XXXXX XX XX XXXXX XXXXX XXXXXX XXXXXX XXXXX XX XX XX XX XX XX XX XX X XX X X XX X XX XX XX XX XX XX XX XX XX XX XX XX XX XXXXX XXXXXXX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XXXXX XX XX XXXXX XXXXX XXXX XXXX XXXXX XX XX XXXX XXXX XXXX T XX XX XX XX XX | XX XX XX XX XX | XXXX XX XX XX S----*----K XX XX XX XX XX | XX XX XX XX X XX X | XX XX XXXX XXXXXXX XXXXXXX 2 by Mark "MarkShot" Kratzer - 01/22/94 (revised 03/16/95) Compuserve ID: 73142,3650 BBS: (718) 596-5938 N8,1 Modemgames & Fsforum email to MarkShot ----- STK2 TEXT ----- The reader has received this document without payment. All the author asks is: 1) Freely share this document with others. It may be uploaded anywhere. 2) Acknowledge the source of these ideas. 3) Provide feedback to the author. 4) Do not alter STK2. (Material may be borrowed.) DEDICATION: This text is dedicated to my wife, Kam Wun Leung. She bought me my first flight simulation and game card a few years back. With that a childhood dream of flying and dogfighting has been realized. Further, she supported me in joining Compuserve and competing on the CIS Falcon Ladder. CONTRIBUTORS: The author gratefully acknowledges the contributions of the following individuals: Blake "Vertigo" Jordan (graduated MarkShot Falcon Weapons School 03/27/93) Compuserve 73251,1636 Rafael "Drizzit" Cruz (attended MarkShot Falcon Weapons School) Compuserve 74244,1760 THANKS: I would like to acknowledge Tom "Roustabout" D'Angelo as one of my first and best sparing partners. His vision and perseverence brought the 718th TFW into existence and gave an affordable home to many hobbyists in the New York Metropolitan Area. Thanks to the members of the 718th TFW who never tire of flying with me (nor me with them). Thank you to the many dedicated Falcon enthusiasts who have flown with me and against me, and to the students who honored me by letting me teach them. Thanks to Victor "Duke" Zaveduk, Administrator of Compuserve's Falcon Ladder, for providing an arena for the last couple of years where the best of the best from around the world can compete at Falcon H2H. Thanks to Ken "Stinger" Richardson for producing software utilities which have greatly enhanced H2H play. HISTORY: I played my first match on Compuserve's Falcon Ladder on 10/25/94 and reached the top slot on the evening of 03/31/93. Subsequently, I retired, and began to fly competively as a member of the 718th TFW. I still instruct students from Puerto Rico to Vancouver. New students and old are always welcome. During my climb of CompuServe's Ladder, I began assisting others with their technique and strategy. Initially, it was via messages. I quickly accumulated a number of messages to forward to new students. This became cumbersome and thus, STK was born. New messages and direct entries were made to it. It remained a privately circulated document until I reached the top of Compuserve's Ladder. At which point, it was made public and has been ever since. New material is continuously being added as more is learned. (The latest version will always be available on Compuserve.) NOTE: Names have been X'ed out. ############################################### ##### LADDER COMMAND CENTER ADVERTISEMENT ##### ############################################### LCC stands for Ladder Command Center. It is a state-of-the-art Windows application for maintaining challenge ladders. Among the features it supports are: The maintenance of a complete challenge ladder database. The maintenance of a complete historical database of matches played. Custom configuration of ladder parameters with regards to rungs which can be challenged, handling of defaults, inactivity penalties, etc ... General editors for the ladder and historical database. Open interfaces to other ODBC compliant software and spreadsheets, etc... Full reports on membership, current challenges, history for all players and individual players. Ladder administration includes support for: Renaming players. Entering match results and recomputing positions and records. Membership information such as names and phone numbers. Entry and automatic management of inactive players. Entry and validation of challenges. A spreadsheet style ladder display is maintained via the use of free floating tools. Each processing step is fully supported by an UNDO capability. LCC will appear on BBS's as LCF100.ZIP (full {runtime/application} release version 1) and LCP100.ZIP (patch {application only} release version 1). Estimated release date is 05/01/95. ############################################### ##### LADDER COMMAND CENTER ADVERTISEMENT ##### ############################################### ----------------------------------------------------------------------------- This is the recipe for acheiving quick kills in the old Ladder ROE. (Turn and shoot.) For the new ROE, there is still much value here, since a fight can often evolve into a turn in shoot situation. Pay attention to the padlock guns technique here. ----------------------------------------------------------------------------- >> I sure wish I could learn your immelman. You must certainly can. Here is the recipe: 1) Be at AB-5. 2) Toggle the brake to stay within 385-395 knots. 3) Watch the inbound bandit to see if he is approaching fast. If he is, then suspect an extension. Very, very slow, then suspect a slice. 4) On the merge make sure that your brake is off .5 seconds before the merge. Otherwise you could forget and leave it on. 5) Pull up when you HUD goes off your padlock view. 6) Keep pulling, you should white out briefly here. Watch for the extension. 7) After white out, begin tracking to the bandit. 8) You MUST get your lift vector in line with his. This means that in the upper right window the red line is perpendicular to the green line. The guarantees you hit in step 10. 9) Do NOT watch your opponent in the bottom window. You will know soon enough whether he was quicker. You got to have faith. Watching him will only distract you. 10) With your lift vector lined up, in the top middle window, get the little green HUD box under the red target box. Right before they touch fire a one second burst and sweep the green box through the red box. 11) The quicker you sweep, the better your chances of scoring a hit, but the less likely that it will be fatal. The slower the sweep, the greater the chance of a complete miss, but if you do connect the bandit is finished. 12) Other things to try are. First, cut the sweep at little bit short and push the stick forward to keep fire on the bandit. Second, with bandit line up after the initial hit, roll the nose while firing. >> Hey, Mark what do you think is the best counter for the Immelman? That is simple. A faster/tighter Immelman with a more accurate shot! 1) Seriously, XXX has a pretty deadly slice. I have not mastered this move. It is however dangerous, since it is definitely energy low. 2) An extension is risky against someone who is very alert. Against an unskilled opponent or a skilled opponent who has Immelman vs Immelman stamped into his brain. It will work. The extension should be just enough to gain missile parameters and no more. Sometimes, it can be even less and you can surprize them with guns. 3) Doing an oblique Immelman by rolling 10-30 degrees laterally is a good move. It will catch the opponent who can Immelman well, but has trouble lining up the shot. If you can't take an accurate shot, then position is worthless. 4) One of the things that makes the Immelman so deadly is that usually your opponent does half the work for you by trying to nose on. So, many times when the opponent does not go for nose on to me. I do not get the shot, but I usually manage to pull in quickly behind the opponent that left me separation turning room. ----------------------------------------------------------------------------- The following pertains to speed management in the new ROE at point of the pass after the initial merge. ----------------------------------------------------------------------------- >> One of these days I'm going to get my speed under control after the >> pass and I'll suprise the heck out of somebody...probably myself! The optimum speed pass on the pass after the initial merge is 400 kts. Faster than that you cannot turn tight enough to avoid being gun downed. (Remember the former ROE.) Slower than that and someone will work in on your six since then can work the energy on you by going vertical. Another rule on this pass is to minimize separation. If you fail to, then you opponent will have room to work the angles on you which may cause you to start at the disadvantage. At 400 kts with minimum separation, it will basically revert back to the former ROE. A quick Immelman with guns from padlock will be devastating. (400 kts at 10,000' yields about a 7 second Immelman. You ask what is the best entry speed for the merge? 550 kts. You ask why? If you do a high speed Immelman, you will level out doing 400 kts. Do you get the picture? You ask why Immelman at the merge? Because it either matches you opponents energy perfectly. Or you opponent is too fast and you will turn in on his tail. Or you opponent goes low and then from your perch you can brake off some speed to minize separation and follow while still maintaining an energy advantage which will yield a shot. Well, XXXXX, I hope that this will be of some help to you. These tactics have been proven in actual combat. Good luck! ----------------------------------------------------------------------------- Here are some practice items to work in Red Flag. ----------------------------------------------------------------------------- So, as not to waste your money. Here are some things to practice in Red Flag before we set up this Battle of the Titans. (no bandits) 1) Practice doing a double Immelman. Enter 550 kts do one, roll level at 400 kts and do another comming out at about 280-300 kts. When trying to minimize separation on the first pass after the merge, you should once again be level (not inverted) before the pass. This is not the old ROE, there is nothing prevents you from doing this. You should not waste time after pass rolling the plane. This whole maneuver should be done in one fluid motion. 2) Practice going into the first Immelman and braking to about 400-420 kts and simulate countering someone going low with a Split-S. 3) Drop the speed in step #1 and practice canting the second Immelman on the side 10-40 degrees in order to maintain maximum energy without stalling (HIFI -> COMPLEX shift) out at the top or going too flat and blacking out. 4) Practice doing Split-S close to the ground at 400 kts from 3500'. If an opponent with energy is at your six, then a number of things will happen. First, you opponent might pursue through the maneuver, and to avoid hitting the ground your opponent with have to give up his/her energy advantage. Second, your opponent could crash. Third, your opponent could flinch as separate. 5) Practice simulated overshoots. Close at 400 kts. Brake to 300 kts.Pull the nose up 30 degrees. Your opponent cannot track, otherwise there would be no overshoot. Climb two seconds. Roll inverted and pull back down on your opponent who is probably diving to gain speed. 6) Practice fast draw padlock kills. For this use an AN-12 as a target an practice quickly sweeping it with gun bursts ----------------------------------------------------------------------------- The following has some information about energy management techniques. ----------------------------------------------------------------------------- I just wanted to drop you this debrief about our flying the other night. Well, you are finally comming back at me with more energy than before. That is good. However, you are not managing it well. Don't forget to minimize separation and try to stay close to 400 kts. Some observations: 1) Sometimes, you kept too much energy and you were allowing me to turn inside of you. 2) Sometimes, you had a slight but very useful energy advantage. So, what did you do? You kept bringing the fight back to me at a lower altitude while your nose accelerated and mine pivoted on to you. You did this by climbing and comming back at me. A see-saw of death. If you have that slight energy advantage, then initiate a flat turning fight to pull onto my six. Keep yourself higher than me at about 250-270 kts. Do not worry about head on shots. I won't be able to get my nose up. Keep it turning. (If you fail to keep it turning. I could pick up speed in a dive in order to put nose on you.) Sooner or later you are going to work the angles for my six or be able to line up to take a forward quarters shot as I pass helplessly below and unable to lift by nose. 3) Learn when at low speeds (250-340 kts) and clawing for your opponent to shoot from padlock. The HIFI->COMPLEX mode switch hits padlock somewhat later and much smoother than the forward view. I hope to fly with you soon. Thanks for the practice. ----------------------------------------------------------------------------- This message discusses a relatively new a deadly head on guns technique. I call it the "cone of death". It involves rolling your plane/guns as a bandit flies right in to you. Remember when two planes are about to get nose on at 0.4 - 1.0 miles there are two things that count: (1) Hitting your opponent first. (2) Finishing you opponent before the planes pass. If you only accomplish the first, the superior opponent may still take you out on this pass. ----------------------------------------------------------------------------- >> You and your cone of death, you crack me up. Here is how I have been using it. Normally, if I and my opponent are both pulling for a forward quarters shot as in Immelman versus Immelman, then I will first sweep my opponent with a stream of cannon shells. I have already explained this technique to you. Unfortunately, this almost guarantees a hit, but may fail to devastate my opponent (high percentage for a hit, but low percentage for a good concentration). Next, as the planes rapidly close, I roll my nose (as oppose to thumb my nose) in general direction of my onrushing opponent. If all goes well, from a distance I first knock a few pieces off of him/her and as we close it totally flame him/her. What does all this give me? Mainly a firing solution simplification; I only need to get nose on first. After that, I do not have to worry much about aim, since my motions do the rest. ----------------------------------------------------------------------------- Black out off in 3.03.0 matches has some very important implications. The most important of which is that the Immelman is no longer the best move in a turn and shoot situation. One of the things that made it the best move in version 3.01.1 was that it minized the effects that blackout had on lining up the shot. At the right speed, you would only white out and you would be clear by the time you had to take the shot. Other moves required timing the black out (which was tricky) and release pressure to get a visual reference (which slowed the turn). In 3.03.0, the flat turn or the yo-yo may prove to be the best technique for lining up the quick shot. ----------------------------------------------------------------------------- NEWS FLASH: The Immelman fails. Yes, I lost 3:1, although it was close. I think with BO turned off the Immelman needs to be revisited. The tightest Immelman is at risk to hang up at the top of the loop due to the mode shift. Too fast and you don't turn well. With BO off, turning flatter is safer and you do not have to worry about losing sight. That is what I have learned from this. Yes, I feel really rotten losing. About the only thing left me to do is challenge again. ----------------------------------------------------------------------------- The following entry describes a technique to be used in the new ROE which I believe may be the only effective counter which I have seen yet to the 550 kts opening Immelman. ----------------------------------------------------------------------------- I am not positive what XXXXXXX was doing, since he did not fully confide in me, but I believe this was his approach or something similar. Enter the merge at 750-800 kts (maximum speed possible). Fly level for 2 -3 seconds. This high speed and level flight is mainly to gain separation for missiles. Yank the throttle to idle and slam on the brakes and execute a tight reversal in any plane with AIM-9Ms selected. Get the lock take one, wait, and take the other. (I have not had a chance to test this on the executing side with someone flying my 550 kts opening Immelman style.) Why does this work? Due to my high speed, I fail to come around quickly. Thus, there is separation and I am second to get a missile lock. Even my opponents much lower energy situation (assuming that I can dodge the missiles) at the end of his reversal is not such a negative. Given the amount of separation and the comming second pass, my opponent accelerate over the gap and regain the energy needed for turning fight. I have yet to come up with an effective counter. ----------------------------------------------------------------------------- This section addresses how to handle long range extensions in the new ROE. It is assumed that you will be merging at high speed. ----------------------------------------------------------------------------- An extension with the old ROE could prove to be deadly, since if your opponent did not respond quickly, then he did not have a enough energy to hold nose to launch missiles. In the new ROE, this should not be the case. Launching missiles should be easy. What is the best strategy for launching missiles on a long range extension? First, have your radar off. Heat seeker heads get slaved to your radar and any decent opponent should have their ECM on. Bring your nose around and launch your first AIM-9M. Your opponent now has something to do. You will now launch two AIM-9Ps. They should be launched in a spaced out fashion. This means that when one has almost reached its target, another one should come off the rails. Spacing missiles has a better percentage. A group of missiles is more easily beaten with one move. Spaced missiles keep your opponent busy longer, thus breaking up his move and allowing you to close the distance in safety. Depending on the Falcon version and the separation, you could flip on radar on go for a lock (your opponents ECM may be out) and launch some AIM-120s. If your opponent has survived up to this point, he is comming back at you with guns most likely, since guns are now free. This is what the last AIM-9M was saved for. Lock it up and put it right in his teeth. If he is heading in for the guns kill, then he is going to straight into it. Switch to guns immediately and go for the shot. If after all this, your opponent still survives, then you are now in a turning fight and his remaining missiles will serve him no value. ----------------------------------------------------------------------------- The following describes a Falcon 3.03.0 revelation in regards to the new ROE which is so significant that it is beyond words. My foolishness for overlooking cannot be excused. ----------------------------------------------------------------------------- ECM is not all powerful in Falcon 3.03.0 as it was in 3.01.1. Despite ECM, you will get intermitent radar locks. These locks aren't worth squat for shooting missiles, but they give you a critical piece of information on the merge. What is it you ask? The speed of your opponent! YES, THE SPEED OF YOUR OPPONENT. Consider this for a moment. To extend (going ballistic or going for horizontal separation) you opponent should be doing 750 kts. To pivot and turn with a fast missiles shot or go low and launch missiles, your opponent will need to be doing 320-420 kts. (This by the way is the most vunerable aspect of the 550 kts opening Immelman. Even if you decelerate after merge, you are 1.5 seconds late in responding and still need time to slow.) I just discovered this approach. So, I am not totally sure how to use it. Here is what I see at the moment. Keep your radar on when you hop in to the cockpit. Watch in padlock. When you get the red box, then watch your radar screen. You should get two to three locks. You are looking only to catch the speed. Once you got that, turn the radar off, look up, go to padlock, and break at the right time. Enter as usual at 550 kts. If you see your opponent doing 750 kts, you can lay off the brake and let your speed build to 600 kts. Do not go so fast that you cannot turn to point missiles at your opponent. There is nothing your opponent can do to disguise an extension, since your opponent must grab and hold all the speed he can get. Enter as usual at 550 kts. If you see your opponent doing 500-600 kts, then just go with the regular strategy addressed in other places. Enter as usual at 550 kts. If you see your opponent doing 350-400 kts, then decelerate (throttle and brake) immediately to about 50 kts above your opponent. You will have about 1.5-2 miles to kill at most 150 kts. This will give a slight but workable energy advantage and at same time keep you so close that a missile shot is not practical. On this your opponent could try to fake by dropping speed while in padlock over the last 1.5 miles. But first your opponent must realize what you are doing. Lastly, if your TWI is buzzing on the merge, then consider that your opponent may well be checking your speed. Consider the extension to be extremely dangerous in this circumstance and slow moves to be moderately risky. NOTE: Some Red Flag research questions are here: How fast can a plane decelarate at different speeds? This means time and distance required. This information determines how effective you can use your opponents speed for planning the fight and how likely is it that you could be faked to mistake a pivot and lauch missile encounter. ----------------------------------------------------------------------------- The following is a new submission from the Falcon Air-to-Air Research Department. ----------------------------------------------------------------------------- An area that has yet to be properly investigated for air-to-air combat is the use of flaps. The following properties are believed/suspected to be attributes of flaps. 