the top
of the HUD was
I then concentrated on holding the HUD
on that point. As the dive continued, the reticle would appear
to move "up" past the target until the adjusted
release cue (the bottom of the reticle) reached the target.
I then held the release cue on the target, checked my firing
range to assure that I was not too far out (target detail
should be visible), and then fired. I got good results using
the bottom of the reticle as my firing reference at approximately
400KIAS.
A-4E Strafe Technique
Strafe is similar to rockets
you
gotta get close! If you cannot make out target details, then
you are too far out. I used a low angle dive when I made my
strafing attacks. I rolled out with the top of the reticle
on the target and held that picture as I continued in the
dive. As I approached firing range, I raised the nose slightly
to put the reticle pipper on the target and then I fired.
Again, I used 350-400KIAS as my attack speed. At times, it
seemed the rounds landed just below the pipper, so you may
find that you have
to shoot just a tad high when using the pipper. This will
vary with range and firing speed.
F-100D
General Remarks. I suggest
that you apply much of the A-4E weapons delivery rationale
to the F-100 since the gunsight in the F-100 does not depress
either. In fact, the F-100 gunsight actually moves up very
slightly when going to A2G mode.
The F-100 is very pitch sensitive,
so be sure to unload the jet before rolling, otherwise it
will be more difficult to determine your actual nose position
and resultant flight path. This is particularly true when
establishing your AOP as you roll out in dive attacks.
I used the top of the HUD as a roll
axis reference when unloaded. Keep your roll rates relatively
low and smooth to help ensure you end up pointed where you
want to be!
F-100 Dive Bombing Technique
I found that if I used the pipper,
I tended to drop short of the target. I had better results
if I used the bottom of the "reticle" (known as
the "circle of diamonds" in real life). In the roll
out, I set up my AOP using the top of the HUD and the bottom
of the reticle with the target about mid way between the two.
I planned to release in a medium
angle dive and at a speed of 400-450KIAS. If your speed exceeds
450KIAS, then use the center pipper as a release cue rather
than the bottom of the reticle.
F-100 Level Bomb Technique
As in the A-4, the sight is too high
in the HUD to be used as a reference for a low altitude level
release cue. My parameters were ~500AGL and about 400KIAS.
The most difficult part of this delivery is holding the aircraft
in level flight as the jet is very sensitive to small changes
in pitch. For a level flight reference, hold the bottom of
the reticle just above the horizon line.
The situation is further complicated
by the design of the HUD and instrument panel. The bottom
of the HUD sticks up quite a bit and partially blocks your
"over the nose" vision. I was able to get decent
results by maintaining a level flight attitude and pickling
just as the target disappears into the HUD bottom frame. Altitude
is not as important as is a good level attitude. You may improve
your "over-the-nose" view angle by changing to a
shallow (~5 degrees) descent and still use the same release
cue.
F-100 Rocket Technique
In the F-100, rockets shoot "low"
just as they did in the A-4E. In fact, they shoot very low!
Read the section above for the A-4E rocket technique and use
an adjusted release cue that is one reticle diameter below
the pipper. Here is what it looks like.
F-100 Strafe Technique
Strafing in the F-100 is much like
in the A-4E
the gun tends to shoot low. For the typical
low to medium angle delivery, the rounds impact mid way between
the pipper and the bottom of the reticle. In your attack,
let the pipper run through the target slightly before you
fire. Be careful! The F-100 tends to "mush" at low
altitude and shallow dive angles, so use a minimum of 400KIAS
and avoid flattening out as you approach the target! Otherwise,
youll likely hit the ground!
F-104G/ F-4E
General Remarks. Unlike the
previous two fighters, the gunsights in the F-104 and the
F-4E do depress down and as a result are more easily used
in A2G deliveries. I am grouping these two aircraft together
because I flew them essentially the same when preparing this
article. The roll axes for both are nearly the same
at
or very close to the top of the HUD. It is important to remove
all backpressure on your flight stick before rolling so that
the roll axis reference is valid. As befitting their performance
capabilities, I increased release speeds to about 450-500KIAS.
Dive Bomb Delivery Technique
You should find accurate dive bomb
deliveries to be relatively easy in these two jets. As I rolled
out, I set up a 50/50 relationship between the AOP (top of
the HUD), the target, and the pipper. In both aircraft I use
the pipper as the release cue.
As my speed accelerated through about
400KIAS, I throttled back to idle. Remember
no speed
brake or flaps! I held the AOP constant and let the pipper
begin to move "up" towards the target. Do not lead
the target
let the pipper run into the target and then
pickle. This may result in a low release, so dont wussy
the pull out!
Level Bomb Delivery Technique
You will need to make a concerted
effort to maintain level flight in the run in. As with the
other aircraft, the pipper is not a valid release indication.
The adjusted release cue for both aircraft is the bottom of
the HUD glass. Fly your deliveries at 450-500KIAS. A level
attitude is more important than exact speed and altitude control.
