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A2A Weapons Delivery In Strike
Fighters
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Radar Guided Missile Employment
What makes the use of the AIM-7 different
from the AIM-4 and AIM-9 is that a radar lock-on is needed
from trigger squeeze to missile impact. While the earlier
models of the AIM-7 have about the same probability of success
as the early AIM-9s
and the later models have an improved
performance similar to the late model AIM-9
you will
find that the requirement for a radar lock-on will likely
double the difficulty of the acquisition and firing problem.
Heat seekers tend to be point and shoot fire and forget
weapons
not so for the AIM-7. Its a lock
and shoot and fire and follow weapon
meaning
the pilot has to keep his nose in the general direction of
the target during the flight of the missile in order to maintain
the necessary radar lock-on.
When it comes to getting the lock-on,
your selected level of difficulty will play an important role.
In Easy mode, you should not encounter any problems in getting
a lock-on unless the target exceeds the lock-on range limit.
But things get more difficult as you move into the Normal
and Hard modes.
In these modes, you not only lose
the 360 degree coverage, but you also have to deal with elevation
(previously discussed), target signal strength, and ground
clutter. Signal strength is a function of range and target
size
fighter-sized targets are tougher to lock-on to
than bombers! This will result in delayed lock-ons, particularly
if in a head-on set up, and this delay may put the target
inside of minimum range before you can target it. When engaging
enemy fighters head-on, be prepared to blow through
the merge and extend out before turning back into the fight.
Heres a tip! Never reverse at the merge without total
situational awareness (SA). A good radar picture is a major
part of your SA
without it, you are literally turning
in the blind!
Ground clutter is also present in
Normal and Hard modes
and is a particular problem in
the latter. These radars are older pulse only
systems and therefore do not screen out ground returns that
may hide or obscure the target. Not only does clutter make
seeing the target return more difficult, but in Hard mode,
it also adds a delay to the lock-on process. Lock-ons in Hard
mode may well take several seconds longer to occur
or
may not happen at all. You can reduce this problem by descending
below target altitude to achieve a look-up perspective
that tends to minimize clutter.

Note: Lock-on times are increased
when in Hard mode. After initiating the lock-on, you will
see the B sweep collapse to a single line that covers the
target return. You will then see a blip that moves
up the B sweep towards the target. This blip is
the range gate. The radar will not lock-on until the range
gate touches the target return. The lock-on does not always
occur
sometimes the range gate will move up and down
without ever locking on to the target return.
This is typical of real life when clutter and signal strength
are problems
you may see this happen in the game as well.
Solutions include reducing range and reducing clutter by descending
below target altitude to gain more of a look-up perspective
of the target.

AIM-7D
and E Acquisition and Lock-On. Begin the engagement by
making sure you are in A2A mode on your sight with AIM-7 selected.
Here is my suggested game plan for employing these two models
of the Sparrow. Maneuver your plane until you have a one G
shot. To do this, you have two options.
Option One. You can shoot the bandit
in the lips as you initially approach him. Do
this by using Red Crown (the Tactical Air Control Center)
to give you bogey dope. If bandits are in your
area, Red Crown will give you a bearing, distance, and altitude.
Turn to that approximate heading. Check that your radar scope
is in the proper range (usually 25 or 50nm for intercepts).
Now use the targets reported
altitude to position your nose to get the radar beam pointed
at the proper elevation. Note the difference between your
altitude and the bandits. If the bandit is above you
and range permits, begin a climb using afterburner to his
reported altitude. Make a steep climb and do not worry about
the radar at this time. Once level at the bandits altitude,
then recheck Red Crown for a corrected bandit position. Correct
your intercept heading as needed, stabilize at your trimmed
speed (400KIAS) and then put the gunsight on the horizon.
Now, check your radar scope for target returns while you make
sure you keep the gunsight on the horizon. If no returns are
seen, let the radar sweep a couple of times before you change
anything. As long as your heading was pointed at the bandits
reported position, you should not have to worry about azimuth
errors. After waiting a few sweeps, raise or lower the nose
by one to two gunsight reticle diameters to move the radar
beam to a new search elevation.

