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Mavericks, Rockets, and the Gun
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TVM Operating Concepts
The TVM
will show what the missile seeker head is looking at. As mentioned
before, there are two types of displays, the K model electro-optical
(EO) or TV display, and the D model infra-red
(IR) display. The TVM picture for the EO seeker will appear
to be a toned down greenish-gray looking picture. The seeker
is tuned for recognizing color contrast (light/dark) and therefore
if your targets are similar in color to their surrounding
background, then they will be difficult to both see on the
monitor and very possibly lock up as well. The EO seeker needs
a fair amount of discrimination to be able to lock an object.
If you are having a hard time seeing it in the HUD, the chances
are very good that the EO TVM picture will be less than optimal.
Background
terrain features do not show up well, as the next shot shows
(below Left) but close in shots of urban detail often look
much more detailed (below right).
It is possible that you may see your
target in the HUD and not on the TVM when using the EO missile.
Reducing your range is the best way to improve this situation.
In real life, we wanted the sun at our backs when using the
EO missile... whether this technique applies to the sim is
open to debate... but as a technique, it cant hurt!
When compared to the EO TVM display,
the IR TVM picture has a different overall appearance that
is characterized by a smaller color range but often sharper
detail. You will tend to see a mildly dark background with
isolated light and darker images on that background.
In general, the IR display will contain
less detail than the EO picture... however, the IR display
has a much more powerful ability to discriminate targets.
Remember, the IR display is not looking for color contrast...
its looking for a difference in IR radiation levels
(we simplify this by referring to this as heat
levels). Targets are either hot against a cool
background or vice versa.
Any type of pollution in the air can
reduce the IR seekers ability to sense IR radiation...
smoke, haze, and humidity play a negative role. But light
levels are irrelevant, so the IR missile works great at night!
The
major advantage in using the IR missile in many cases is its
extended target acquisition range capability over the EO seeker.
Simply put, you can see much further with the
IR missile. Here are some screenshots demonstrating this.
Ive pointed the Maverick pipper into a known truck target
area while I am a number of miles away... 6nm in fact. This
is a long way to be visually acquiring targets the size of
trucks and tanks. In this example, I know where the trucks
are, so Im able to get the pipper placed in the general
area. Heres the HUD picture (below left).
Cant make out any targets with
the proverbial naked eye... so I switch to Maverick mode.
First, I select the EO missile. Looking into the TVM, I try
to find those trucks. I slew the pipper around a little but
no joy! There just isnt enough discrimination at this
range to see those targets (below right).
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| HUD View Of Target Area |
EO TVM View Of Target Area |
Then I select the IR missile and
place the pipper into the same general area. Checking the
TVM, this is what I see (below right).
OK...
thats better! At this range I can now make out the warm
returns from the targets (trucks). Also, notice the cleaner
looking picture... the EO picture is far busier
but has little usable info. Note... the screenshot quality
is less than the actual game video. The IR picture has much
less detail, but what is there is more valuable. In addition
to the trucks, notice the buildings that are visible and were
less so in the EO picture. The contrast between water (lake
and rivers) is more obvious in the IR picture, making orientation
to the target area easier.
I can fine-tune this attack picture
even more by using the 6x magnification feature, called the
narrow field of view. I use the + key to switch
to 6x magnification. Here is how it looks. When zooming in
like this, you can clearly see target details. Use the
key to return to 3x.
One
final note. At this range (6nm), we are very close to the
max range of the EO missile... but well within the range of
the IR missile. Max range has two parts... the aerodynamic
ability of the missile to fly a given distance... and the
ability of the missile seeker head to lock on to a target.
You may well find in the game that the IR missile has a much
better lock on success against small targets.
Weapon Select Panel
In real life, the Hog driver will
spend some time with this panel making sure everything is
set up right... in the game, the need is not quite so pressing.
Use this panel and your keyboard to select the number of weapons
you want to drop and the interval that you want them to be
released at... but this is primarily for bombs and such. Not
a big player when it comes for forward firing ordnance...
at least not right now. I say that because the implementation
of all weapons panel functions was not finished in the build
that I am using for this article. I dont want to hold
LOMACs feet to the fire over real world switchology
when it really isnt that important anyway.
Here
is the weapons select panel. You will have control over gun
rate, Master Arm, but apparently not station select. This
means when you select a weapon, rockets for example, you get
all stations that have rockets loaded on them... same for
Maverick. At this time there is no selective station feature
that I see. Perhaps in the gold release!
As I said, not that big of a deal...
were here to have fun... not be a switches weenie!
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