1) Permits the aircraft to fly at slower speeds without stalling. 2) Cannot be used about 400 kts without getting damaged and stuck. 3) The COMPLEX flight model takes over control. 4) The HIFI -> COMPLEX mode transistion wallowing is eliminated. 5) Permit faster acceleration over time/distance/throttle movement than without. If the above are true, then the following possibilities exist: A climbing overshoot could be improved in a defensive position. Going slow and climbing and turning, you hit the brake. Then, before the mode shift, drop flaps. Your opponent's counter if he does not shoot you should be climb above and then roll back into the fight. Your opponent expects to be able to do this, since you should be too energy low to maintain nose position. With flaps down you might continue pursuit and build energy quick, thus reversing your position. 385-395 kts is the best speed for a tight Immelman under 8,000 feet. Anything slower results in a mode shift at the top side of the loop. Can the use of flaps at the top side of the loop result in a better Immelman? Could a 330 kts Immelman be performed? If the above works, then could you sucker an energy low opponent into looping with you when you are both too slow, but you intend to avoid the mode shift and build energy by dropping flaps? This could put a half of a turn on your opponent. It is clear that there are all types of possibilities for adding an energy boost at a critical moment provided that you negate your opponents turn advantage during the process. The best way to do that is to drain him of energy by taking him higher with you. Research results to be reported later. Some research results: Entering a 9G continuous turn below 8,000 feet at 350 kts will bleed speed until the mode shift is hit. Then you will oscillate back and forth at the mode shift. Dropping flaps will build speed back towards 400kts, but you will only be able to pull 5Gs (turning slower). However, I speculate that the acceleration/energy gain will exceed the loss of position. (When you simply pull 5Gs in HIFI, you do get the same rate of acceleration you see in COMPLEX.) Thus, taking off flaps and pulling 9Gs again will have yielded an energy bonus. Another possibility might be when you and your opponent have just passed and are both going slow. Your opponent opts for a flat turn being energy low. You opt to foolishly go pure vertical. However, you drop flaps and thus, continue to climb smoothly. Your opponent comes around and attempts to get nose on, but cannot do it in HIFI. Thus, no shot. In meantime, you climb a few more thousand feet. Retract flaps and turn back into the fight with an energy and position advantage. Actual combat results: Against XXXX, he extended vertically once with an opening 150 kts advantage. He dodged all my missiles, but I used toggling my flaps to maintain my speed between 350-400 kts in order to close the altitude. Then I gunned him down! ----------------------------------------------------------------------------- These are the final results are the technique which is now known as the "Flap Trap". ----------------------------------------------------------------------------- This technique can best be employed in a vertical looping fight during the first third of loop while flying pursuit, particulary when you are somewhat below the energy requirements for the loop. The amount of Gs you could pull in any case is somewhat limited. This allows you to build an extra 30-60 kts over your opponent by going through the loop. Although you might have had the advantage prior to this, you are not guaranteed the kill. This can also be employed in more neutral situations. However, you must be careful not allow you opponent too much of an angular advantage when doing this. ----------------------------------------------------------------------------- Over the last few weeks, two great schools of Falcon have met to test their strategy. The are the High School (Immelman) by MarkShot and the Low School (Spit-S) by XXXXXXX. The High School teaches energy advantage and patiently working it into a kill and the Low School teaches angle advantage and seeking or one or two turn quick victory. ----------------------------------------------------------------------------- It is my belief that the High School has more merit for the following two reasons. First, when the two approaches face each other. The High School is guaranteed the ability in the vertical dive to peg its speed on the second pass merge to the optimum corner velocity. (Because he is on the brake/throttling back with gravity behind him.) The low school is much less in control of his merge speed. Second, the high school by taking an energy advantage into the fight is guaranteed a victory after a sufficient number of turns have passed. Of course, the fight may spiral downwards to delay the victory for a while. However, the ground is usually no more than 10,000 feet below. So that, it is victory in about eight turns or so. Following this thinking, the High School only looses when a mistake is made in pursuit as opposed to the weakness of the technique. The one risk faced by the High School is the danger of missiles comming up by the faster turner opponent at the bottom of the Spit-S. The opponent has basically two choices here. If he really goes for a missile shot, he is guaranteed to be too slow to win a guns turning fight. Otherwise, he takes more speed into the fight, but foregoes any realistic possibility of employing missiles. The High School's defense for the above is to perform the Immelman tightly to minimize separation by staying close. This is safest. A more risky approach would be to maximize separation for your own missile shot or to force opponent into a higher and more energy low second pass from his perspective. The High School has assisted the Low School in making some improvements in his technique. These four items are believed to be key: Mix the move with something else. Don't allow your opponent to play for it before the merge even takes place. Don't telegraph it. Keep your speed up into the merge at 480-550 kts and only decelerate at the merge. Send missiles up your flight path. Even if the missiles miss, if they take your opponents mind off of his speed for one second, then you will have suceeded greatly. Try for a one circle. (The two planes have belly in the same direction.) A two circle fight seems to end up in the High Fighter turning outside (but in the vertical) over and around the Low Fighter and gaining a six advantage in a few turns. Well here it is, the Golden Rule for the High Fighter: MAKE THE VERTICAL MERGE AT NOT LESS AND NOT MORE THAN 350 KTS. THIS IS THE PERFECT SPEED. ^^^^^^^^^^^^^ At 400 kts, you will be out turned and gunned down in your tracks, since you are still accelerating in the pullout of your dive. At 300 kts, you will mode shift at the top of your loop and loose time and the angles. With 350 kts, you will generally perform a loop and initiate a turning fight with your opponent with a definite 30-60 kts energy advantage. ----------------------------------------------------------------------------- The following is a good idea in the new ROE if you can do it. ----------------------------------------------------------------------------- Right before the second pass, have you opponent in front of you and flip back to forward view. Get oriented. Your speed, your pitch, your roll, then make your break after the opponent optimal to manage energy and come around fast. It is much harder to do this from padlock. ----------------------------------------------------------------------------- Some more information on the Split-S facing the Immelman. ----------------------------------------------------------------------------- >> What is the "vertical merge"? In the Immelman vs Split-S the second pass happens completely in the vertical and not the horizontal. This is why it works for the good Split-Ser, because if he is not careful the High Flyer's speed runs away with him like an out of control freight train. The High Flyer's hits 450 kts or more at the bottom of his pull out and the Low Flyer is all over him. Thus, shooting missiles is a very good strategy for the Low Flyer even if he will not hit. A second or two of generated distraction force the High Flyer beyond 350 kts. IMPORTANT NOTE: The High Flyer can guarantee his speed at the vertical merge, since he can get speed from gravity at will. The Low Flyer is at the mercy or gravity and events in regards to speed. Thus, it is much easier for the High Flyer than the Low Flyer to peg the perfect speed on the merge. >> I am getting curious about the members of the "Low School". The Low School depends on getting a quick one or two turn victory due to angles. The High School can switch to angles by braking and going for a similar quick kill. Or the High School can work with its energy through many turns wearing down the opponent to get a shot. It is all about options. That is why I think the High School is superior, it gives you more of them. ----------------------------------------------------------------------------- A small point to remember about getting heat seeker locks. ----------------------------------------------------------------------------- You must have your radar set to ACM mode in order to get a heat seeker lock even though the radar unit itself is actually off. See if that helps. ----------------------------------------------------------------------------- I have a training mission called, "The MIGs from Hell Workout". The set up is a merge from a mile out with four fully armed MIG-29s taking place at 500 feet off the deck. The goal is to kill them all and survive. Guns kills are prefered and, of course, the mission can always be varied to change the way it plays. Although not directly applicable to head-to-head, it teaches you how to be on your toes. It serves as good match warm up when no one is around to spar. ----------------------------------------------------------------------------- >> The only way I can survive longer than 60 seconds is to go completely >> defensive. First, try to keep the fight low to the ground. You turn better there and this tends to flatten out the fight. The MIGs always get suckered into the horizontal. If it was me, I would maintain my altitude and take a missiles shoot from 20,000 feet above the F-16. From time to time, I defensive and dive to get back to the ground. Spiraling dives to the ground tend to deny them a shot. Second, watch your speed, whenever you fall below 350 kts you are missile bait. Third, keep looking behind you especially before every shot you take. You shots should usually be at high-Gs. If the target reverses or just levels out, then strongly suspect that you have a bandit riding up behind you. Fourth, don't watch the results of missile launches. Shoot and break. If you want to watch, then do it from padlock while breaking. Fifth, after a kill. Don't check your six, just immediately break. Sixth, use more flat turns in order to come around MIGs when you go through a merge. They counter Immelmans better and flat turns keep the fight lower. Seventh, use your flaps, but do not get suckered high if you still have fur ball going on. Eighth, on the opening merge. Try to go after the crowd. The lone MIG is often a set up. If you take the loner, then you must do him quick. Also, if you take the crowd, then you know what most of the opposition is doing. Ninth, on the opening merge. You can attempt to go forward quarters with one of the returning MIGs. Then attempt to blow him away with a deflection shot slightly from below. That evens the odds pretty quick. The fourth MIG is key to their fight. Two MIGs can easily be beaten. Three just involves caution and quick responses. With the fourth MIG, the fight opens in their advantage. Well, I hope this all makes a difference. ----------------------------------------------------------------------------- Some points on what a tight two circle flat turning fight is about. ----------------------------------------------------------------------------- Just wanted to tell you once again about #2. You looked really good there. You were turning exactly at the optimum speed (280 kts) for that type of two circle fight. It was one of our closest. When you are in the padlock there, you must watch your speed very carefully. You use the attitude of your plane (roll) to control your speed. Forget about the right most window, it is not sensitive enough to tell you what you want to know. Only your speed is. You control it by slightly rolling your plane. Up a little if you are breaking 290 kts, down a little if you are at 260 kts. If your opponent floats too high, he will hit the mode shift and you will gain a few degrees and have a forward quarter shot when he points his nose down. If your opponent sinks too low, you can turn your nose faster and get a shot. Much too low, you can pivot above him and work for the six. This is what a match between good players looks like. You keep spiraling towards the ground until someone makes the smallest of mistakes. Then, the other capitalizes on it. ----------------------------------------------------------------------------- What looked like a promising flap technique until flaps were banned. ----------------------------------------------------------------------------- Well, since flaps are banned, you will not see it. Here is what I had in mind. For a high speed merge. Turn flat at 310 kts and shoot missiles before your opponent knows what happened. If he survives, then use the flaps to regain corner speed into the merge, and then dog fight. The quick missiles should keep you from having to worry about missiles coming your way. You do not have to worry about not being able to turn into the second merge, because your opponent will most likely be pulling into you anyway. ----------------------------------------------------------------------------- The extension is back in fashion this season now that flaps have been banned in HIFI fights. So, it is time take a look at high to manage one and how to defend against one. ----------------------------------------------------------------------------- First, the extension is best applied against an opponent who is obviously slow as detected via radar into the merge. If you see your opponent doing 350 kts and getting ready to do a Split-S, then you have it made. The S'er will have to transcribe an arc of 270 degrees and be at about 4,000 feet by the time he can shoot. And he will have precious little time to shoot with his plane pointed straight up doing 320 kts. In the meantime, you should be passing through maybe 16,000-20,000 feet and still doing 500-600 kts. How to do an extension: 1) Stay in AB-5 and build your speed to 750 kts. 2) Watch you opponent in radar sweeps out to 3 miles. If your opponent is at 450 kts or below, then you will probably be shooting missiles at him later. 3) At 3 miles, turn off the radar (punch off ECM if you want) and go heads up. Then, goto to padlock or stay heads up. 4) At the merge, pull full back on the stick and be heads up. 5) Keep the nose turning until it is perfectly vertical. 6) Go to padlock to check on your opponent. (We will assume here that your opponent did not extend. This will be addressed later.) 7) Watch your opponent and try to decide if you will turn with guns or missiles. This is a crucial decision. The wrong one will get you killed. If your opponent shows less than a mile away, then you are turning with guns. If your opponent is at two miles or more, then you are turning with missiles. 8) When your opponent launches his first missile, do NOT flinch. Keep climbing. Padlock it. Wait until the missile is within a mile. Come out of afterburner. Pull back into your opponent (at high speed 500 kts is okay here). Drop out of after drop out afterburner. Pop a few flares nicely spaced. (Remember you are only allowed a few of these in the air in head-to-head. So, space them and do not go crazy.) 9) Jump in out of padlock to check on the missiles status. If something else is comming at you dodge it and then turn hard at your opponent for guns fight. If you are clear, then turn hard into your opponent and select the appropriate weapon. 10) A common mistake is to select missiles when you are too close. Unless you have good separation, then go with guns. A missile often serves to alert your opponent that you are starting your death run. You probably appear to be a dot and he cannot tell what you are doing, but if you shoot a missile, then you are on your way back. Don't shoot a missile if you cannot hit or cause your opponent extreme discomfort. 11) If you shoot missiles, then put everything into the air that you have. First, then the 9Ms and then the 9Ps. Do not worry about position here. If you cannot put everything into the air, then you should have probably been on your guns. Remember that you can be on the brake to slow your descent. 12) If you choose guns, then remember not to exceed 350-380 kts. Otherwise, you are going to have trouble moving your nose. Line up your opponent (bore sight heads up), fire a long continuous burst. This is an excellent time for the "Cone of Death". 