Be deliberate with your elevation
discipline. Do not frantically or erratically bob your nose
around looking for target returns. Use this technique
point,
pause, check the scope, repoint. Let the radar make a minimum
of two sweeps before you change elevation.
Option Two. When engaged with the
bandit, avoid a turning fight when using the AIM-7D and E.
Instead, use an extension maneuver to gain lateral separation.
Note the bandits position and heading, and turn away
from that position by at least 90 degrees. Then select afterburner,
unload (relax G), and accelerate away from the fight. Extend
away at least 3-5nm and then make an aggressive turn back
to the bandits last position or heading. If the bandit
or his smoke trail is visible, point your gunsight at it.
Check your scope for a target return and lock it. If you have
lost visual or radar contact, call Red Crown immediately.
Energy permitting, you may consider making this separation
in the vertical.
In Normal mode, you will have a data
read-out of target range to help you in your extension. You
will not have this in Hard mode. I suggest you extend for
a minimum of 30 seconds in this case. At typical engagement
speed (.8 to .9 mach) this will give you the needed 3-5nm
of separation distance.

In either Option One or Two, you should
be able to get a lock-on and point at the bandit while maintaining
around one G. This is your objective with the AIM-7D and E.
Lock-on and fire with one G. Trying to fire when turning with
either of these two missiles is a low percentage proposition.
In a multi-bogey environment, if you cannot remain at one
G while tracking the target, a separation is advisable regardless
of missile model.
Note: If you are flying the F-4C or
D, the gunsight will not display the analog range arc that
you see on the F-4E gunsight. Use the min/max range markings
on the radar scope to determine your relative firing range.
Note: Do not confuse angle off with
G. The AIM-7 is an all-aspect missile
angle off is not
a serious consideration as long as you are firing at about
one G AND the target is non-maneuvering. But when using
the D and E models, if the target is turning, your hit probability
goes way down
and if you shoot when pulling G, it is
nearly zero.
AIM-7E-2
Acquisition and Lock-On. The only difference between
this missile and the two earlier versions is that you may
use it with more reliability in a turning fight. Because of
the E-2s reduced minimum range, its increased max launch
G, and its improved maneuvering capability (max turn and seeker
track rates) you can expect a successful launch when tracking
a turning target with moderate G on your plane (3-5 Gs).
Reliance on G estimation is tricky in this sim
and since
launch G is a factor in this sims modeling
heres
a technique to help minimize launch G errors. As Im
getting ready to take my shot in a turning engagement, Ill
pull the pipper out in front of the targets flight path
Ill
over-lead the target by 3-5 reticle diameters.
Then I relax G and fire. Not only does this reduce launch
G but it gives the missile a little less corner
to have to make and may improve guidance reliability a little.
Otherwise, use the same acquisition
techniques as for the D and E Sparrows. Face shots
and extensions are a good way to stay alive in a target-rich
environment. Extend out, pitchback to a nose-on lock and let
er rip!

Boresight Procedures and Techniques.
The Boresight radar mode replaces the usual manual lock-on
procedure with an automatic lock-on. This feature is most
useful in a visual turning engagement, and Boresight is sometimes
referred to as the dogfight mode of the radar.
Boresight is a valuable mode to use when returning to the
fight after using an extension to get separation. One note
boresight
does not function in Easy mode.
In Boresight, the radar beam no longer
sweeps and is caged to look straight forward. In the forward
view, you may use the gunsight to approximate the position
of the radar beam. When selecting Boresight with the Page
Up key, the radar will automatically lock a target out to
5nm or more. Any air target within that range and close to
the gunsight reticle will be automatically locked with no
further action required by you.

