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A2A Weapons Delivery In Strike
Fighters
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General Info
As in real life, it helps to have
a stable aircraft platform when operating the radar. When
we are heads down in the scope, we would like
the plane to remain in the attitude where we left it. The
absence of trim control in SFP1 makes this task more difficult
than it should be. This is true of both the Normal and Hard
difficulty levels
in the Easy level, trim is not a factor.
The aircraft in this game are trimmed for an average
cruise speed, one that is relatively low when compared to
typical combat speeds
for example, the F-4E in Normal
mode is in trim at about 400KIAS. Go slower than
this speed, and you will sense that the stick is heavy
and you will have to pull back slightly to hold the nose level.
At speeds above 400KIAS, you will find that the nose wants
to rise, and you will have to push forward to
keep the nose level. This effect becomes more pronounced as
speed increases or decreases from the trimmed
speed.
This can cause unnecessary difficulty
when attempting to get a lock-on. The location of the elevation
scan in Easy mode should not be a problem as far as the illumination
of the target is concerned. You can allow the nose to point
above or below the target by a considerable amount and still
be able to see a target return.
This is not true of operating the
radar in Normal or Hard levels. Here, the elevation position
is very important. The radar beam must be pointed at or close
to the target in order for you to see a return on the scope.
Pointing the gunsight reticle at a visual target is one way
to help to keep the radar beam on the target. But what if
the target is not visible? Now you have a potential problem.
The reason for this will be the tendency of the nose to drop
or rise if you are not at the trimmed speed. When
this happens, and you have your attention on the radar scope,
you will find that it is easy to unconsciously allow the nose
to change its position
and when this happens the radar
beam may well move off the target. If it does, you lose your
target return. So, watch your pitch attitude closely when
trying to lock up a target and remember how trim can make
this more difficult.
One technique to use to minimize this
is to fly at the trimmed speed. In my flying,
I have found the trimmed speeds to be about 400KIAS
for the F104 and F-4. While the A-4 and F-100 do not have
attack radars, their trimmed speeds are about
300KIAS and 375KIAS, respectively.
The search beam is about the size
of the diameter of the gunsight reticle. If you are searching
for a target that is not visible, raise or lower your nose
by one to two reticle diameters at a time. Let the beam cycle
back and forth at least 1-2 times before you move the nose
to position the scan again. Remember the effect of trim and
make sure you keep your nose steady. One way to do that is
to lower the forward view using the mouse so that you can
see the scope and the gunsight together more easily.

General Weapons Employment Considerations
You have three different types of
A2A weapons systems to use in SFP1
radar guided missiles,
infrared guided missiles (heat seekers) and the gun. The missiles
come in a variety of models
which ones you use will depend
on the model of aircraft you are flying and the part of the
game that you are flying in. For example, if you are flying
a F-100, you will be limited to early model AIM-9s because
that aircraft represents a non-radar equipped fighter from
the 1950s. Fly a F-4E, and you will be able to carry the later
model radar and heat-seekers commonly found in the latter
part of the 1960s. In the initial segments of campaign play,
you will be likewise limited to the older model aircraft and
weapons types.
In this section, well
take a look at the procedures and techniques on how to best
use these weapons. Lets begin some info on how the missiles
are modeled in this game. The following chart (from the games
weaponsdata.ini file) shows comparative values for a number
of missile performance parameters. The actual units of these
values are not as significant as are the relative numbers.
In the following brief discussion of these missiles, Ill
use these values to draw some general conclusions about what
kind of performance you can expect in the game.
|
Missile
|
Accuracy
|
Max
Turn
Rate
|
Max
Launch
G
|
Launch
Reliability
|
Seeker
Track
Rate
|
Min/Max
Launch
|
ECCM
|
|
AIM-4D
|
60
|
14
|
2
|
60
|
11
|
1.5/9.6
|
40
|
|
AIM-9B
|
60
|
10
|
2
|
75
|
11
|
0/4.8
|
10
|
|
AIM-9E/E-2
|
75
|
11
|
2.5
|
80
|
16.5
|
0/8.0
|
20
|
|
AIM-9J
|
85
|
22
|
7
|
90
|
16.5
|
0/14.0
|
40
|
|
AIM-7D
|
60
|
10
|
2.5
|
75
|
12
|
6.0/15.2
|
10
|
|
AIM-7E
|
70
|
10
|
2.5
|
85
|
12
|
6.0/30.0
|
20
|
|
AIM-7E-2
|
80
|
15
|
5
|
85
|
16
|
.6/24.0
|
20
|
General Comments On Missile Capability
The AIM-4D
Falcon. The Falcon is used on the F-4 and is a heat seeker.
As it was in real life, the Falcons performance in the
game is not as impressive as most of the other missiles. When
compared to the AIM-9, these parameters are poor: overall
accuracy, max launch G, seeker track rate, and minimum range.
These numbers reflect a missile that will perform below average
in a close-in, turning fight. The missile should be more effective
against non-maneuvering targets, such as bombers.
One note
the real life Falcon
had a short and troubled service in combat. Its firing logic
and procedures were more suited to air defense interceptors
than tactical fighters. While these firing procedures were
cumbersome and difficult to use in a fluid combat environment,
none of that is modeled in SFP1.
The AIM-9
Sidewinder Series. The AIM-9s are used on all the original
aircraft in the game. The A-4 and F-100 will likely be armed
with the B model, while the F-104 and F-4 models will often
use the later model missiles.
The AIM-9B is a very poor performer,
probably the least effective A2A missile in the game. Its
low accuracy, low launch G, poor turning performance, short
range, and susceptibility to flares (ECCM) make it of little
value in a turning fight. Like the Falcon, the AIM-9B is best
used against non-maneuvering targets.
The AIM-9E and E-2 are improved over
the B model. As the chart shows, the missiles accuracy,
turn performance, longer max range, and better flare rejection
capability make it a better performer. However, the E and
E-2 models should not be used in aggressive maneuvering engagements
as is indicated by its low max launch G. Instead, the missile
has an improved launch reliability and has a better max range,
particularly at low altitude and high speed.
The AIM-9J is the clear winner in
the Sidewinder series. It is a true dogfight missile
as its improved turn performance numbers show. The significant
increase in max launch G means that you have a reasonable
chance of engaging hard turning targets with this missile.
The AIM-7
Sparrow Series. In this sim, you will use three types
of Sparrow missiles
the D, E, and E-2 models. The D model
is the oldest variant and is used on the F-4C and F-4D in
earlier mission scenarios. In later missions, you will use
the E and E-2, primarily on the F-4E.
The AIM-7D suffers from relatively
low accuracy and launch reliability. Its low launch G and
relatively long minimum range limit its usefulness in a close-in
turning fight. Use this missile at long range and against
non-maneuvering targets.
The AIM-7E is not much of a step forward.
Expect the same limited capability against turning targets.
Its expanded maximum range means that you have a better chance
against medium to high altitude targets, particularly in the
front aspect.
On the other hand, the AIM-7E-2 is
a considerable improvement over the earlier models. The dogfight
label that this missile was given is a little misleading.
Do not expect AIM-9J type performance from the
E-2. But you can expect better results in a close-in turning
fight. Most important are the improvements in minimum range,
accuracy and reliability, and max launch G.
Specific Employment Tips and Techniques
Weve covered the basics of radar
operation, game symbology, and taken a brief look at general
missile performance. In this last section, well learn
about specific tips and techniques intended to improve your
chances of bagging that bandit!
In doing that, Ill focus on
two areas of interest
in the cockpit things
(switchology, radar use, etc) and out of the cockpit
things (range, angle off, G, etc).
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