13) Whatever happens here do not let your speed run away at this pass. Immediately pull into a loop to pursue your opponent. Most likely you will still hold the energy advantage for a dogfight at this point. What if you opponent extends? As soon as you detect this situation, pull hard over at your opponent and start firing missiles. You will be much close then he expected and the missile percentages will be much higher. If he survives, then start a turning fight. How to defend against the extension? (At some point later, I will address how to detect the extension.) 1) If you head into a 550 kts Immelman (the MarkShot first step to good health and family planning), then you are in very good shape. Your opponent only has a 200 kts advantage on you. 2) Do not brake, just keep comming around at high speed. You are going to half let your opponents own vertical motion carry him into your HUD. 3) As soon as you can, fire a 9M. Wait. Two well space 9Ps. Hold the last 9M for when you think he has started his death run or you are out of energy. Let it go. 4) Do NOT fight gravity with your nose up. Go heads up and get you nose level and get your speed to 350 kts fast!!! 5) Your opponent is very likely moving fast and expects you to be stuck at the mode shift and dead in the water. Watch him in padlock. 6) If he heads in forward quarter, then when he is a one mile and starting his gun run, sweep if with your cannon from padlock. Turn flat and pursue as he extends downward. Nail him fast or he could get away from you. 7) If he approaches from behind, wait until he reaches gun range and perform a quick split-S. If he is moving fast, he will be unable to hit you. Quickly turn flat or high yo-yo and take him out before it becomes a looping fight. ----------------------------------------------------------------------------- Another S defense technique. Note, although not an Immelman, this is still an energy strategy. ----------------------------------------------------------------------------- 1) Pull into a 550 kts Immelman. Your opponent roles and cuts downward without warning from padlock. 2) Go heads up. Hit the brake and chop the throttle. 3) You should be at about 350 kts 30-45 degrees nose up. Pull into your own split-S. 4) Keep the nose comming around fast. Do NOT break 400 kts. 350 kts is more or less optimal. 5) There should be a lot of lateral separation with you about 2000-4000 feet above with you opponent 20 degrees below you. 6) Let go with all your missiles. 7) Dodge missiles if you have to by going into a loop or high yo-yo while popping flares. Although you break first, you opponent will not have energy for a looping fight. 8) If you have second pass, then follow the golden rules of minize separation and hit 400 kts and then dogfight. You should have the energy advantage since your first move had been to go high. ----------------------------------------------------------------------------- "Burst of Four" technique is the automated firing sequence (9M,9M,9P,9P) via a one key sequence on a WCS II. The goal was to overwhelm the opponents ability to dodge for a few seconds. The technique failed and what follows is some post-testing discussion. ----------------------------------------------------------------------------- >> Also, I wonder if the "Burst of Four" works better for the second >> pass, head-on missile shot (i.e., Immelman v. Immelman)? I do not believe so. It wastes too much time trying to get the proper attitude for a stable missile lock through a continuous firing sequence of four missiles. ----------------------------------------------------------------------------- Some explanation of the Spit-S and when one might user it. ----------------------------------------------------------------------------- >> WHAT IS A SPLIT - S? It is the positional/energy inverse of the Immelman. 1) Roll inverted. 2) Pull back on the stick. 3) Come out of the bottom half of the loop. Proper entry speed is in the 300-350 kts region below 10,000 feet. That is the S. I would never, never open a match with it; as well you know. So what good is it in my opinion? A) In a close fight near the ground with an opponent who has more energy. You can force him to break off, auger in, or cut his energy advantage to follow. B) In a low energy forward quarter flat turning fight to sucker an opponent with more energy to be above corner and go head-to-head with you. C) To dodge an extender who is now swooping in from the rear for a kill. D) In a high altitude fight where denser air will yield a turning advantage. ----------------------------------------------------------------------------- What follows reveals the strategy behind the extension move. ----------------------------------------------------------------------------- >> An extension will NEVER work against the opponent who recognizes it, >> does a quick turn at the merge, and fires all his missiles If guns were free yes, but missiles are too low percentage and would be energy dead if they miss. The best defense is to recognize it and keep almost as much energy as the extender for your pursuit. The extender needs vertical separation to win. >> Is an Immelman a vertical extension? No, for two reasons and you can remove the word "vertical" here. First, extensions generally involve some amount of straight flight usually with your opponent at your rear. Second, the goal of the extension is separation. Vertical extensions provide both separation and an energy advantage. Horizontal separations only yield the former. My Immelman's goal is to maximize the energy advantage while minimizing separation; both accomplished by the acceleration of gravity. ----------------------------------------------------------------------------- Defending yourself against an extender. What to do? ----------------------------------------------------------------------------- >> My (naive) reaction is to slow to 350 or thereabouts, and wheel around >> fast and shoot the extender with missiles. This is wrong? 1) Your quick launched missiles will get beat, since you won't have the energy to space them. 2) You will not have the energy to pursue for a gun battle. 3) For sure, you are going to have to dodge four of my missiles on his return. Better if for you if you can be close enough that it will be a gun fight. My advice (goes for me too), keep your speed up and learn how to detect the extension at the earliest possible moment. The fast detection is not so that you can react quickly to it, but instead so that you don't brake and yank plane around putting yourself at a severe disadvantage. You cannot beat the talented extender 1-2-3, you must stalk him. XXX proposes withholding one or all of your missiles and just pursuing. His reasoning is that you want to begin shooting your missiles when the extender finally begins his death run. At this point, he is committed and with the least energy to dodge. Perhaps, only the Ps should be fired during the extension portion of the move. I'll let you know. ----------------------------------------------------------------------------- In looking for a manner to deal with the extension and a way of determining the opponents move via padlock, the following interesting observations where made in Red Flag. The initial premise was that the opponents move could be spotted by comparing relative altitudes shortly after the intial merge in padlock. ----------------------------------------------------------------------------- At 7,800 feet three planes break upwards (Immelman or vertical extension here is irrelevant). The three enter at 430, 550, and 750 kts. At four seconds, they have ALL RISEN to 9,400 feet. NO RELATIVE ALTITUDE DIFFERENCES. The inclination above the horizon respectively is: 90, 65, and 45 degrees. Thus, the only thing which could be perceived out of padlock is nose attitude. However, at the range and video resolution, it is doubtful that there is anything of value there. The ultimate meaning of all this is that 750 kts Immelmans will have to be worked into the High School's game plan. ----------------------------------------------------------------------------- The question here is how to win a very high speed opening guns fight? ----------------------------------------------------------------------------- Playing with the four MIG-29s from Hell has demonstrate that missiles launch from the rear rarely strike a target pulling max G's at more than 450 kts. This is probably also true of distant forward quarter shots. So, the main thing is how to work the gun battle from a high speed and high perch. This of course goes against the original tenent of the 550 kts Immelman open which says that someone who does a 750 kts Immelman will allow you to turn inside of him on the second pass. Avoiding this happening leaves, the 750 kts plane pointed sharply downwards. What to do here? ----------------------------------------------------------------------------- The following describes how to set yourself up on the second pass for optimal break. ----------------------------------------------------------------------------- >> I realize that there is probably not a menouver or trick for this, but >> it seems to be a big factor. There are some aids. For example, on the second pass. Pull your HUD on your opponent. Come out of padlock, since he is now in front. Get your attitude (pitch, speed, bank, ...). Determine the optimal break and reposition exactly. Hit padlock right at the second pass and then just pull straight back. You have now set up and are executing the optimal break. ---------------------------------------------------------------------------- The following describes the importance of multi-plane Red Flag practice challenge missions. It is not the similarity to H2H matches that is the point of the practice. Instead it is the importance of some very basic lessons. ---------------------------------------------------------------------------- >> I spend most of my non-H2H practice on single planes - MiG 19's and >> UMF's have nice turning capabilities, although the latter is stupid. Too easy. You don't get to be a master, by repeating the same easy motion. It is all conditioning. The four MIGs emphasized some key H2H factors: 1) Timing is the difference between life and death. 2) It only takes one mistake to get you killed. 3) Know what the entire global situation is around you. Don't lose the world for the view from your HUD. ---------------------------------------------------------------------------- The following describes the type of mentality it takes to excel at Falcon. ---------------------------------------------------------------------------- Here is the most key lesson which I can give you for the future of your Falcon and sim career. Get analytical. On each engagement ask: What did I do right and what did I do wrong? What did my opponent do right and what did my opponent do wrong? How could I detect the development of the situation which got me killed and how should I have responded? Think about the game at night looking up at the ceiling and imagine positions, speeds, nose attitude, and the moves that can be made. See what new things you can come up with that look good on paper. Then, try them. Do not adopt them too quickly or discard them too slowly. Work with them and fully understand the actual implications. When you reflect on the game, remember that it is a game and also think of how it behaves from that angle. This is where the Padlock Sweep, Cone of Death, and Flap Trap came from. ---------------------------------------------------------------------------- The following presents some basic questions to ask someone who is beginning the game and would like some help. They represent a point of departure. ---------------------------------------------------------------------------- In the meantime, let me ask you a few of questions. Your replies will be held in confidence. (1) Is your radar on or off into the merge? (2) Is your ECM on or off into the merge? (3) At what speed do you hit the merge? (4) What is your speed about one second after the merge? (5) What do you think is the most effective move after the merge and what do you most commonly do? (6) When a second pass is evolving, how do you attempt to manage that situation? ---------------------------------------------------------------------------- More comments on the S as an opening move. ---------------------------------------------------------------------------- >> The S is death, Very good. I am going to attach some stuff from "Shoot to Kill" at the end of this message in regards to the S. It is not totally without merit. However, you should strive for strategies that keep your options open. When you run out of options, you die. The S has very limited options. ---------------------------------------------------------------------------- The following describes why an extender does not stand a chance against an opponent he goes into the merge with lots of speed 650-750 kts and slows a little to start shooting missiles. ---------------------------------------------------------------------------- His dodging will leave you with both and energy advantage and position advantage despite you having bled a little energy to get the shot. Furthermore, he has already given you his six and at high altitudes there just isn't the tight turning radius for him to get you off his tail. So if you kept your speed up, he has for sure committed suicide. ---------------------------------------------------------------------------- The following describes what can be done to survive in the face missiles and prepare for the turning fight. ---------------------------------------------------------------------------- >> I'd start pumping flares like there's no tomorrow, There is a limitation in modem play that I think only allows three flares/chaff ejections to be active at once. >> If you're in that close, you should be too close for the missile to >> track (it shouldn;t arm until at least 1nm from the launching platform), >> but I can't remember if F3 models this or not. I have seen lots of in the teeth missile hits (9Ms) in H2H modem play. Note: That current CIS Ladder ROE forbids guns at this point. So, that is why missiles are being launched. Otherwise, I would certainly opt for guns. The best I have on a more less level merge is: 1) Be at 400 KTS or more. 2) Break hard up and drop flares. Cut the AB if you want, but I don't think it makes a difference. 3) Continue through a loop pulling your nose onto your human opponent. This has worked for me on a number of occassions. It accomplish two things at once. First, you evade the missile in your face. Second, you maneuver for position and hold energy for the comming gun fight. The beauty of the two things at once is that it saves time, since usually matches can be decided by a half second or more. ---------------------------------------------------------------------------- Another effective application of the "Cone of Death". ---------------------------------------------------------------------------- First, I had portrayed the "Cone of Death" as a close proximity tactic. This is primarily how I use it and how I originally arrived at it. However, it also works quite well a long distances on a straight nose to nose situation. This happened twice last night. I lined you up from a mile out and began to shoot and roll. Otherwise getting an accurate bead on a rapidly growing dot hard to do. ---------------------------------------------------------------------------- A debrief on extensions viewed from both sides. ---------------------------------------------------------------------------- Second, you mismanaged your extensions on the ones where I did an Immelman. You must count my missiles and go offensive as soon as you dodge the last. It is at that point that your opponent is most vulnerable. You should space fire missiles at me and approach at moderate speed. Instead you allowed me recover a little speed. Once I had that, I dodged both you and your high speed guns run. The lesson to be learned in defense here is: Don't wait too long with the last missile or your nose will get stuck pointing up. Get it off and then pull your nose down. Then, watch carefully your opponents approach. Right when you think, he is going to open up, you break and a split-S is a very good move here. ---------------------------------------------------------------------------- Another debrief on extensions viewed from both sides. And yes, the author did a split-s. Incredible! Times are changing. ---------------------------------------------------------------------------- Third, I split-S'ed on the open. These were like the first I have ever done since my very first days of flying Falcon H2H. I just had to do something different. Well, what was most amazing was that you extended and I found defense from the S to be much easier, than from the 550 kts Immelman. Here is why. I launched my missiles relatively quickly. There was already a great deal of separation and you were still in a high powered climb. As a result, upon launching my last missile, I had much more time to prepare for your counter attack. After the last launch, I pulled my nose straight down to build speed while I watched you dodge the last missiles in padlock. I pulled out of my dive at about 3000-4000 feet and continued in a shallow dive of 10 degrees nose down and extending. By the time you began to launch your missiles, there was already three miles between us and I was doing about 570 kts. Pulling in a low G climbing arc while popping flares was sufficient to beat them. You were still out of guns range and I rapidly turned in the vertical to engage you with guns. Piece of cake! So, what did you do wrong here? Well, perhaps you should have spaced your missiles better. Maybe you should have held your last one or two until you were just outside of guns range (1.2 miles). This would have made my reversing on you much more difficult. As I dodged the last one or two, you should have been able to pick up the angles advantage. What might I have done different? Same approach except, I could have just launched my Ps and saved my Ms to complicate your life as you closed the separation between us. ---------------------------------------------------------------------------- Some basic things to keep in mind when entering a tight turning fight. ---------------------------------------------------------------------------- Your lessons: 1) Don't go up when you don't have the energy to do so. You will loose 2 seconds on the mode shift and 30 degrees. 2) Don't go down for the sake of going down. I will clip with guns as you tuck under and then drop in behind you. 3) Don't do 330 kts flat turns pulling 9Gs. You are way above corner. (This means that your radius is too large.) 4) Control your speed in padlock in a flat fight by rolling a little left or right with the stick pulled all the way back. Stay at corner. 5) Manage the second pass break to achieve a balance between staying at corner speed, maintaining energy by gaining altitude, and avoiding the mode shift. ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part I, The Early Days This section on the following sections present methods for measuring Falcon performance. This is critical. The sim pilot should attempt to play test pilot with the software to the maximum extent possible. The good player will fully understand the performance of his aircraft and never be guessing. This particular section details some early work which was done during the old CIS Ladder ROE ("Turn and Shoot") days. ---------------------------------------------------------------------------- As already noted, one of the best strategies for the old ROE was the Immelman. The player who did the fastest/tightest Immelman has the opportunity to bring his guns to bear sooner. The following technique was used to determine the best Immelman in Falcon 3.01.1 at that time. The VCR was used to gather raw information. Set yourself and your plane up in the same configuration you would be going head to head. Adjust your speed and pull into a loop. Make the loop pass through the horizon as your are inverted; do not ease off on the back pressure as you come around. What you want to build is a chart of entry speed, exit speed, diameter, and elapsed time. To do this watch the video tape. You can detect the beginning of the move, by watch the stick marker on the HUD and doing a frame advance as you get close to the point. As soon as you see the stick marker twitch, the move in in progress. Record the time, speed, and altitude. Frame advance until the flight path marker crosses 0 degrees on the pitch scale. Once again, record the time, speed, and altitude. You can now work out the differences. In summation this approach yielded that at 7,700 feet, 390 kts yielded the best Immelman with a time of about 6 seconds, diameter of about 2,400, and exit speed of about 290 kts. Note that there were other 6 second Immelmans, but they resulted in much larger diameters. Therefore, you would not get guns on. With the best Immelman, you could have guns on in about 4 seconds. ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part II, Flat Turns In order to do a similar analysis as above for flat turns, it necessary to establish a frame of reference. In the last section, the VCR time and HUD altitude was used as that frame of reference. The question is what can be used for flat turns. Answer: The debug screen. ---------------------------------------------------------------------------- The debug screen (pause,shift-tab,D,pause) presents seven red numbers in three lines. We shall refer to them as: D1 D2 D3 D4 D5 D6 D7 They represent: D1 - North/South axis increasing towards the south by .25/.33 nautical miles D2 - East/West axis increasing towards the west by .25/.33 nautical miles D3 - East/West axis increasing (ignore sign) towards the west by .5 feet. D4 - North/South axis increasing (ignore sign) towards the South by .5 feet. D5 - Vertical axis (above sea level) by .5 feet. D6 - Unknown D7 - Video display frames per second. D1 and D2 were arrived at by: Take off from Nellis and just fly straight along the two major compass bearings. You will see how they increment and decrement. The challenge is how to calibrate these numbers. This was accomplished by using the VCR, waypoint distance from the airbase on the HUD, and a 9P seeker head to leave a marker on the tape. Take off and fly level and slow. Everytime D2 increments, flash the seeker head. Watch the tape and count how many seeker flashes between the waypoint nautical mile increments from base. Although the above yields a coordinate system, it is insufficiently precise to do any serious measurements with. It is the author's conjecture that this represents some form of macro coordinate system used for the placement of stationary objects and waypoints. The macro system is perhaps used to simplify various calculations to improve play performance characteristics. D5 was arrived at by: It is pretty easy to observe the D5 always appears to be double the altitude above sea level displayed on the HUD. As such, it would be calibrate in 1/2 feet. This is very useful piece of information as we will see. D3 and D4 Obviously represent a coordinate system as they conform to the behavour described above with regards to flying on major compass bearings. However, when you play around, you will see that they are in reverse order of D1 and D2. Additionaly, they change at a much greater rate, and therefore are calibrated on a much finer scale. A reasonable conjecture would assume that they are calibrated on the same scale as D3. This is in fact the case and can be verified by doing the following. Taxi out from Nellis across the the desert at 50 kts. Check the value of D1 when a waypoint mile clicks off. Check it again when the next waypoint mile clicks off. Subtract the two and you will see that the difference divided by two comes out to be a nautical mile of approximately 6,080 feet. D6 unknown. D7 is FPS and was known previously by the author. ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part III, Using D3 and D4 This section describes how D3 and D4 can be used to measure turn performance. Unforetunately, these number do not appear on the VCR. So, this must be done in real time flight with the pause key. It is most convenient to program one of the FCS keys (such as the trigger) to do a pause and another to turn the recorder on and off. ---------------------------------------------------------------------------- Fly on a major compass heading. Set up all parameters. Hit the pause button. Make note of the appropriate debug number. Unpause, roll, and turn. When the HUD indicates a full reversal, then hit the pause again. Note the appropriate debug number, subtract the two and divide by two. This yields the turn diameter in feet. ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part IV, A Falcon Performance Chart This section provides detail data on Falcon flight performance. There are no real suprises here. It pretty much confirms what the author and others have intuitively known. Discussion of the results will be provided later on. ---------------------------------------------------------------------------- Falcon 3.03 F-16 HIFI Turning Performance Chart Mark Kratzer - 03/26/94 (revised 03/27/94) NOTE: (1) Tests were performed an 80486DX/50 processor. (2) No weapons were loaded. (3) No flares or chaff were fired. (4) Fuel load effects were not determined. (5) Flight model was set to HIFI. Method: (1) Debug coordinates were used. (2) Speed and altitude were set along one axis. (3) 180 degree reversal was performed and the change was measured on the axis. (4) The pause key and the VCR was used to gather measurements and both were implemented as buttons on the FCS. (5) Altitude is reflected as above sea level. (6) The results are presented as a turn diameter in feet/elapsed time in seconds. 1000 FT 3000 FT 5000 FT 8000 FT 10000 FT 12000 FT 14000 FT 250 KTS 2314/8 1845/6 1827/7 1807/7 1726/7 1834/7 1955/9 300 KTS 3003/8 3018/8 2383/7 2187/7 2025/7 2013/7 2035/7 350 KTS 4092/9 3812/9 3787/10 3235/8 3718/10 2745/7 2719/8 400 KTS 5234/10 5195/10 5044/11 4585/10 4633/10 3521/8 3538/9 450 KTS 6218/11 6517/12 5966/11 5666/11 5741/12 5305/10 5063/11 ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part V, Interpreting the Results in Part IV The horizontal turning results confirm some things that have been asserted all along. ---------------------------------------------------------------------------- 1) Proper speed control is everything. The difference of 100 kts in a flat turn between two aircraft may equate to turn diameter which is twice as large and takes one and a half times long for the faster aircraft. And the beginners keep asking, "Why do you always manage to turn on me?". 2) A 400 KTS flat turn at 8000 FT yields 4585/10 whereas a 400 KTS Immelman yields 2672/7. Clearly, an Immelman that uses gravity to decelerate and increase Gs pulled results in superior turn performance for the same energy input. Furthermore, unlike hitting the brake which forfeits energy, the Immelman maintains energy for later use. 3) Best turning performance occurs at altitudes of 7,000-11,000 feet. Perhaps, the optimal higher speed entry turn reversal on an open would be a climbing turn. Maybe a 45 degree climbing turn at 430 KTS. (At this point, this is conjecture and has yet to be tested.) 4) On a high yo-yo the nose should be rolled downward only after the speed to has dropped below 300 KTS. (At this point, this is conjecture and has yet to be tested.) ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part VI, Additional Research Topics More turn performance research is definitely called for. ---------------------------------------------------------------------------- 1) At what speed does the mode shift occur for each altitude? 2) Is the mode shift speed affected by missile and ECM load? 3) Is turn diameter and time affected by missile and ECM load? 4) Given an entry speed at a particular altitude what is the maximum number of degrees turned before the mode shift is hit? ---------------------------------------------------------------------------- There has been a lot of recent discussion on hardware advantages. Well, there are tactics which will tend to neutralize such an advantage. ---------------------------------------------------------------------------- >> That's my attitude as well. Until I see differently I am going to >> continue to believe that the single biggest factor in Falcon H2H >> remains BFM skills and NOT machine speed. In fact, there are even BFM tactics for the hardware challenged player. Some examples: 1) A former student was up against a 2:1 CPU cycle advantage. His opponent had threatened to spin around in his tracks around 400 kts with an instant missile lock. My advice to my former student before the match was. Watch your opponent's inbound speed on radar. If he telegraphs a low speed, then take his speed and match it with yours plus 50-60 KTS. First, at such a low speed merge, the second pass would happen at about 7 seconds and there would be no time for missile shots. Second, a 60 KTS energy advantage is all a good player needs to win a turning fight. Faster machine be damned. (Yes, he did win doing precisely that.) 2) I and the same former student simulated him having a faster machine by me not launching missiles and him launching. (Note, I did not dump my own missiles.) Here is what we found. First, the faster computer must still turn sharply on the open (meaning less energy). Otherwise, he still could get beat to the missile shot. Since the slower computer could still get a very quick nose on if he chose to go that route. The slower computer thus goes high into an Immelman and keeps his speed up in the 400 KTS range and does not decelerate lower in order to get his nose around for the first shot. When the slower computer's opponent launches from below, he/she still returns fire with 9Ms whether or not there is a lock. This may cause a moment of confusion on your opponent's part. Next, the slower computer dodges by going into a steep climbing turn which is compatible with his energy. This accomplishes two things: dodges the missiles and reenters the fight. The slower computer is relative safe despite the dodge, because he/she is much higher than his/her opponent and difficult to shoot because of the altitude advantage. After the turn the slower computer uses the energy advantage to win in the ensuing gun fight. ---------------------------------------------------------------------------- The following contribution from Vertigo emphasizes the critical nature of mode shift. FIND THE MODE SHIFT, SEE THE MODE SHIFT, AVOID THE MODE SHIFT ---------------------------------------------------------------------------- When flying in HIFI mode, there is a strange occurrence when your plane drops below a certain speed (approximately 250 kts at 8,000 - 2000 AGL). At that point, you will notice a lurch in your flight, and if you are pulling high G's in a tight turn, the G-meter will suddenly reduce to 1 G or below, your AOA will drop to zero, and your flight path will be interrupted. This is due to the fact that at lower speeds, the flight model will suddenly change to Complex, and your plane will wallow for a moment. If your opponent in a turning battle manages to avoid the mode shift while you hit it, you will find yourself suddenly gunned down, because his turning radius will improve in relation to yours. You can, of course, avoid the mode shift by keeping your speed high enough. However, there is a fine line between the mode shift (250 kts) and being beyond corner speed (approximately 270 - 290 kts). You must learn to balance on that fine line. It is essential to learn to recognize when this is going to happen, and avoid it if possible. Practice the following in Red Flag: 1. Set up a mission without any enemies. 2. Get to 8,000 feet, and slow to about 300 kts. Go into padlock so you can see the G-meter and your speed in the upper left window. 3. Go into a flat turn at 300 kts and full burners. You will be able to maintain a level aspect only for a short time, and then you will bleed off speed rapidly until you hit the mode shift. Stay in padlock and watch your flight path and the G-meter. Watch what happens when you hit the mode shift. When you drop into Complex mode and your G's diminish, you are providing your opponent an advantage which will usually get you killed. Note that you cannot avoid the mode shift with engine power alone. Do this until you are familiar with the point at which the mode shift occurs. 4. Once you are familiar with where and when the mode shift occurs, deal with it as follows. As your speed in a tight turn approaches 250 kts, angle the plane downward to use gravity to assist you. This may require a 30 - 45% angle down, and at the same time you have to keep pulling back on the joystick, so you don't widen your turn by decreasing your AOA. Essentially, you are in a tight spiral down toward the ground. Practice this until you can avoid the mode shift. Note: the 250 kts is only an estimate! The speed at which the mode shift occurs will be less at lower altitudes. Experiment with this until you know when and where the mode shift occurs. Since there is no enemy in this practice and you are essentially looking through the HUD, you may be able to determine your angle by looking at the bars on the HUD. You will not have this advantage in a dogfight, because you will be padlocked on the bandit (unless of course he is conveniently in front of you, in which case you can gun him down). Thus, you will have to learn to watch your speed and, when you get too close to 250 kts, angle downward by feel only. You will know you are angled downward when your speed begins to increase. The upper right box in padlock, which shows your relative angle to the ground, may provide some cues, but often the angle required is such that it will show ground only in that box; you'll know you're pointing down, but you won't know at what angle. Rely upon your speed indicator to tell you your relative angle to the ground. If your speed is maintaining instead of decreasing, you're doing it. If speed is still decreasing, angle downward more. Practice this until you can tell the proper angle using your speed as the only indicator. This sounds impossible, but it's not. It just requires practice. In a tight turning battle in which neither side has a significant energy advantage, the two planes will often spiral downward as they attempt to close with the enemy and maintain enough speed to avoid the mode shift. Thus, with pilots of equal skill, this will take the fight to the ground. When you get lower than 1,000 feet AGL, you will notice another phenomenon. The denser air will allow you to maintain speed, even in a flat turn, and the mode shift occurs at a lesser speed. In fact, your primary problem now may be too much speed. If you are not careful, your speed will increase beyond optimum corner speed, and this will get you killed as quickly as hitting the mode shift. At this point, you have three options: (1) hit the brake and/or let up on the throttle to maintain corner speed; (2) angle your plane upwards to use the extra speed to buy some more energy (and get you away from the hard, hard ground); or (3) do both in combination. Angling upwards is, logically, the superior move to decrease your speed, because you will gain an energy advantage at the same time. But, it is difficult to pull off against a skilled opponent, because the speed loss from angling upward does not occur as quickly as the speed loss from hitting the brakes, and this may result in a turning radius that is too large, giving your opponent a clean guns shot. You will have to learn to detect when you have enough of a lead on your opponent to afford angling upwards. If your opponent is hard on your tail, it is probably best to hit the brakes. ---------------------------------------------------------------------------- Some common mistakes when trying to learn how to open with an Immelman. ---------------------------------------------------------------------------- >> I got beat severely in practise trying to emulate some of Markshot's >> routines so I took some of his points and MODIFIED them to suit my >> flying style. Two classic mistakes in trying to learn it are: 1) Remaining inverted in the Immelman and when your opponent passed beneath you pull down on him/her. You should right your plane and then do a flat turn or go up some. 2) Keeping too much speed and separation as the result of the Immelman. Thus, you excess speed gets you killed especially if you try to take the fight low with it when your opponent is at corner. "Speed is Life" sometimes is "Speed is Death" especially when you opponent is turning inside of you. ---------------------------------------------------------------------------- Some new and interesting phenomena have been observed. These observations are based on some suggestions by Vertigo and another CIS Ladder flyer. The phenomena shall henceforth be refered to as the "Speed Bump". Some other terms that the reader should be familiar with are: "Mode Shift": The speed at which the HIFI flight model switchs to COMPLEX. "Corner Speed": The fastest and tightest turning speed at an altitude. ---------------------------------------------------------------------------- At any given altitude in a max G flat turn, there is a speed which if exceeded, the F-16 will accelerate while in afterburner. And if below, the F -16 will decelarate despite being in afterburner. This speed shall we known as the "Speed Bump". Here are two interesting properties of over "Speed Bump" behavior. First, if accelerating (in afterburner) over the "Speed Bump", then the F-16 will only pull 8Gs despite the speed. If decelerating (out of afterburner) over the "Speed Bump", then the F-16 will pull 9Gs. In the same speed range over "Speed Bump", Gs pulled (and most likely turn diameter and time) will be affected by acceleration and deceleration. Personal conjecture has it, that the real world cause of this might be the forward thrust of the engine pushing the jet out into a wider turn. Second, by going in and out of afterburn, it is possible to maintain a more or less continuous tight turn. Here are some interesting implications which follow from the speed bump. 1) Normally, two planes with equally skilled flyers that enter a turning fight at almost the same speed (within 5 kts) will tend to remain neutral. By neutral we can say that their relative position/energy states neither converge nor diverge. However, if one plane enters the turn 2.5 kts under the "Speed Bump" and the other plane enters the turn 2.5 kts over the "Speed Bump", then the relative position/energy states will diverge. This is immutable. In a relatively short period of time, the plane over the "Speed Bump" should have gained a very significant energy advantage. 2) Suckering an opponent into a flat turning fight right at the "Speed Bump" where you can guarantee being above and your opponent below should convey an advantage on you that you can exploit. A risk here which needs to be accessed is whether the "Speed Bump" is so far above corner that you are risking being killed before taking advantage of it. 3) At what altitude if any does "Corner Speed" occur near the "Speed Bump"? The closer the two are, the more effective the above approach put forth in #2 will be. 4) At 500 feet and below, the "Speed Bump" occurs below the "Mode Shift". This means that it is impossible to hit the mode shift at 500 feet and below. The implication of this is that a lower energy (and altitude) plane in a relatively close turning fight could take an advantage by passing below 500 feet and regain energy while turning and also be immune to the mode shift that may hit the 1200 feet high energy fighter. 