Use the Page Up key to break the Boresight
lock. In a furball, be ready to break lock quickly. If you
shoot down a bandit, the radar will remain locked to it until
it either crashes or flys out of the scan pattern boundary
for the level of difficulty that you have selected. In a multi-bogey
environment, once you have killed a bandit, use the Page Up
key to break lock so that you can immediately lock a new target.
Boresight will function for all three
types of weapons (radar, heat, and gun). Be sure to check
your weapons panel to know what armament you have selected.
A range analog bar will be displayed on the F-4E gunsight.
It is not a launch cue
it is only a range readout. The
range that is associated with the position of the analog bar
depends on whether missile or gun is selected. For example,
in gun mode, a 1:00 bar equals 6000, and in missile
mode, it equals 18000.
The F-104 gunsight analog bar functions
in a similar manner, but does not read out range. Instead,
it is a true launch cue. 3:00 is max range for the weapon
selected, 6:00 is optimum range, and 9:00 is minimum range.
Infrared
(IR) Guided Missile Employment
Two types of IR missiles are available
in the original game
the AIM-4D Falcon and the AIM-9
series consisting of the B, E, E-2, and J models. As you can
see from the missile chart above, these missiles have a rather
wide range of in-game performance capabilities. The availability
of specific Sidewinders will vary with what fighter type you
fly. If you fly the A-4 or F-100, count on using the AIM-9B.
For the F-4C and D, expect to see the B and E models. In later
campaign missions in the F-4E, you will be able to carry the
E-2 and J models of the AIM-9. The AIM-4 Falcon is only carried
on the F-4C, D, and E.
In the game, IR missiles are used
as visually aimed weapons only
unlike real life, you
do not have the ability to fire the IR missiles using the
radar to aim the missile. In fact, in the game, there is no
requirement to have or use a radar to employ these missiles.
You may fire these missiles without having an IR lock-on as
well (they are like the gun
select and fire without having
to meet any other parameters).
These missiles are aimed by using
the HUD gunsight reticle. The IR seeker looks
through the reticle pipper, and its field of view is centered
on the reticle. This field of view is fairly large in Easy
mode but shrinks considerably as you go from Easy to Hard
levels of difficulty.
When in range and with
the target in the field of view of the reticle, you should
hear a tone indication that the IR seeker detects the heat
source. The missile seeker head does not move, so you must
keep the reticle aimed at the target for the missile to lock-on
to the IR source. When the seeker head is locked on,
you will hear the tone become louder. Other than the increase
in volume, the tone does not change.
The modeling of IR tone is confusing
at times. Ideally, there should be a low background tone with
the AIM-4 or 9 selected. In real life, you should hear this
tone anytime the missile is selected. When the gunsight pipper
is pointed at the target, you should get an increase in the
tone
but for only as long as you hold the pipper on the
target. Once you move the pipper, the tone should decrease
again to the initial background level.
In the game, this tone behavior is
inconsistent. Often, the tone starts off at the lower level,
but once the tone changes to the higher level, it tends to
remain there regardless of the pipper position. To return
to the initial tone, you need to cycle out of the IR missile
mode or turn away from the target for a prolonged period of
time. I found this situation to be unpredictable and as a
result I am unable to suggest a fix. All I can
say is you should listen for a definite tone before you shoot.
It may be difficult to determine which of the two tones you
are hearing if you have not heard the shift in volume.
Another wrinkle to the
tone that I have found is that sometimes I do not get an increase
in tone with the pipper on the target. But, if I move the
pipper around a little, I may find the hot spot.
For example, on a F-104 mission when chasing MiGs at low altitude,
I had to raise the pipper up a good 3 reticle diameters before
the tone changed. I was inside of optimum range
at the time. When I fired with the pipper on the tail of the
MiG (and without the tone increase), the missile fell short.
But then I raised the nose until I heard the tone increase
I
then fired and splashed the MiG! Go figure!!
There are several ways of determining
when you are in range
these include visual
estimation, radar scope min/max markers, and gunsight analog
range bars. Since neither the A-4 nor F-100 have an attack
radar, you will need to visually estimate range. In the F-4,
the radar scope will display min/max range markings for IR
missiles as well as an AIM-7. In the F-104 and F-4E, the gunsight
reticle will display a range analog bar similar in concept
to the F-4E AIM-7 display. Let me emphasize again that the
F-104 range arc is a launch cue display (3:00 = max
range, 6:00 = optimum range, and 9:00 = min range). In the
F-4E, the range analog bar is a range to target indication
only and is the same in both IR mode and radar mode. Use the
radar scope min/max range markers for launch cues in the F-4E.
Also note that the radar scope presentation
of min/max range for the AIM-4 differs from the AIM-9. The
Falcon presentation is similar to the AIM-7s
it has both
a min and a max range marker. The AIM-9, however, only has
a max range marker on the F-4E radar scope, and there are
no range markers on the F-104 scope.
Targets can use flare countermeasures
at times, particularly the bombers. If you see your missile
appear to explode just before it gets to the target, this
is probably what happened. Continue on your attack, recheck
for a good tone, and fire a second missile. The way the game
is modeled, targets do not continually use flares, so a follow-up
shot has a good chance of hitting provided you are still within
launch parameters.
IR
Missile Acquisition and Lock-on. When time permits,
I recommend getting a radar lock-on in order to benefit from
the range info. Make sure you have the IR missile selected
and not some other weapon. Depending on the missile type,
you may find that you are able to gain a visual contact and
a tone but still be outside of missile launch parameters.
This is particularly true when employing the AIM-9B at low
altitudes.
Setting aside range as a consideration,
acquiring the target with either the Falcon or the Sidewinder
is relatively easy. The seeker head is aligned with the gunsight
reticle. Regardless of difficulty level, if you get the reticle
close to the target, you should be able to hear the change
in tone from background low volume to lock-on
high volume.
IR
Missile Firing Parameters. You will find that getting
in range and acquiring a lock-on tone are the easy parts
now
comes the hard part. All of the IR missiles in this game are
affected by launch G, target angle off, and target G. The
AIM-9J is least affected and performs fairly well under relatively
high G conditions, but the others lose most of their guidance
reliability when fired under G. Except for the J model, you
can expect that firing in a turn against a turning target
is likely to produce a miss.
Launch G is not the only problem to
be solved. Target angle off and target G are equally as important.
Unlike the AIM-7 that guides on the reflected radar return
of the entire target, the heat seeker only guides on the IR
energy that it sees. In this sense, what the seeker
sees depends on the orientation of the target exhaust to the
missile. Tail-on is best, head-on is worst, and side look
angles are somewhere in the middle.
Excessive angle off can happen due
to two situations. One is simply that the target is crossing
your nose on a different heading than yours. You both may
be in one G flight, but the fact still remains that as the
heading difference (angle off) increases, the seeker head
sees less and less IR return. How much angle off is too much?
Think of it this way
if you are looking at the side of
the targets fuselage or the top of its wing, then you
probably have too much angle off for all but the J model.
Except for the J model, do not fire with more than 30 degrees
angle off.

