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Preview - Lock On:
Modern Air Combat
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Tank Busting With Enfield Flight
I chose to start the mission airborne
we
begin in a typical travel formation.

Because
of the distance to the target, well fly the initial
legs at altitude. I use the communication option menu to tell
my wingman to go line abreast. The communications menus have
several levels that allow you to tailor your directive calls
to your wingmen.
Eventually, its time to drop
down into the weeds, so I tell my wingie to close it up. I
skim the tops of the mountains as I let down into the valleys
and head for the dirt. I want to mask our flight in the valleys
as we push into the Ust-Dzheguta area.
As we run in, Ive been watching
my RWR scope. So far, no spikes of anything worthwhile
but
were keeping in the weeds just in case. These
valleys are worth their weight in gold for the cover they
provide. The terrain feature of the map makes it easy to pick
out the best ingress route. One never knows
there might
be somebody out looking to make some pork bar-b-cue!
Speaking of the map
along the
way, Ive been doing a little target area study. Im
looking for references to help locate the bad guys. Here is
a feature that I have found to be useful
the distance
to go and heading computer. A button click activates this
feature and I use the mouse to draw a line between two points
to get their relative bearing and distance apart from my jet
to the point that Im interested in. The distance and
heading show up on the top of the map screen.
Another
tip
I use a rough rule of thumb of a ground speed of
5nm per minute. By dividing the distance to go by 5, I get
an approximate time to go to the next point. I use the clock
on the lower right of the HUD to give me an ETA at that point.
This time and distance gauge helps me plan my initial Maverick
attack. Since I havent seen the target, I need some
crutches to help me point the Maverick seeker into the expected
target area. I want to be pipper on at about 5nm
that
way, I can give myself about 30 seconds to acquire and lock
the target. If I can fire within this time, I can break away
without getting into AAA range.
With
this in mind, I check the map again.
The enemy force is moving north on
the road going north out of town
a road in between a
river to the west and a power line to the east. I want to
be looking into the targets from about 5nm away
looking
at the map. I can see that point will place me right over
the town. I want to begin my climb (bump up) before
that point. I want a bump point that is about one minute of
flying time (5nm) away from my pipper on point.
Ill use the power line south of the town that crosses
my flight path as my approximate bump point.
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