F-104 Rocket Delivery Technique
The release cue for the F-104 is the
pipper. Roll out with the AOP past the target and double check
your flight path alignment. Smoothly raise the nose to bring
the top of the reticle up to the target. Now check target
size as an estimate of firing range
remember, rockets
are a short-range event. Throttle back to hold 450-500KIAS.
As you close to firing range, raise the pipper to the target,
stabilize the pipper there, and fire. The rocket should fire
right through the pipper into the target.
F-4E Rocket Delivery Technique
In the F-4E, you should find that
your release cue is a function of airspeed. Up to 400KIAS,
the rockets seem to fire right through the pipper, but above
400KIAS, the rocket flight path shifts upwards. The result
is that above 450KIAS, I suggest you use the top of the reticle
as a firing cue. Otherwise, fly the delivery in the same manner
as the F-104.
Low Angle Strafe Technique
Piece of cake! Both jets fire right
through the pipper. Remember to cage the sight by going to
A2A missile mode first. Do not strafe with A2G selected because
of the depressed sight.
OK
so much for release techniques.
Use these as a beginning point
your individual flying
methods may result in you modifying these techniques. Use
these techniques to get "into the ballpark"
then
fine-tune them to get the bomb on the money!
Lets move on to the final section
where Ill offer two techniques for dive releases
the
overhead "wheel" attack and the pop-up attack. The
wheel is so named for the circling manner that a flight of
fighters would use as they orbited over a target. The pop-up
attack is used as a way of reducing the threat of SAMs by
approaching the target at minimum altitude and then climbing
(popping up) as the target is closed upon.
You may use any of the dive techniques
that have already been discussed in either of these two techniques.
Ill suggest approximate airspeed and altitude parameters,
but these are not mandatory
these values should give
you ample time to complete your attack. As your proficiency
increases, you may choose to change the parameters.
The Overhead Attack Technique
This is a relatively high altitude
technique and is typical of the tactics that are used in low
threat areas. It is not a good technique to use in target
areas defended by SAMs. If there is an air threat, be ready
to abandon the overhead if attacked.
Approaching The Target
Our initial position is called the
"base" leg. This is the flight path you fly as you
approach the target. Fly your base leg depending on your choice
of dive angle. Use 10,000 for a medium dive and 5,000
for a shallow dive.
Climb to your base leg altitude and
accelerate to combat cruise speed
350-400KIAS for the
A-4 and F-100, 400-450KIAS for the F-104 and F-4. These parameters
will provide ample tracking time in your dive and will permit
you to easily accelerate to your release speed. As proficiency
increases, you can lower this altitude
the result will
be less time in the dive.
Once your target is visually identified,
turn slightly to place the target just outside of the HUD
frame (approximately your 11:00/1:00 oclock). This will
give you a slight offset to the target and will provide the
turning room needed for your roll in.
Keep the target in sight using
the forward view, padlock view, or snap view, depending on
your personal preference.
The Roll In Point
This is the most critical part of
your delivery set up. Your altitude and lateral spacing from
the target determine your dive flight path angle. The typical
tendency is to roll in too far from the target, so we want
to consciously "crowd" the target
meaning that
we will work hard to keep our position where it should be.
And where is that, you ask? We begin
with our altitude. This is the easy part. I suggest two dive
angles
medium, about 20-30 degrees
and shallow,
about 10-15 degrees. Use 10,000 for the medium angle
dive and 5,000 for the shallow angle dive attack.
We are going to use two visual references
for setting up our roll in. As we approach the target in our
offset flight path, we want to maneuver so that the target
is positioned at a particular point relative to our canopy
bow and rail reference. The bow is the vertical curved part
and the rail is that horizontal part that runs along the side
of the canopy area.
We will use a combination of clock
code and canopy bow references to define the roll in point.
In our initial approach, we offset the target to one side
of the nose. Maintain that heading
the target will move
back as you close on the target. Our roll in picture is defined
by two things
one, the lateral position of the target
as a clock reference off our nose
and two, the vertical
position of the target as measured up from the canopy rail.
Target Lateral Position
Our roll in point will be anytime
the target passes our 10:30/1:30 position
about 45 degrees
off our nose. Use your 9:00/3:00 (your wingline) as the maximum
roll in point.
Target Vertical Position
The position of the target relative
to the canopy rail is the most important
parameter of the roll in. It determines our dive angle. A
target position that is close to the canopy rail will result
in a steeper dive
a target position that is higher up
will end up as a shallow dive.
We control target roll in position
by changing our heading only. Do not change altitude
maintain
a constant altitude and approach speed. Bank into or away
from the target to make shallow turns to control the vertical
position of the target on your canopy. Turns into the target
will steepen your eventual dive
turns away tend to shallow
you out. Here are the two positions that we want to work with:
For a shallow angle delivery (10-15
degrees), the roll in point looks like this
approximately
5000AGL, at combat cruise speed. Position the target
about half way between the canopy rail and the horizon. If
in doubt, keep the target closer to the rail than the horizon.
For the medium dive, position the
target much closer to your canopy rail. Bank in and out to
hold the target just above the rail. The roll in point then
looks like this
about 10,000AGL and at combat cruise.