The second situation results from
your attempt to track a turning target. In aiming the reticle
at the turning target, you find that you end up looking at
the upper part of the target and not his tailpipe. This perspective
of seeing the top of the target is also angle off as far as
the missile is concerned. The end result is a reduced heat
signature.

Angle off and target G are very
bad! These IR missiles tend to fly a pursuit flight path that
results in an end game corner that the missile simply cant
make
it doesnt have enough turn capability. You
may be in range and have a good tone, but the missile will
likely go ballistic shortly after launch because its
max turn rate and seeker track rate are too low. Refer again
to the missile comparison chart to see how these values match
up.
|
Missile
|
Accuracy
|
Max
Turn
Rate
|
Max
Launch
G
|
Launch
Reliability
|
Seeker
Track
Rate
|
Min/Max
Launch
|
ECM
|
|
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
|
OK
so what is the answer? What
can you do about excessive angle off and launch G?
One suggestion is to do what we tried
to do in the Vietnam War
which was to emphasize to the
pilots to not jump the gun by firing at the first
opportunity. Now, this is much easier said than done. We all
want to get the kill. But firing out of parameters
especially
when we know we are out of parameters
is not too smart.
Maybe it might be better to take a
quick second to analyze our firing conditions. In doing so,
we might see that we should reposition to gain a better shot.
Sounds good to me. So how do we do that?
There are two situations here
one
is excessive angle off at low G, and the other is excessive
angle off at Gs that are above the maximum permissible. Lets
look at each.
There are situations in the game where
you pick up a long-range contact on the target
a flight
of bombers, for example. These bombers are flying on a heading
that crosses your future flight path. As you near them, you
can see their contrails or smoke trails. These give you an
idea of your angle off.

If you continue to a firing position
without changing your angle off, you will probably get a firing
tone. But if you shoot, you may find that the missile simply
wont make the corner. You end up with something like
this.

The solution is simple. Maneuver to
the targets six oclock. Turn behind the target
to point at its trail. As you near the target, roll back towards
it and pull into its six. Remember min range restrictions
so
plan this conversion to roll out at a fair distance back.
If you can, descend slightly as you approach the turn point
to give yourself a look-up firing angle.
Now, the excessive launch G situation
is much harder to solve. One solution is to break off the
attack and extend away to a point from which you can turn
around and re-enter the fight on better terms.
The other is to BFM the situation
to reduce angle off and aspect angle. Lets assume you
are in a hard turn, pipper on the target, and have a good
tone. But, deep in your heart, you know what will happen if
you fire
this missile may well go stupid. You have at
least two choices of maneuvers that can fix the problem
a
High Yo-Yo and a Lag (or Vector) Roll. Note: for info on how
to fly these maneuvers, see my Its All A Matter
Of Perspective series of BFM articles.
In my opinion, the High Yo-Yo is the
less effective of the two. By yo-yoing off, you tend to give
the target a chance to separate. The yo-yo will also put you
into a high-to-low conversion position
you do not want
a look-down IR shot because of the reduced probability of
target acquisition and guidance.
A Lag Roll or Vector Roll may allow
you to keep the target from extending away and it will also
tend to keep you pretty much in his plane of motion. This
roll will help reduce angle off and aspect angle
but
at the completion of the roll, you will still have to deal
with launch G if the target continues to turn. To address
this, plan your Lag Roll to end up on the outside of the targets
turn radius. From that position, pull your gunsight to the
target, check for a good tone, relax G, and fire. Shooting
from outside the turn is called a "belly shot".
In the next screenshot, the F-104 is about to fire from a
position that is below and slightly outside the target's turn.