5) It has commonly been accepted that it usually a mistake to diminish stick back pressure in a turning fight. However, if by doing so, you can put yourself over the "Speed Bump" and if "Corner Speed" and the "Speed Bump" are close and if your opponent is under the "Speed Bump", then you should be able to force a reversal. 6) If dumping missiles can vary the value of the "Speed Bump", then this could be a highly effective technique. ---------------------------------------------------------------------------- Some initial testing with the "Speed Bump" has yielded the following pieces of information. ---------------------------------------------------------------------------- 1) The rate of acceleration or deceleration decreases with proximity to the "Speed Bump". Another way of stating this, is that the further under the "Speed Bump" you are the quicker speed bleeds off. 2) Weight definitely affects the "Mode Shift" and "Speed Bump" values. With an unloaded plane and almost out of fuel, they can be as much as 100 kts lower than they otherwise would be. The affect of unloading the plane would appear to drop the "Speed Bump" and "Mode Shift" values by about 20kts. 3) The "Speed Bump" at 8,000 feet with a loaded plane is 450 kts and the "Mode Shift" is 250 kts. A possible opening strategy which maintains high energy but low altitude might be the following: Turn flat at 450+ kts and stay above the "Speed Bump". Reverse and initiate a climb to meet your opponent. No speed should be bled in this reversal. The diameter will be about 5,000-6,000 feet at 11 seconds. Possible problems are that this might prove to be too time consuming. Also, it is necessary to varify at what entry speed and what pitch can a 400+ kts climb be maintained. A 550 kts full Immelman reaches 13,000 feet. 4) The "Speed Bump" existed in Falcon 3.01.1, but would not have seen much use in the old ROE, because of the prohibitive affects of Black Out which is now disabled. 5) The best way to recover if you fall below the speed bump in a turn is to dip the nose gain some acceleration. You will know when you have crossed the "Speed Bump" by the fact that the G meter will flip from 8Gs to 9Gs. ---------------------------------------------------------------------------- More early feedback on the "Speed Bump" based on actual trials. ---------------------------------------------------------------------------- I think the technique looks promising. I have actually beaten extensions (XXX's) by catching up with him and firing missiles or gunning him down! I have yet to be in any real peril of being hit by a missile in the face. My main problem with the maneuver is working out the decision points, speeds, and feel. I had this same problem when I started the 550 kts school. Basically, it is a process of using it and adapting to what opponents do. It takes time and patience to accept losses. Another beauty of this technique is that it looks very similar to the Split-S until a second or two after the merge. They both decelerate at 1.5 miles. After the merge, the only immediate difference is about 1/4 of a roll from padlock. Why is this nice? Well, the S is a low energy quick kill angles tactic and the Speed Bump Turn is a high energy extended kill tactic. Very different, but they open so similar. I like that! Also, I have been doing a little speed bumping at low altitudes too. I think the best low altitude tactic instead of hitting the brake or going up is to pop out of AB. ---------------------------------------------------------------------------- A LIGHTER STATE OF BEING: Dump ECM and Missiles. After much mention of the advantages of dumping. I have begun to look into this myself. The assertion is that the plane get lighter and cleaner and therefore exhibits more acceleration and better turning properties. ---------------------------------------------------------------------------- First, if you are going to dump things, then you might as well do it efficiently (ie. in a programmed fashion). Here are some things to note: You cannot dump ECM while it is turned on. You cannot dump ECM (^C) or 9Ms (^K) when inverted or perpindicular to the ground. It is better to fire 9Ms, then dump because of the above. Because ECM cannot be fired, it should be given a key of its own separate from missiles. The way to check if ECM has been dumped is: Enter the plane with ECM on. Program the dump key to do E-^C-E. If the padlock TSR, still shows a blue box, then it was not dumped. On the merge do the following: If you see that you entering a turning fight, then hit the DUMP ECM key. Otherwise, keep ECM. If you see that you have a 9M lock in the forward quarter, then hit the DUMP MISSILE key. If you are pursuing and extender, then fire missiles as usual manually. (see below about side effects) If you cannot get a a 9M lock, then hit the DUMP MISSILE key and get clean and light. Some results: I had the definite feeling and so did my opponent that I was turning much better. Although the "Burst of Four" (time spaced missiles) failed, this technique appears to very hard to dodge from. I am quite certain that one of them, my opponent was flamed by an UNLOCKED 9P. This alone outside the turning could become a major factor in its own right. ---------------------------------------------------------------------------- A quick note about extensions. ---------------------------------------------------------------------------- Even when you could have your opponent in the forward view and pursue, it is sometimes better to watch from padlock. You need to know when your opponent cuts back on you. When you see the distance close, wait until 1.3 miles. Go to the forward view and line your opponent up. Then perform a continuous "Cone of Death" throughout the merge. Note that padlock measures horizontal separation and not vertical separation. ---------------------------------------------------------------------------- A missile dumping enhancement follows. ---------------------------------------------------------------------------- Program the missile dump key to on the press fire 2 9Ms and on the release fire 2 9Ps. This is superior for the following reasons: When you have a 9M lock and hit quickly, it has the same affect as a straight dump four. When you have a good amount of separation, you can fire the 9Ms and hold the button momentarily to get a 9P lock before releasing it. This allows you one of the fastest key sequences to get your 9Ps in the air while at same time avoiding wasting them needlessly if you can get a shot. ---------------------------------------------------------------------------- Some missile dump key feedback. ---------------------------------------------------------------------------- In defending against extensions, rapidly launched pairs of missiles seemed to have a higher hit rate than spaced singles. However, not enough testing has been done with this to be sure. ---------------------------------------------------------------------------- Vertigo has been demonstrating some excellent turning capability during practice flights. Here is what he says about setting it up. ---------------------------------------------------------------------------- >>So, break it down for me. What are you keying on >>while you are turning? How are you responding to >>make corrects while turning via stick, throttle, and brake? I love this theoretical stuff! OK, here goes: What I try to focus on most is my speed, and let that determine the angle of the break. For example, assuming both pilots break upwards at the merge at about the same speed and try to get nose on for the missile shot (e.g., two Immelmans, no extensions), this is my current theory. First, I try not to let my speed be below 300 kts at the 2nd pass, nor in excess of 350 kts. While it may drop below 300 if I am braking for a missile shot, I try to get it back up prior to the point at which the two planes pass. In any event, your speed at the 2nd pass, whatever it turns out to be, determines how I am going to break. If my speed is around 300, I will break slightly downwards (since you cannot complete a flat turn beginning at that speed without hitting the mode shift). If my speed is below 300, I will progressively break further downward in order to turn, hopefully, at about 290 kts. If my speed is slightly above 300 (e.g., 330), I will break flat or even upwards slightly, and then angle downward as speed decreases. If I am at 350 kts or higher, and assuming my opponent is below me (e.g., he broke downwards), I may risk not braking, and will angle even more upwards (the higher the speed, the greater the angle upwards). If my opponent is not below me and I'm at 350 at the second pass, I will try and hit the brakes and/or pull back on the throttle to cut my speed to 300 (approximately) and shorten my turn radius. If you don't do this, he will beat your turn and will gun you down. The basic premise I'm operating on is that 290-300 is probably the best turn speed, and I try to average that through the turn, and at the same time maintain as much altitude as possible. There are some nuances, of course. The decision to go up (rather than cut speed) when your speed is at 350 or higher is a critical and dangerous decision; if your opponent can turn at 270-290 kts, he will complete his turn before you, and if you are wrong about him being sufficiently below you, you will get shot. On the other hand, if you are correct in your determination that he is sufficiently below you, he will still beat your turn, but it won't do him any good because his speed will be such that he probably can't lift his nose to shoot you, and you can use your energy advantage to slowly but surely win the turning battle as you both spiral down. I say "probably", because if he is only slightly below you, he may be able to lift his nose just enough for one shot. Maybe you'll be lucky and that shot won't take anything important, and then you'll still win the turning battle, made even easier by the fact that he blew his last bit of energy on that one gun shot, and is now dangerously close, or below, the mode shift. If you're not lucky you lose your guns or your engines, and it won't matter that you have more energy. Another factor is sometimes your opponent can be below you, but with a high enough energy state that when you turn to shoot him he scoots out of the way and then gets above you, where he has effectively turned the tables (i.e., he has the energy advantage, and you are below him, spiraling downward in an attempt to stay at 290). Basically it's a balancing act. Speed at the 2nd pass will allow you to go up, and get above your opponent, where winning is much easier. Under this theory, the maximum speed you can get at the 2nd pass would be optimal. But too much speed will mean you will lose the turning battle at the first turn, and your opponent will get at least one shot at you, even though he is below you. For example, if you could break sharply upwards at 400 kts at the 2nd pass, you would be well above your opponent, but your turn will be so wide that even though he is below you, a tightly turning opponent will be able to get on your six and, in spite of your energy advantage, will usually be able to follow you through any maneuvers, until your energy advantage is gone. The proper angle for the break, while dependent upon speed, is a matter of feel. If you were in a real plane, it would be easier to both see the angle at which your opponent broke (i.e., above or below you), and to feel the correct angle for the break. You can't do much about the former, but situational awareness of the latter can be enhanced by going to the scrolled up front view momentarily to get positioned. Note: while I think the view switching is, theoretically, a good idea, I rarely have the presence of mind to do it while in an actual fight, so it remains primarily an untested theory. ---------------------------------------------------------------------------- The following comments by Vertigo offer some interesting insights for winning a tight turning fight. Of particular interest, is the overshoot technique proposed in a descending vertical scissors. ---------------------------------------------------------------------------- >>How are you squeezing out from under me or anyone else >>that matter who gets on your six? Hot Dog! More theoretical stuff. OK, here goes: For a two circle fight, where both pilots are coming around to get nose on for a front quarter shot, if I notice that my opponent has position on me and will beat my turn, either because he turned better, he has an energy advantage, or both, lately I have been quitting my turn into him (when I have the presence of mind to do so), thus hopefully denying him his shot. As you know, when both pilots are turning into each other, they are both helping the other one come nose on. I cease that help when I perceive that I'm going to lose the turning battle. Instead, I will let up on the stick, allow my speed to build, and attempt to perform a perfect turn on the next go around. Sometimes I get shot anyway, sometimes I don't. Often the hit isn't fatal (unlike the result when you go nose-to-nose). The opponent will often have sacrificed his superior position to get what he believes will be a good shot. For example, when he has the altitude advantage, he often points downward to get the shot. If I have not pulled all the way around into his guns, and instead have backed off on the stick and used my decreased AOA to gain speed, two things happen. First, he's now pointing downwards, and goes below me; in addition, my speed build-up may allow me to increase that separation by flat turning or even going up slightly, an additional bonus. Second, his speed may now be too high, since he was diving, and it's rare to remember to hit the brake or let up on the throttle while you are pulling the trigger. The result? I am now above him, at a better corner speed, and with more energy. For a one circle fight, it's much less elegant. If someone is on your six and you're not dead, forget about anything other than making the perfect turn. Concentrate on your angle toward the ground. Make it perfect, maintain a perfect corner speed. Keep an eye on the bandit to make sure he doesn't break out of the circle (if he does, follow him and kill him), but your main concern is the perfect turn. If you can slowly but surely turn better than he can, you will start to reverse the situation. If the turning battle starts at, say, 10,000 feet, you'll have lots of time to slowly out-turn him. Taking the fight to the ground also has a salutory effect, since energy states and other matters tend to get equalized when you can no longer angle downward to help your turn. Also, when you are down low, the bandit, sensing he has the position, will sometimes shave it a little too close and do you the favor of augering in. Speaking of the ground, a split-S can be helpful in a one circle fight that you seem to be losing, but I personally don't use it much unless the bandit is very hard on my six, my energy state is poor, and it looks like I'm just about to be toasted; otherwise, a high yo-yo by the pursuer (again, assuming he has sufficient energy to go up) will often place him in an even more superior position (more altitude) with plenty of separation. Also, your opponent may expertly follow you through the S, leaving the situation as it was. But sometimes it works. I think this is why. If he's hard on your six he's at corner speed, and thus pretty close to the mode shift. If he is unable to duplicate the split-S, and stays in his turn (which he may do, since it was working for him), the split-S'er will trade altitude for speed and may be able to get right at corner speed as he comes up, at which point you wheel around fast and take the shot. Even if he duplicates your split-S, he may not do it as well or in time, since he is merely reacting to what you already did. One other strategy I've noticed lately which I wanted to mention concerns the tactics in a vertical scissors fight heading for the ground. The first time I recognized this was in a fight with XXXX. I was all over his six (in fact, I was worried I would collide with him), but before I could get a guns solution, he expertly reversed the situation and suddenly, he was on my six and gunned me down. I asked him about it later, and he said he was on the brake with no throttle, and getting way below mode shift speed. This was the only time I've seen this work, and it may be an exception to the rule that you stay above mode shift speed no matter what. Note: this should apply only to a downward vertical scissors, not a horizontal scissors nor an upward vertical scissors, because in the former, you can regain airspeed quickly with the benefit of gravity, which you can't do in either of the latter. ---------------------------------------------------------------------------- The following is the first entry on flying ATG competition and some of the things which can help. ---------------------------------------------------------------------------- 1) Altitude is generally important. It permits you to be slower than you opponent, but still have a large amount of energy. Slower will help you turn your nose quickly for a missile shot. Energy will allow you to be able to dodge missiles or quickly close on a lower altitude opponent for the gun fight. Lastly, all things being equal. Your missiles when fired simultaneously with a lower altitude opponent should reach him sooner and have greater range. From actual experience, it has appeared to me that the higher plane usually gets the quicker missile lock. (However, this could simply be a function of relative speeds and turning radii.) 2) Having your nose pointed in the general direction of your opponent is important. If you don't, then you either must give up speed to turn rapidly to fire missiles. If you give up speed, then you become a better target for a missile. If you don't give up speed, then you will definitely be fired upon first and probably lose your opportunity to even counter fire upon your opponent. 3) When AIM-120s are unavailable (Falcon 3.03), then you should spend most of your time in padlock. Padlock is the quickest means of spotting your opponent. If you fail to spot him quickly, then you will hear a missile launch indicator before knowing what happened. The cockpit view in conjunction with radar and the TWI should be used sparingly and quickly to simply ascertain the rough location of your opponent and reorient your nose. Remember that radar will also announce your own relative location. (ECM should always be on.) 4) Zooming radar in and out can be a way to quickly determine that your opponent is climbing about your search cone. Although for my tactics this is irrelevant, since I will have generally gone high myself. 5) Generally, as soon as I get into the cockpit, I pull into a sharp climb which maintains my speed at 400-500 kts. At about 20,000 feet, I invert and continue a shallow climb with my speed between 500-600 kts. As soon as I invert, I go to padlock with my 9Ms selected and await the prey. You need to begin looking no later than 20,000 feet. If your opponent comes in straight and level at 750 kts, then he could catch you climbing in a daze if you did not become alert at this point. You should not exceed 30,000 feet in your climb. At high altitudes, missiles become harder to dodge due to the poorer corner performance. As you level off, keep your speed up, since you might need it to dodge against a coaltitude opponent. If 30-60 seconds beyond when your opponent should have appeared, then right your plane and begin a circular orbit using radar and the TWI to locate your opponent. Continuously go back to padlock so that you do not get ambushed. As soon as you locate your opponent, then place your nose on him and shut down your radar. Once again invert and get ready to pounce. 