The Roll In
As long as you have "wired"
your roll in point, this part is easy. Roll unloaded to put
your lift vector on the target
this will result in a
bank angle of about 100 (low angle dive) to 135 degrees (medium
angle dive). Then smoothly pull your nose to the target. You
may have to add power depending on how aggressive your roll
in is
as a rule, add power if you are turning more than
45 degrees to the attack heading (target position close to
your wingline at the roll in). Look past the target. Fly the
top of the HUD to that area.
In this screenshot, the green line
is your planned attack ground track once you have rolled wings
level. In the picture, you are in a steep bank (see the roll
tabs), and you have pulled your aiming reference (top of the
HUD) to the AOP 12 oclock to the target. Do not use
the reticle in this roll in. Only use the top of the HUD to
aim your nose at the AOP. Once you roll wings level, the reticle
will swing around to end up below the target.
To roll out, unload and roll smoothly
wings level. Now check the AOP/target/reticle ratio and adjust
as needed. Check your airspeed and throttle back as required
idle
usually for the steeper angles. Concentrate on holding your
AOP steady. From this point on, use the techniques that have
already been discussed.
The Pop-Up Attack Technique
What is the advantage in this type
of attack? The idea is that you run in at low altitude to
avoid detection and attack by SAMs. But
at some point,
you must climb up to gain the proper attack flight path
that
is what this technique is all about.
Approaching The Target
If desired, begin your navigation
to the target at medium altitude. Once inside of 25nm of the
target, then drop down to minimum altitude for the run-in
250-500AGL
is good. Maintain combat cruise speeds as described in the
previous section.
Heres the basic idea of a pop-up
you
are going to run in at a low altitude
at a specific distance
from the target, you are going to begin a max performance
climb. At a predetermined altitude, you will roll inverted
and pull down to attack that target. Doing this, you should
end up on a flight path that is on or close to the parameters
that you chose in your mission planning. Here is the basic
pop-up concept:
Fly towards the target with it displaced
to one side of the forward view. I suggest that you initially
place the target about 30 degrees off the nose
or about
halfway between the edge of the HUD frame and the side of
the screen.
Hold your heading steady as you near
the target. The target will "drift" a little towards
the side of your screen. Do not correct this
hold your
initial heading and concentrate on altitude and airspeed control
as you monitor target range.
The point where you begin the climb
is called the "pull up point" (PUP). The PUP has
to be far enough from the target to allow the attacker to
climb high enough to be able to then dive at the desired dive
angle. Steeper dive angles require a PUP that is further from
the target. I suggest a PUP of about 5nm in the sim for your
medium dive attacks and a PUP of about 3-4nm for the low angle
attacks. The range-to-target is given in the target data box.
One last tip for the run-in
you
are going to need an attitude reference for the pull up, so
in the forward view, use your mouse to move the view down
slightly to allow you to see the attitude indicator.
The Pull Up
At the desired PUP range, add full
power and begin a wings level pull up using 3-4gs. Now
use your attitude indicator to set your climb angle. Use approximately
30 degrees for a medium dive attack and about 15-20 degrees
for a shallow attack.
In real life, the climb angle is computed
and then flown exactly like this
the pilot sets his climb
angle on the gauge, not on outside references. Hold your wings
level and concentrate on maintaining a proper climb angle.
The next step in the pop-up
is the reversal of your climb. This position is known as the
"pull down" point.
The Pull Down
The pull down point is a predetermined
altitude. I suggest you use 8000AGL for the medium dive
and 4000AGL for the shallow dive reversals. These reversal
altitudes should allow you to top out at an altitude that
will give you ample time to set your AOP aiming picture.
Hold your climb angle steady on the
attitude indicator and crosscheck your altimeter in the climb.
As you hit your reversal altitude, unload to one g and roll
your lift vector smoothly but aggressively towards the target.
There are several techniques to help you do this roll. You
may choose to remain in the forward view, or you can switch
to the target padlock. A third option is to use the snap views
to orient your lift vector.
In the forward view, you can use the
attitude indicator to initially set your bank angle
do
this by rolling to an inverted bank angle of about 135 degrees
for a medium dive attack or about 110 degrees for a shallow
dive attack.
You may also use the reticle roll
tabs in the F-104 and F-4 to set your inverted attitude. The
roll tabs are the three indices on the outside of the reticle.
These rotate around the reticle to show your bank angle. Roll
to point the roll tab "sky pointer" to about the
7:30/4:30 position on the reticle (for example, the 4:30 position
shows a left bank of 135 degrees).
Lastly, in "normal" difficulty
mode, you may use the red "cone" that points to
the target. Roll until the cone is at the top of your screen
(your lift vector) and then pull.
Regardless of technique, make a firm
pull down
a good 4gs should be sufficient.
Continue the pull down until the target
area begins to near the HUD area. Fly the top of the HUD to
your AOP and then roll out. Double check your AOP/target/reticle
ratio and make any adjustments as necessary. From this point
on, the pass will be flown as previously described.
In closing, let me remind everyone
that these are just techniques. You may find that you have
to modify them a little to fit your own style of flying. No
problem
whatever it takes to get a hit is what counts.
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