The point of this discussion about
IR missiles is to emphasize that they are not all-aspect missiles
they
have significant angle off and launch G restrictions. The
secret to success is this: Take the time to assess your shot.
If your firing angle off is greater than about 30 degrees
or
you are turning with more than 2-3 Gs
then consider repositioning
for a better shot. Finally, be ready to see that there may
not be a solution to your situation
you may well have
to extend away and look for a re-entry that is more advantageous.
If so, do it! OK
lets finish this article up by
looking at the gun.
Gun Employment
I have covered the procedures and
techniques of gun attacks in my A2A gunnery articles for the
Air Combat Corner. I wont be discussing the nuts and
bolts of how to make these attacks in this section
instead,
Ill describe the gunnery systems available in the game
and comment on how reliable they are. In this game, you will
fly gunsights that use fixed and moving reticles. The A-4
and the F-4C are the only aircraft in the original series
of fighters that use a fixed gunsight. The F-100 uses a Lead
Computing Optical Sight (LCOS) that is not assisted by a radar
lock-on. The F-104 and F-4D/E use more advanced types of LCOS
that can take advantage of a radar lock-on if one is available.
If no lock-on is available, these sights still function as
a LCOS
however, they will not display range. Here are
the gunsight displays for these aircraft.
All of these sight systems may be
used for both tracking and snapshots. See the A2A gunnery
articles for tips and academic info on these two types of
gun attacks..
A-4
and F-4C Fixed Gunsights. At one G and at ranges of
approximately 2000 or less, the guns of these fighters
fire through the pipper at one G. As range and bullet time
of flight increase, then gravity drop becomes more of a factor
and the pipper is no longer a reliable indicator of bullet
position.
Anytime you are pulling G in these
two aircraft, you cannot use the pipper as an indication of
where the bullets are. You must remember that the path of
the bullets that you fire lies in your plane of motion. Consequently,
to aim a fixed gunsight when pulling G, you fly the pipper
out in front of the target and in its plane of motion. Fortunately,
this sim uses tracers for all of its guns. You should pull
lead and then use the tracer position relative to your target
to adjust your aim. Remember, min range equates to smaller
lead angles
so in these jets, get in close to minimize
the sighting errors inherent in fixed gunsights.

F-100
LCOS. The F-100 uses a circle of diamonds
as its reticle. While in real life, the F-100 used radar ranging
as an input to its LCOS, in this game it does not. Instead,
the gunsight is set for an assumed range
and this is
unspecified as far as I know. In real life, it would typically
be 1500.
The LCOS responds to the G that you
put on your aircraft. The LCOS does not have any input from
the target. You should consider the LCOS pipper to be the
position of your bullet stream. Under G, the LCOS will depress
away from the caged position along your plane of motion. Please
note that the F-100 LCOS is very sensitive to G
and it
does not take much G for the sight to move off the HUD glass.
This limits the use of the sight in hard turning fights. One
technique when the LCOS becomes difficult to use because of
its depression is to cage the sight by going to
the A2A missile mode. In the caged mode, you will have to
make your own lead estimation, but the sight will be a steady
reference for maneuvering. Use the tracer path to adjust your
aim.

F-104
LCOS. The F-104 LCOS may be used with or without a
radar lock-on
or you may choose to cage the sight and
use it as a fixed sight. The F-104 LCOS is stiffer
than the F-100 LCOS
this means the sight is not as responsive
to G and therefore is easier to aim with.
The range analog arc in the F-104
sight extends from the 3 oclock to the 9 oclock
position. You should think of 3:00 as max range, 6:00 as optimum
range, and 9:00 as min range (same as for missiles). Do not
rely completely on the range analog arc for your range info.
Always back up radar-derived ranges with visual ranging.

F-4D/E
LCOS. These LCOS systems operate much in the same way
as the F-104 LCOS system. Both can use a radar input, however,
the F-4D LCOS does not have a range analog arc while the F-4E
LCOS does.
One gunnery technique that merits
mentioning is the Track Shoot Track
concept explained in the gunnery articles. Use this with all
of the gunsights in this game
particularly the LCOS systems.
Using this technique will help you stabilize the sight in
the targets plane of motion and will go a long way in
helping you avoid over controlling the pipper as it responds
to you G inputs. In the next two screenshots, you will see
a high angle snap shot. In the first picture, I am leading
the target and have the pipper in the plane of motion of the
target and slightly high for gravity drop. I fire in this
position, while holding G constant. The target continues to
move forward and through the pipper. The second screenshot
is the result.
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