6) Speed management is important. Speeds of 450 kts or better are important for dodging missiles. Keep fast while separation is large (2-5 miles). When the missiles are spent and you close to within (1-1.5 miles) your opponent, then decelerate to dogfighting speeds. This can be anywhere from 350-450 KTS. This is largly a function of altitude and whether your opponent is climbing above you with a lot of speed. 7) Missiles will usually initially be launched from considerable distances (4-5 miles). You should make an attempt to counter fire upon your opponent before beginning your evasion. If you fail to do this, then you provide an open door for him to saddle you up while you evade. So, attempt to counter fire and don't begin to evade too early. Otherwise, the missiles will simply correct with small angular movements. They must be allowed to close to within 2 miles. 8) A key issue is how to properly put your missiles into the air. If your opponent appears way below you, then I think that it is best spread out your missiles to keep him occupied for as long as possible. Possibly a sequence of M-M-P-P. Lower opponents as sited before will probably have less of an opportunity to counter fire. At the same time, you should be racing towards him as quick as possible. If your opponent appears at relatively the same altitude or somewhat higher, then I think it is best to get all your missiles off as quickly as possible. An opponent at relatively the same altitude will most likely counter fire and eliminate your opportunity to launch your remaining missiles. A dump/auto-launch key is very useful here. 9) Once you have launched your missiles, you have to be careful of how you close with your opponent. In particular, you must be cautious if it looks like you are going head-to-head. There is a good potential in such a situation to loose it by being a little too slow on the trigger or by aiming poorly. If you believe that you are going head-to-head, then you should watch your padlock as you close. When your opponent is 1.3-1.5 miles away, you should come out of padlock and bore sight him. Open fire and begin a cone of death which will continue into the merge. The important thing is to get him lined up and begin shooting while he is still somewhat out of range. 10) If AIM-120s should be available (Falcon 3.04), then one approach is to get your opponent to waste his while they are relatively ineffective. I would jump into the cockpit and turn OFF my ECM and fly straight and level. Your opponent might get so excited by his initial lock up that he fires. Then you turn ECM on and drop chaff while climbing. These missiles will be easily beaten. When you reach 15,000-20,000 feet, you paint your opponent with radar and launch your AIM-120s, shut down the radar and climb another 5,000 feet before inverting and waiting. Your opponent should be about 10 miles out at the time you launch and dodging your missiles should be much harder. Also, you should acquire a visual sighting on your opponent just about the time he is finished dodging your missiles and before he has had a chance to fully recover. 11) It is helpful if you can get nose on your opponent without him doing the same to you. Thus, if you can approach from the side or rear, you have a much better chance of launching your missile attack first. This can be accomplished by entering the cockpit (assume 90 degree heading) and bearing 70 degrees for 5 miles (waypoint scale) and then coming around to 110 degrees. ---------------------------------------------------------------------------- The SimCap tournament has generated renewed interest in Falcon 3.04 CIS Old ROE competition. So, I thought I would put some thoughts down on this too. ---------------------------------------------------------------------------- 1) The first thing to address is ECM and missile dumping. Falcon 3.04 provides: 1 ECM pod, 2 AIM-9Ps, 2 AIM-9Ms, and 2 AIM-120s. As already noted, dumping extra weight and drag can be benificial in a close turning fight that is going to be decided by guns. In a H2H connection, it is only possible to have four missiles in the air at once. Therefore, this poses the question as to what missiles should be dumped. There are two schools of thought here. First, dump the 120s and the 9Ms, since they represent the most weight. Second, dump the 120s and the 9Ps, since the 9Ms are only slightly heavier than the 9Ps, but infinitely more valuable. I, personally, favor the second. A dump key should include ECM+2x120s+2x9Ps and not provide for any aiming. Thus, it should start from guns and return to guns. The key should not require the same finger to operate as the brake, since hitting the optimal speed on the merge in this ROE is much more critical. 2) Dumping missiles should probably only be done if you can verify via radar or padlock that you opponent is very slow on the merge and will not be extending. If unable to tell what your opponent is doing, then you should probably hold yours until your opponents dumps his. If you foolishly dump your missiles when your opponent extends, then you are left with two problems. First, you have nothing to launch at him to keep him busy. Second, your two remaining missiles will be launch restricted for about 15 seconds until the other four have ceased to be. 3) There are three basic strategies which can be employed in this ROE: Turn and Shoot This is most commonly executed as an Immelman, Oblique Immelman, or Slice. I, myself, prefer the Immelman. The entry speed can be anywhere from 380-395 kts depending on whether you are going to dump. You should maintain 750 kts to about 3.5-5 miles out. At which point you should hit your target speed and go full AB and maintain the right speed with the brake. Being a little early to decelerate is better than being too late, since this move is very speed sensitive. Being below speed by 30 KTS could result in hitting the mode shift as your plane comes through its Immelman. Being above speed by 30 KTS could result in the Immelman being too wide and having your opponent achieve gun parameters first. The goal in this maneuver when facing an opponent who is attempting to turn on you is to hit them with a Padlock Sweep and, if possible, followed by a Cone of Death. If you miss or fail to kill them, due to your energy state you will probably follow up with a Split-S reversal or a sharp downwards turn. Extension Enter the merge at 750 KTS and pull MAX G until acheiving 75-85 degrees pitch. If your opponent came in slow and dumped missiles, then you are home free. If missiles are launched, then you should dodge them with a spiral climb. When your opponent has finished firing missiles and you peak at 23,000-33,000 feet, you should loop back down towards your opponent. (You may even lose padlock momentarily.) If your opponent is far below, then come back down on the brake with engine idle. Place a good spread of missiles into the air as you descend. I recommend P-P-M-M. If none of them hit, then proceed with guns. Do not overshoot your opponent at high speed heading down. Mini-Extension This move opens the same as the extension, but after three seconds, you chop the throttle and hit the brake while looping over the top. If your opponent launched some quick and early missiles, then they should miss due to the initial high aspect angle. Also, the three second run should put you outside of guns range and too high for him to keep his nose on you. Quickly reversing on your opponent should surprize him. Either he will not notice this at all or he will be toggling his weapons when it is time to fire guns. Also, you should catch him in a very precarious speed situation. From a Falcon physics point of view, it would be best to dump here. However, this makes your intentions clear to your opponent. It says I am going to attack with guns. So, I would think that not dumping is the better choice. Split-S This is NOT an option. You CANNOT win with this. Why? It wastes too much time rolling your plane 180 degrees when your opponent opens with an Immelman. (A flat turn would at least put you out of plane.) 4) How to respond to each of the above if you do the Turn and Shoot: Turn and Shoot This is very simple. You must just do it better. Extension As soon as you spot this, stop pulling hard back on the stick. Let your opponent's motion carry him into your aiming recticle. Launch two spread out Ps and extend horizontally as quickly as possible. Then, play ATG rules with your 120s and Ms. Mini-Extension As soon as you spot this, ask yourself do have energy to go H2H. If yes, then open fire and perform a Cone of Death. If not, then attempt to side step at the last minute with a flat turn into a sharp cut down. If your opponent has not been careful, he will zoom beneath you and become easy prey in a turning fight. ---------------------------------------------------------------------------- With regards to ATG in Falcon 3.03 H2H and waiting to spot your opponent and hit him with missiles. ---------------------------------------------------------------------------- I had previously stated that it was best to hunt for your opponent in padlock when he is out of range in order to get a missile shot. This would have been correct for Falcon 3.01.1 where ECM was 100% effective when used. However, in Falcon 3.03, it appears that it is best to use radar to position your nose on your opponent. By having your nose prepositioned before getting into 9M and 9P range, you save about 1.5-2 seconds. This will give you the quickest missiles launch possible. I think the proper way to do this is still to initially go for altitude first and then when your opponent should be within 10 miles to seek position with radar. The point here is that if you play the radar nose on game from the start, you will simply be meeting your opponent co-altitude nose to nose. I would still prefer if possible to attach off to the side and above. ---------------------------------------------------------------------------- This section addresses performing a Split-S open. ---------------------------------------------------------------------------- Head towards the merge at 750 KTS. At 1.5 miles (padlock) from the merge, chop the throttle and hit the brake. Go to the forward view. If your opponent appears to be coming in slow, then dump your ECM. When your opponent goes off your forward view, then roll smoothly inverted, release the brake (you should be at about 350 KTS), and pull back on the stick. Select 9Ms and go to padlock to see what your opponent is doing. If your opponent is extending vertically, then use your 9Ps to buy time and perform your own horizontal extension. Then proceed to play ATG style. This is described elsewhere in this document. (This might be an argument for holding your ECM until you determine your opponents intentions. If your opponent performs a Split-S, then you will probably have no opportunity for a missile shot. Dump your missiles as soon as it is clear that you will not be able to get a shot. Attempt to his about 380 KTS when passing and attempt an Immelman quick turn and shoot. If your opponent performs an Immelman, then keep your nose coming around at 380-410 kts. Although slower may yield a missile shot sooner, you will also be an easier target for your opponents missiles. The additional speed will accomplish two things. First, it will make the merge higher and sooner (less time for your opponent to get a missile lock). Second, you will be in a better position to dodge. Shoot your missiles (9Ps unguided) as soon as you can get a beginning of a tone. To avoid your opponents missiles, do a 90 degree aileron roll before making your break to dodge. If you survive the missile attack, then you need must hit your opponent with guns before he can get more than 20 degrees above the horizon in a loop. Otherwise, his energy advantage could allow him to win the fight. Your goal is to play the angles before he can do that. ---------------------------------------------------------------------------- The following point was made to me by Drizzit. It has made H2H competition in the current CIS much easier for me. ---------------------------------------------------------------------------- I had reached the point where I dodged all missiles into the verticle whenever I got a launch warning. However, if your opponent takes enough energy into the fight and is a good turner, then you can be putting yourself at a major disadvantage. Doing this I was hardly ever getting hit by missiles at the cost of possibly having to face an uphill fight. Drizzit pointed out that missiles which are not fired with the two F-16s nose to nose with you flying directly at them are relatively unlikely to hit. Thus, I now launch mine as soon as I get by opponent on the edge of the recticle and stop pulling into him. I ignore his missiles and proceed into my break turn for the second pass when the two planes meet. Note that although this yields separation, it is relatively little on the second pass. Perhaps a couple hundred feet. ---------------------------------------------------------------------------- The following describes how to know if you have an energy advantage in a fight. ---------------------------------------------------------------------------- I am often asked, "How do I know I have the energy advantage?" Some answers: After the opening pass, you see that your opponent is substantially below you. Your opponent is on your six and you pull up into the vertical and your opponent fails to take you out by the time you are at a 45 degree pitch. You have a forward quarter pass with your opponent somewhat below and his nose comming up faster, but he fails to point it up at you to get the shot. ---------------------------------------------------------------------------- The following describes what I believe needs to be mastered to beat one of the all time best pilots on the CIS Ladder. These items pertain to a second and third pass after the initial merge. ---------------------------------------------------------------------------- In terms of beating XXXX: 1) You need to predetermine and memorize the best speed to turn at every altitude at every pitch. PITCH is key here. 2) You need to determine the best way to decelerate if that is called for as not to waste time, but not to be under speed. 3) You need to determine how to verify the pitch of a turn as you pull it either from padlock or how to quickly cycle through the forward view in order to get the key information. ---------------------------------------------------------------------------- The following covers two items. First, how a Split-S vs Split-S open or an Immelman vs Immelman open will pretty much degenerate into the old CIS ROE. Second, a key mistake which can be made while executing your second pass break turn. ---------------------------------------------------------------------------- When two opening S-ers meet, then you arrive back at the old CIS ROE. Attempting another Immelman on the second pass is the most effective approach here. 380 KTS is the best entry speed at 4000 feet after missiles and ECM for a subsequent Immelman. >> Does the same logic also apply to the Immelman? There the meeting will occur at more like 12000 feet and the missiles will be locked (due to increased separation) as opposed to simply dumped. My best suggestion is to do a little Red Flag research. You are looking for the lowest speed that will bring you over the top and around without hitting the mode shift. Another key piece advice which I just gave someone on making vertical moves is not to correct your tracking prematurely. What I mean is that if your opponent selects an out of plane move relative to you, then you should continue with your move and only begin your correction in the last third as you come around. If you correct too early, you will end up flattening out and being too fast (too wide) in your move. Then, if your opponent is at corner, you will die. ---------------------------------------------------------------------------- The following addresses what to do with opponents who are climbing in the face of the mode shift. ---------------------------------------------------------------------------- Often you will be in pursuit of an opponent who will be pulling back into a climb. However, you opponent does not have sufficient energy to complete the move without hitting the mode shift; nor do you (you do not hold a significant energy advantage, just position.) There are two things which your opponent may do here. He may climb, roll and flatten out, and then cut back down. When you perceive his roll, you should suspend your pursuit and flatten out trying to put your nose on the path his downward return will take. If you do this right, you will either end up with a forward quarter snapshot opportunity or the chance to pull in behind him as he goes by. If he tries to brute force his was into a loop despite lacking the entry speed for it, then you must pursue. If you follow him into the mode shift, you run the risk of losing your positional advantage as your nose and flight path will falter. Therefore ease off the stick pressure and try avoid the mode shift as long as possible while pursuing. When done properly, you will still be behind you opponent as the loop comes to an end without any lose of position. ---------------------------------------------------------------------------- The following describes an issue other than speed which one needs to consider on the second pass when guns will immediately become free. This is especially true in the situation where S meets S in the initial merge. ---------------------------------------------------------------------------- Turn radius. Just draw it on piece of paper and you will clearly see why. For a clean merge ROE, 375-390 KTS will yield the tightest Immelman at 7,750 feet depending on the plane's load out. Your nose should come around in 6 seconds with a turn diameter of 2,400 feet. >> 2)What happens if opponent is above or below you at merge,does it >> matter? Being below in the above ROE with all other things being equal provides a slight advantage. Draw it on a piece of paper an you will see why. 50 feet makes no difference; however, 600 feet would be quite significant. ---------------------------------------------------------------------------- The following is some speculation on how a COMPLEX might defeat a HIFI player. ---------------------------------------------------------------------------- >> There must be a way I can fight in complex and defeat good jocks who >> fly HIFI. What suggestion can you offer? I know you fly HIFI, but >> any advice you could offer would be great. Well, HIFI has the following two advantages over COMPLEX: Turn diameter. Deceleration. (the brake is tremendously more effective) Well, COMPLEX has the following four advantages over HIFI: Acceleration. Thrust. Ceiling. No mode shift. Thus, you need to architect a situation which plays to your advantages. One strategy which I have heard of is simply to extend to a very high altitude and then engage in standoff fashion with missiles. That may catch the unskilled HIFI flyer, but I would not put too much faith in it. It is too easy to get a missile shot up your tail and they are harder to dodge in COMPLEX, the plane will not turn as sharply. I would recommend entering a low speed turning fight with your HIFI opponent. Clearly, this will put him at the initial