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Mavericks, Rockets,
and the Gun
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Rockets
In the A-10, you will normally shoot
the Hydra 2.75 unguided rocket in both explosive and
target marking versions. These rockets are carried in pods
that will be loaded directly on to armament pylons.
The major difference between firing
a Hydra and firing a Maverick is in their names. The Hydra
is a rocket... this means it is unguided. The Maverick is
a missile... this means it is guided. The point is not to
be taken lightly.
The
Maverick has a launch symbology that is only as complicated
as is needed to get you into the general ballpark. Then the
missile takes over. You shoot it and it does the rest. Not
so for rockets.
They are the proverbial dumb bunnies...
they are only as good as your launch point... so it better
be good!
That is why the Maverick only uses
a fixed pipper firing reference... while the LOMAC A-10 rocket
firing index is a full up continuously computed impact point
(CCIP) display. If you can get the rocket pipper on the target
and meet launch restrictions, you stand a good chance of getting
a hit. Lets talk a little about getting that pipper
on the target and then about your chances of getting a hit.
I wont go into rocket delivery
academics... see the SimHQ article on A2G delivery techniques here in the
Air Combat Corner Library for that info. Instead, lets
just review a general understanding of what the rocket actually
is. Think of a rocket as a powered bomb... and its only
powered for a brief time. Once fired, the rocket is on its
own...like the bomb, it is now at the mercy of gravity and
the initial direction that it was fired. It is unlikely that
you will ever see a rocket that is the golden BB...
meaning one release for a sure kill. You will carry lots of
rockets... but not to kill lots of targets. Instead, you need
a goodly number of rockets to up your hit probability. To
use a hunting analogy, the rocket delivery is much more of
a shotgun that it is a scoped deer rifle. A rocket salvo is
below.

Lets start with the HUD symbology
for rockets.
HUD
Display
The first thing you notice is that
the pipper is twice as big as the Maverick pipper (50 mils
vs 25 mils), and it moves! Thats because the rocket
pipper attempts to show you a continuously computed impact
point... sort of a shoot now and this is where the rocket
will hit. Next, the pipper has a moving arc...this is
a range analog bar that shows slant range in feet to the target
out to a maximum of 12,000. Below the pipper is another
range readout...this in nm.
Now, heres a bit of technique
and a bit of WAG also (WAG... wild a** guess!)... but I look
at the analog bar in the pipper as a sort of maximum-optimum-minimum
range indicator. 9 oclock is max range, 6 oclock
is optimum, and 3 oclock is minimum. In the following
screenshot, I put myself into a dive to check out rocket dispersion.
I fired as I was approaching a 6 oclock analog bar indication.
Note
the slant range distance... 1.0nm... or about 6000.
Now rockets have not changed since before I was a Lieutenant
(and that was a long time ago!)... so I pulled out my F-104
rocket ballistics tables to check slant ranges vs dive angle.
Lo and behold, the tables had numbers very close to the 1.0nm
in the screenshot. What does this tell me... well, at least
the game has fairly realistic slant range values... and slant
range is one of the primary determinants of rocket accuracy.
Bottom line... I am a happy camper to see the game values
where they are.
Now... how about dispersion? Dispersion
is the enemy of forward fired ordnance. Its a fixed
value and the further out you fire, the wider the impact area.
So it is in the game. My advice on this is to not fire further
out than a 6 oclock analog bar, while avoiding shallow
dive angles.
Why avoid shallow angles? Because
of what is called the graze angle. Dispersion
acts in all directions... but at lower dive angles, the 6-12
oclock dispersion is actually spread out along a much
further distance than the impacts at 3-9 oclock. This
is known as the flashlight effect. As the angle
of a flashlight beam is shallowed out, the beam pattern elongates...
the pattern is the smallest at an angle of 90 degrees and
gets progressively larger as the angle lessens. This flashlight
effect happens when we shoot rockets at a shallow angle. In
this next screenshot, I shoot a salvo of rockets at a convoy.
While the pipper placement looks good, the actual rocket impact
points are spread out quite a ways due to the flashlight effect.
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| Rocket Firing |
Flashlight Effect |
In this example, I attack at a shallow
angle and the rocket impact area is strung out along the 6-12
axis of my attack flight path. Very small changes in pitch
attitude result in relatively large miss distances on the
ground. What is the cure for this? Steeper dive angles...
and shoot more rockets! Your probability of hit is going to
increase with the number of rockets fired.
Here
is what a steeper dive angle produces (right).
Here is another consideration... but
a less significant one. Rockets fire straight ahead. They
are not harmonized like WW2 wing machine guns
(no convergence). The rocket pods on the Hog can be as much
as 20 apart... when the rockets impact, they will still
be 20 apart. Can you... or should you take this into
account. I dont think so. Instead I mention it only
to reinforce the idea that the rocket is not a surgically
precise weapon... its an area weapon, and you need to
aim carefully and shoot more than one to have a chance at
a hit.
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