advantage. However, before he either achieves forward or rear quarter lethal parameters, you begin to turn and climb. (You should find out what COMPLEX's corner speed is.) You turn at corner and climb at about a 30 degree angle. Do not straighten out and do not go full AB and get too fast. HIFI turning fights almost always tend to flatten out and then turn into spiral down encounters or vertical scissors of split-S. By spiraling up, you will force your opponent into the mode shift (the HIFI equivalent of a stall, the plane completely stops turning for about 2 seconds). Climbing will accomplish this. Turning prevents him from straightening out to rebuild speed, since if he does not turn, then you will work in behind him. This technique should allow you to hang your opponent on the mode shift while you continue comming back around for a shot. If you cannot get the shot, then return to spiraling up. If somehow the fight was to proceed beyond 35,000 feet, then you will definitely be at advantage, since the HIFI flight model performance falls off significantly at higher altitudes. Also, note that your opponent should not be able to extend downwards on you, since you can easily accelerate much faster. If you find yourself in such a situation, chasing your opponent, just remember that he can easily force an overshot that you cannot respond to. Your best option would be to achieve max speed downwards and separate to rejoin the fight later. To confirm some of what I have said here, you can check with HIFI pilots who fight MIG-29s and Mirages in Red Flag. These planes are very troublesome, because they fly in COMPLEX and they constantly evade by spiraling up. ---------------------------------------------------------------------------- The above was written for COMPLEX vs HIFI in a single merge ROE. This section addresses how the above could be adapted specifically to the current CompuServe style two pass ROE. ---------------------------------------------------------------------------- The COMPLEX player performs an Immelman which forces a high speed second pass (500 -600 KTS) which will cause the HIFI players to be in the area of 300-340 KTS. At this point the COMPLEX player begins the spiral up approach. The important thing here was to slow down the HIFI player to significantly below 400 KTS. ---------------------------------------------------------------------------- How to determine the what the best Immelman is in COMPLEX. ---------------------------------------------------------------------------- >> 4) AT complex what is best corner airspeed for immelman? I don't know, but it will be easy to determine. Set up a Red Flag mission at 7,750 feet. Then test entry speeds of 250-500 KTS in 50 KTS increments. Video tape it. (You may want to restart for each test, since burning fuel will affect results.) Instead of doing an Immelman, pull the nose through the horizon. Examine the tape recordings. Get the altitude and time and the start of the maneuver (as soon as your joystick marker on your HUD twitches) and get the altitude and time at completion (as soon as your flight path marker crosses 0 degrees pitch on your HUD.) The time difference will give you the timing of the move. The altitude difference will give you the diameter. Once you have this. You make want to play with different throttle settings during the Immelman. For HIFI, it is AB-5 all the way. From my own experience, corner speeds for HIFI are closer to 300 KTS and for COMPLEX are closer 400 KTS. ---------------------------------------------------------------------------- Just another iteration of what you are trying to accomplish on a second pass merge. ---------------------------------------------------------------------------- >> It would seem that the electric jet's ability (unlike the Mig) to >> quickly recover speed makes energy retention tactics less valuable >> and the energy flyer more vulnerable to the quick turn. Okay, the question still stands. I disagree. The energy flyer is not only looking to hold an energy advantage. He must take the advantage into the vertical with minimum separation and turn at corner. Let's look at this: Vertical: This is the part that is going to give your lower energy opponent trouble comming around on you while maintaining your advantage for later application. Min Sep: This prevents your opponent from descending and gaining the speed necessary to turn and get nose on. At which point, his guns will traverse the relative altitude difference. Corner: This guarantees that your nose is comming around faster than that of your opponents. ---------------------------------------------------------------------------- Some basic notes from yet another beginner debrief on CIS Ladder ROE. ---------------------------------------------------------------------------- You asked for some notes: (1) Don't break off going into a second pass. That puts your opponent on your tail. (2) 350 KTS is a good entry speed for a split-S. Do NOT significantly exceed 400 KTS comming around. (3) Give up horizontal extensions. They are useless. Vertical extensions have their place, but are dangerous. Learning to turn and gun fight is the key to ultimate Falcon H2H success. (4) Do NOT foolishly push pursuit on an extender. Either separate early after putting a pair of 9Ps in the air to tie him up or regain speed and side step him when he begins his death run. (5) Do NOT give away your move by comming in slow from 5 miles out. Maintain 750 KTS and commence deceleration from 2-1 miles out. ---------------------------------------------------------------------------- Some discussion of the Split-S speeds, countering, and energy state. ---------------------------------------------------------------------------- >> You will throttle back, and usually hit the brakes (I assume) in order >> to stay at 350 kts through your move. It really depends on the type of S that I am doing. My max speed around the S would be about 450 kts and my lowest about 350 kts. >> Lets assume I level out when I reach the horizon, making you come up >> to meet me. A dangerous proposition for you if I had done the former. Also, at an entry speed of only 450 KTS you are not going to be pulling me very far up to meet you in any case. Personally, I believe in a second pass as opposed to the drag him up approach. Drag up is too risky, where as second pass becomes a test of skill. Now of course you can always go for a second pass which combines drag up. >> What am I missing? Why don't you have less energy, rather than more? One last thing to consider in a split-S situation is that at 350 KTS, the S'er is beyond the Speed Bump for much of the trip down and pull out. Thus, he pulls max-G of 8 and accelerates (increases energy) until his nose is pointing up. The braking high player is below the Speed Bump and bleeding energy in the turns. ---------------------------------------------------------------------------- Two planes merge in an Immelman versus Immelman or a Split-S versus Split-S situation. Below follows some of the speed orientation issues which must be taken into consideration. ---------------------------------------------------------------------------- Here is what I recall of last night: You must work on your turns. Do this yourself in Red Flag. Get a feel for corner and using the vertical. Okay, some rough numbers from my head (this assumes a full load out with a full tank of gas at 5,000-11,000 feet). The angle here is how much you will dip your left wing relative to the horizon. We will assume that the plane is perfectly level as the two planes merge. 450 KTS - too fast/wide turn/you will die *400 KTS - 0 degrees *375 KTS - 10 degrees 350 KTS - 40 degrees 325 KTS - 60 degrees 300 KTS - 90 degrees 275 KTS - 130 degrees 250 KTS - too slow/mode shift/you will die * This represents your optimal entry speed into the second pass merge. ---------------------------------------------------------------------------- Okay, here are some points that the HIFI player should keep in mind when playing against COMPLEX. CIS rules. ---------------------------------------------------------------------------- (1) Do not fire off missiles on the first turn. They are unlikely to hit. Save them for when you opponent is making a run for it later on in the fight. Also, dumping them will be of little use, because turning ability is already yours. (2) Retain your speed. It is easy for the COMPLEX player to get away from you if you are too slow. Look for a second pass speed of 450 KTS on a second pass. This way you can point your nose anywhere and still have some energy for pursuit. (Remember to use those missiles if he goes ballistic.) (3) Open the fight with an Immelman for energy retention. Get above him when he is slow so that you can build speed for the second pass. (4) Use your radar to get his speed into the merge. He cannot disguise his speed intentions as a HIFI player does. If he is doing 850 KTS, then he is extending. If he is doing 400 KTS, then he is turning. As always, close at 750 KTS. (You may even not decelerate until after the merge. This limits the effectiveness of his extensions.) (5) Note that despite being very fast and wide you can always use the brake to decelerate and respond to his turning. Thus, better to be too fast than too slow. ---------------------------------------------------------------------------- The following describes a new defensive strategy, the Double Loop, that a Split-S-er on the open can use against an Extender under the new CIS rules. ---------------------------------------------------------------------------- In the past I have advocated the following defense for the S-er: Fire 2 Ps/Runaway/Play ATG another day. This defensive approach begins in a similar fashion. Having initiated your S, you observe that your opponent is extending. Thus, you remain in AB-5 and do not apply any further brake. Your nose will point up at the Extender and you will probably being doing about 450 KTS. Launch 1 P as soon as possible. Continue up with the Extender bore sighted. As your speed falls to 400-370 KTS, launch the second P. Pull over the top and point your nose straight down. (Here is where the defensive strategy diverges from the ATG oriented approach.) Watch your opponent in padlock. The first P should have arrived and the second should be well on its way. You should see a few flares out of your opponent. You should pull out of your dive between 350-400 KTS and/or when it appears that opponent has dispensed with the second P. (This means that your opponent is now working on bringing his nose to bare on you.) You are once again heading straight up and attempting to bore sight your opponent with an 9M selected. As soon as you have tone, launch one. If you have done this right, your opponent was just about to line you and launch some missiles, but you have spoiled his plans. You should be able to accomplish this, since your nose will require less positioning to aquire him, because he was dodging missiles. Additionally, the lower altitude should give you better turning performance. If there are no missiles tracking you, then fire your last 9M when it appears that the first has missed. Then proceed in hot with guns. If your opponent launches at you first or counterfires, then break hard to avoid missiles. You can dump yours, since you will not get another chance to use them. After surviving the missile launch, break hard back into your opponent. This is an effective strategy against the Extender. The Extender is most vunerable at top of his extension when he is slow and returning in a dive. From his perch, it is hard for the Extender to know what your speed state is. He hopes that you are hanging with your nose pointing straight up doing 200 KTS. (If you are, then you get what you deserve.) On other hand, you can know for sure that the extender is on his way down when the initial two Ps have been defeated. The Double Loop accomplishes the following: It allows you to maintain speed when you are vunerable. There are two times: His initial rapid climb. (If he doubles back on you here, you are in trouble.) His returning dive. It breaks up the Extender's missile run by forcing him to dodge. He may as a result lose situational awareness or end up in a bad angles situation. Even while dodging, he is still descending and you are climbing with decent speed. Going nose to nose in the vertical, the Extender may falsely interpert your speed, since he will normally assume you had pushed your pursuit throughout the extension. Thus, he assumes the gunshot is his. But actually, it is probably yours. Your nose is slower (but fast enough) and more maneuverable. He on the other hand may be too fast. Finally, the Extender will probably dive past you with execessive speed. At this point, you are in a classic Split-S versus Immelman situation which should allow to acheive gun parameters on him via an angles fight. ---------------------------------------------------------------------------- The following describes some quick tips on extensions. ---------------------------------------------------------------------------- 1) If your opponent foolishly blows off his missiles without looking to see what you are doing or launches without a lock, then cruise up to 33,000 feet and make an easy pullover at the top. Then, ride the brake down and perform a nice spread of missiles. 2) Do NOT react immediately to missiles launches. The longer you wait, the more to your advantage it is. You would like to dodge as many missiles as possible with a single maneuver so that you can get on the offensive. Thus, the best situation for you is when he launches four quickly. Begin your move when the first missile is 1.5-1.3 miles out. The move should be a full AB-5 pull over with three spaced flares. If done properly, you should be able to avoid at least two missiles. 3) After surviving the first two missiles, you should follow through towards your opponent. Be careful of applying the brake excessively to improve turning, since there may be more missiles to come up. If you get your nose around at this point, then you probably can use your missiles. Launch four quickly, if he is in pursuit. If other missiles are launched at you, then pull your nose up and initiate a completely flat turn or one with a little descent to dodge. Drop some flares. 4) After surviving the second two missiles, you should consider dumping your missiles. It is unlikely that you will get to use them. If it looks like you have decent angles, then bring your nose swiftly around for a gun kill. If the angles look bad and you still have 340-400 KTS, then head back into the vertical to position your nose. AVOID pure loops, since that will probably be an easy shot for your opponent. Your opponent is probably somewhat slow on his way up and going into the vertical will cause them to fall away below you so that you can look for a rear quarter kill. Whatever you do, do NOT go diving past your opponent doing 400-500KTS. ---------------------------------------------------------------------------- The following describes a good strategy when approaching an opponent in HIFI vs HIFI ATG. ---------------------------------------------------------------------------- When you spot your opponent, (assuming the use of a missile dump key here) you should hold your first wave of missiles (9Ms) until you have a solid lock. Now, your 9Ps should be automatically up and your opponent has probably launched his own missiles. Get a lock with your 9Ps and wait for about 2-3 seconds. Launch your Ps and dodge. Firing two separate spread out waves of missiles will allow the second wave to home in on your opponent if he only dodges the first wave. Of course, this means that you must fly straight and level for a short period while you already have locked missiles inbound. You should already be moving at 500 KTS or above. After firing your Ps, you should immediately break into a climbing turn. When you think your opponent's first pair has been neutralized, then you should recycle padlock and reverse your turn to dodge the second pair. If you fail to reverse, then a continued turn may put the second pair directly behind you. Otherwise, you may also put your opponent behind you and with his nose on you. Reversing after the first dodge makes you cut across the second pair of missiles and will either put your opponent back at your nose or behind you with his nose pointed away. ---------------------------------------------------------------------------- This is the story of the Aberrant-S and what it is and why it lacks general utility. (CIS rules) ---------------------------------------------------------------------------- There once was pilot who responded to seeing a Split-S forming by doing his own Split-S. The end result was a level pass with a quick turn and shoot gun encounter in the face. The second pass would usually yield two low speed (380 KTS) Immelmans. A challenger who majored in the Split-S was well aware of this situation and seeking a way to improve odds in an S versus S engagement. Thus, he devised the Aberrant-S. Essentially, the Aberrant-S is a high speed S. The ordinary S is generally entered at around 350 KTS. The Aberrant-S is entered at anywhere from 400-500 KTS. However, similar results may be acheived by entering at low speeds and not using the brake to control speed while moving around the S. What does the above accomplish? The Aberrant-Ser because of his high speed will perform his S at a lower altitude than the Regular-Ser. At which point, both players will most likely attempt to perform Immelmans or some highly vertical move. The Aberrant-Ser has secured two advantages. First, due to the offset centers of their turn circles, the lower altitude flyer will achieve nose on first for a gun shot before the higher altitude flyer. Second, the vertical separation which occurs on the second pass will permit the Aberrant-Ser to initiate an early turn (Immelman) into his opponent. The Regular-Ser can do little about this separation. He cannot easily push his nose down and the only other alternative is to invert and pull down into your opponent. Although doable, this is difficult. So what is wrong with the Aberrant-S and why is it aberrant? The technique only works in this one particular case of S vs S. The Aberrant-S enters too fast and thus takes too long to bring the nose around. When faced with a number of opening vertical moves, the Aberrant -Ser will become an easy missile target while holding no usable energy advantage. Additionally, the Aberrant-S is easily countered with a low-speed Flat Turn or Negative Slice on the initial merge. The main tactic would be to dump missiles and turn hard into your opponents wide maneuver to gain an angular advantage. From there, you should be able to catch your opponent doubling back over the top of an Immelman. ---------------------------------------------------------------------------- The following section describes how the Negative Slice can be used to avoid an S vs S situation which would yield two nose to nose Immelmans and guns. (CIS rules) ---------------------------------------------------------------------------- First to define the term, Slice. A Slice is a balanced horizontal/vertical move composed of equal vectors in both planes. Thus, if you pass your opponent level and dip a wing 45 degrees and pull back on the stick, you have a Slice. How is a Slice different from a Yo-Yo? A Yo-Yo would be a move you initiate in response to your speed and energy state in order to conserve energy and maintain angles. The Slice is an opening move where energy state is still completely under your control to determine. A Positive Slice is one that climbs and a Negative Slice is one that descends. Against moves other than the S, a Negative Slice is pretty much the same as an S. The beauty of the Negative Slice is that for the most part it looks like a Split S to an inbound and passing opponent. As such, that opponent may look to go S vs S. This would normally put you in a nose to nose gun situation which is very risky. The Negative Slice will put you off to the side and somewhat below the your opponent's second pass Immelman. You will not be a viable padlock target. From there, a tight turning fight will commence. The bottom line: the Negative Slice is an excellent way of avoiding a risky guns in the face situation; especially when you are comfortable with your turning abilities in dogfight. ---------------------------------------------------------------------------- The following section decribes what is required in a spiral down fight. It is often missed by many newcomers to the games. ---------------------------------------------------------------------------- First, it is important to realize that a HIFI Falcon cannot maintain a sustained max-G flat turn. Speed will always bleed off below the Speed Bump and ultimately the mode shift will be hit. Thus, most fights head into a spiral down engagement in order to avoid the consequences of the Mode Shift. In order to stay above the mode shift, the angle of inclination downwards must be anything but slight. Although this is not an official number, I would estimate that the angle of inclination is between 30-45 degrees down depending on how close the participants are to approaching the mode shift. There are two things that get beginners killed in spiral down engagements. First, most beginners believe that once they roll the nose somewhat down out of a flat turn situation that the plane will continue to cork screw downwards. It does not, but this is not all that easy to see when twisting around padlock. (However, this can easily be verified in Red Flag.) If you roll the nose just once, then the plane will eventually see-saw and the nose will come back up. This will leave you hitting the Mode Shift as your opponent brings his nose around on you from below. The important thing to realize is that spiral down requires continuous corrections to the stick (rolling the aircraft) in order to acheive a cork screw motion. In performing this, the key things to watch are: Your speed (left window). Do not get too slow. If you are approaching 250 KTS, then you are going to hit the Mode Shift. The horizon indicator (right window) in padlock. If you see brown receding and blue sky approaching, then you are not spiraling down. The target window (middle window) in padlock. You should continously be rolling your HUD into your turning opponent. Second, the speed bump can often be crossed due to the acceleration of a spiral down fight. This is especially true when you are in pursuit on your opponent's six. This usually means you had the energy advantage. So, the additional speed gained by descending can force you over the speed bump. Being over the Speed Bump will cause you to start slipping out on the turns. You can detect this situation by watching the G meter (right hand window). If your G's drop to 8 and you are breaking 300 KTS, then you have crossed over the speed bump. You may either tap the brake to reduce your speed or come out of after burner for a few seconds. ---------------------------------------------------------------------------- The following section decribes a technique that has been described to me by Vertigo, but I have not tried myself. We will call it Whipping the Nose. ---------------------------------------------------------------------------- Ocassionally, you find yourself in a flat turning lag pursuit of an opponent and cannot convert to lead pursuit to take the shot. According to Vertigo, you can ease off the stick to gain a little speed and then whip the nose around to take the shot. This technique may not result in a sustained turn advantage. However, it may result in an instantaneous turn advantage adequate to take the shot. ---------------------------------------------------------------------------- This section describes playing Falcon (HIFI) against the MIG-29. ---------------------------------------------------------------------------- Some initial perceptions about the MIG after flying it briefly are: Although it has more power and much greater climb capability, the engines spool up very slowly. It can take 5 or more seconds for RPMs to build up to after burner speeds. Thus, a slow MIG accelerates very slowly. It is nothing like a COMPLEX or HIFI F-16. The plane rolls very slowly at low speeds (350 KTS and below). Also, roll rate increases slowly. So, the initial stick response is lethargic. The MIG-29's cannon only holds 150 rounds. It can fire anywhere from 5-20 on a single trigger squeeze. The MIG-29 requires continuous trim or flight adjustment to maintain a steady nose position. Brakes are relatively ineffective. The MIG does not hit the Mode Shift. So, it can maintain control at speeds significantly below 250KTS. The MIG does not turn tightly when compared to a HIFI Falcon. Now some implications of the above: A slow MIG is a sitting duck in a turning fight. It will have a hard time building the speed necessary to initiate a spiral up fight if the F-16 holds a momentary energy advantage. Generally, rolling maneuvers in an F-16 in order to evade an F-16 on your six is futile. Against a good pilot it rarely works. The best technique is usually ignoring the plane on your six and outturning him while spiralling down. It would appear that rolling maneuvers might be very effective against a MIG as long as you stay above the Mode Shift. With only 150 rounds, the MIG must very carefully take its shots. There will be no long range shots or sustained gun bursts. Also, the inability to hold a steady nose easily will also tend to diminish the chance of long range gun shots. The MIG cannot hide its speed on the merge, since the brakes are not very effective. The speed the MIG enters the merge is the speed he intends to fight at. Given that the MIG does not have a mode shift, it may have an advantage if it can drag you into a very slow fight. The MIG has the IRST system and you cannot hide in ATG from 10 miles out, but I think you can be outside of his cone if you are low and he is very high. Some lessons fighting the MIG - CIS rules: On the first pass do an Immelman and go to grab energy. Watch his speed as he comes in and then given yourself 50-100 KTS more. If you can hit a little more than 400 KTS on the second pass, then you are in excellent shape, since there is no place he can go to evade your guns. You have him. Don't grab too much energy and make yourself an easy missile target. Don't take a missile shot, but instead save them for a rear quarter shot. They should be used to prevent him from climbing and running away from the fight once it has started. Unlike F-16 vs F-16, if you are too slow, then you can actually ease off the stick to regain speed. When you do this, you will be giving up angles. Then take the speed and turn hard to gain angles. What this means is you can actually give up angles in a turn and fall behind in turn, recover energy, and then regain angles and be out in front in the turn. However, it does require a bit of timing. Unlike F-16 vs F-16, in a nose to nose situation, you can actually just get out of the way to deny the MIG the shot and then continue to turn. If the MIG spirals up, then extend downwards and rebuild speed. Make the MIG come down to fight you. Some lessons fighting the MIG - ATG rules: As soon as you get into the cockpit, then get down low (500 feet). Your general goal throughout the match is to bring the MIG down to you. The MIG's radar missiles are practically useless. When heat seekers are fired at you attempt to counter fire with at least one missile. However, use your missiles sparingly. Use your missiles for the following situations: In a turning fight where the MIG begins to spiral up and then extend away into the vertical. If you don't hit him, you may cause him to break down towards you. In a high speed turning fight where the MIG is heading at you or away from 2-3 miles out. Distract him so that you can get the gun shot. ---------------------------------------------------------------------------- The following section addresses the utility of AIM-120 missiles in ATG matches. ---------------------------------------------------------------------------- AIM-120s are totally useless for the following reasons: If they are shot early (17-14 miles out), then they are very unlikely to hit. A lock can be broken simply by turning on ECM and flying straight. A better lock can be acheived at closer ranges (8-3 miles) with a greater chance of hitting. However, the lock can still be easily broken by turning on ECM, turning, and dropping chaff. Falcon H2H limits you to four active missiles in the air at any one time. This means that if you launch two AIM-120s at 6 miles that you will only be able to fire two heat seekers when you visually acquire your opponent. This is a very severe penalty to pay for having used AIM-120s. Why? More often than not, it is the second wave of heat seekers fired inside of five miles that hit your opponent. The first wave usually misses due to range and the fact that you opponent is well prepared to dodge them. Launching only a single wave of heat seekers at your opponent in visual range, allows your opponent to initiate his turn into you a few seconds earlier than if there had been a second wave. Thus, he is now ahead in the race to get nose on for a guns solution if head had launched two waves. The turning gun fight begins inside 2 miles. Any missiles you are carrying at this point in time are now relatively useless and just hurt flight performance characteristics. This goes for ECM too. Thus, it is clear that missile usage is more important at 5-3 miles than 10 - 6 miles, since it is at the closer range that the fight actually begins to evolve. Shooting your AIM-120's as soon as possible or dumping them is the way to go. In conclusion, the best way to employ AIM-120's is to let your opponent work on thinking that he can somehow make effective use of them. ---------------------------------------------------------------------------- The following points out one of the advantages of being the relatively higher player in a nose to nose ATG engagement. ---------------------------------------------------------------------------- If both players sucessfully dodge missiles, then the higher player can immediately decelerate to corner speed and bring his nose around. He can not be in an energy hole, since he can regain speed as he descends such that he reachs approximately 400 KTS as the planes merge. The only thing that might invalidate this is that turn diameter and time required increases as a function of altitude due to diminishing air density. However, below 30,000 feet, I believe these affects can be ignored. Now, the lower player may put himself in jeapordy by getting down to corner, since he may need to climb and could end up facing the mode shift as the turning fight begins. Thus, the point is that the higher player should theoretically either be able bring his nose to bear sooner or will end up holding the necessary energy advantage to win the turning fight. ---------------------------------------------------------------------------- The following addresses missile dodging techniques. ---------------------------------------------------------------------------- A>Mark, A>I created a RFM with 4 Mig29's loaded with all their missles (no guns) >and I just give myself the ECM. I've gotten to where I can evade ALL >their missles. One thing I think is most important is the TIMING. {I am making this message public for the benefit of everyone.} Definitely true. (Don't forget that an important part of ATG is the timing of firing your own missiles.) From 5-3 miles out (mainly ATG): Rear quarter: Wait until 1.5-1.2 to initiate your dodge. Until then, let them come right up your tail. And stay in AB-5 when you dodge. Usually just pull straight back on the stick. If you are running from your opponent and level, then get your nose back down after the dodge and continue your run. Forward quarter: Wait until 2-1.5 to initiate your dodge. At that point it usually best to break into a high climbing turn. If there are two waves, then reverse your turn and flatten out to miss the second wave. From 1.5-0 miles out (mainly CIS): If your nose is not bore sighted on your opponent or if you are pulling hard Gs, then the missiles are relatively unlikely to hit. So, let them fly by. Dodging would give your opponent angles going into the second pass. If the missiles have your name on it, then you MUST be at 350 KTS or better to dodge effectively. Breaking into a sharp high climbing turn is usually the best maneuver. It also leaves your opponent who may well be below you with a hard gun shot given his speed. In ATG, keep your speed up until the missiles are out of play. Then, brake hard and come around fast. Remember when ejecting flares that you can have at most 3 in the air at once. Thus, time them properly. Usually, one at the moment you pull on the stick and two as you follow through the dodge. The best practice *.RFM for CIS missile dodging is: 3 MIG-29s with heat seekers only straight inbound on your nose at 2-3 miles. Your entry speed is 350 KTS. Your goal is to survive their first two salvos of missiles. Usually, it is with a sharp climbing turn. Forget about engaging. Just work on dodging the head ons. ---------------------------------------------------------------------------- The following addresses how to use padlock. ---------------------------------------------------------------------------- >afterward that he would nose down up to 45 degrees. Maintaining the >perfect turn is an art all of itself! HOWEVER, if I had flown against >him the "agressive" way rather than the "energy" way I would've been >killed MUCH more quickly. Are you in padlock as you are circling? What >do you look at...the Horizon indicator? You want to keep JUST below the >horizon? In conclusion...Turning properly is HARD. {I am making this public for everyone's benefit.} Most fighting I do is in padlock. Except for rear quarter shots or safe forward quarter shots. While turning in padlock, you mainly focus on your speed and the horizon indicator (left and right windows) and sometimes red line flight vector for rolling your wings. These are the main things. You watch your speed to avoid the Mode Shift and the Speed Bump. (The G meter is also useful here. In fact, it is the first give away.) You focus on your opponent in the bottom window when it looks like you are going nose to nose and you need to know when to take the shot. The middle window and right most window can be useful for setting up padlock shots on tight second pass situations. (The turn&burn style ones.) The bottom window is also useful when your opponent likes break shallowly above the horizon while your pursue and then roll back down. You use this window to examine his flight path and predict when he will come back down across the horizon. Then instead of following him up, you turn flat and have your HUD and funnel waiting for him. ---------------------------------------------------------------------------- The following addresses how to peform a Split-S. ---------------------------------------------------------------------------- >lost-least from what you tell me. Tell us how your doing your Split-s's >please? The Split-S: 1) Approach the merge at 750 KTS. (Give nothing away.) 2) Radar off and heads up at 4-3 miles. 3) Enter padlock. 4) Brake and chop the throttle at 1.8-1 miles. 5) Go to forward view until the merge. 6) Dump ECM if your opponent is slowing. 7) At the merge, in forward view (much easier than padlock), invert. Note: 350 KTS is the optimum speed to roll in HIFI. Above this, the plane is sluggish and below this it is mushy. 8) Return to padlock. 9) Based on your opponents move control your speed. Against an Immelman, maintain 370-400 KTS coming around and take your missile shot. You are looking to come quickly over the top to take a gun shot. Against another S, hit the second pass at 380 KTS and dump missiles. It's turn&burn. Meaning go for the best Immelman and shoot from padlock. (see STK for more) REMEMBER DO NOT ALLOW SEPARATION ON THE SECOND PASS. Separation gives your opponent an opportunity begin his turn into you before the pass. This gives him an angles advantage! 10) In most cases, missiles fired at close range at you while you are turning in an S will not connect. If you are climbing straight up and they are fired down from an Immelman (this also means your S took too long), then do a quarter roll before dodging. This puts you out of your opponents plane of motion. Being in the same plane of motion increases lethality in Falcon. ---------------------------------------------------------------------------- This section illustrates the difficulty of escaping guns via an Extension in a Turn&Burn engagement. ---------------------------------------------------------------------------- XXXX>MA>A final caution here: Your Extension versus a fast Immelman will not >MA>put you out of guns range. I once worked this out. With him at about >MA>400 KTS and you at 750 KTS and pulling MAX-G, you will only be about 0 >MA>miles away when his nose comes around. Those, P90 guns can still be >MA>quite lethal at that range. XXXX>What math did you use master Markshot. ( 750 KTS / 3600 Seconds ) * 4 Seconds = 0.8 Miles. The normal time to reach the horizon on a tight Immelman is about 6 seconds. However, the Extender pulling up at 750 KTS, should be 20-30 degrees above the horizon when your nose crosses his flight path. Thus, I arrive at 4 seconds until your earliest possible shot. (There are two things which I did not take into consideration here. First, the Extender has not moved in a straight line. So, that is more like 0.8 miles of turning arc and not actual separation. Second, I have not counted the fact that the Immelman has elevated the other flyer by about 2,500 feet which reduces separation.) Falcon guns have been shown to be effective in H2H up to about about 1.5 miles. Also, guns appear to have instantaneous results. Shells are not affected by travel time. Finally, a P90's guns should deliver almost twice the number of rounds per unit time as a DX2/66. ---------------------------------------------------------------------------- When playing ATG, it is very important to keep in mind the affect altitude has various speed points for Falcon. ---------------------------------------------------------------------------- As a rule of thumb, when flying at 23,000 feet, you can add 100 KTS to any speed point that you would have had at about 8,000 feet. Thus, an Immelman requires an entry speed of 500 KTS to avoid the Mode Shift and a Flat Turn for 180 degrees requires an entry speed of 400 KTS. The Mode Shift will hit about 350 KTS. (The Immelman speed is particularly easier to verify in Red Flag.) Another thing which is required at this increased altitude is increased patience. It takes quite a long time to come around, but yet one should not hit the brake out of impatience. Such a mistake can be fatal. ---------------------------------------------------------------------------- The following describes what to do in a Turn&Burn match when you are extending and you realize that your opponent is extending. ---------------------------------------------------------------------------- Generally, the first party to recognize this situation and respond to it usually has a significant advantage. Although you may realize the situation quite early, you should generally allow the separation between the two planes to reach about 2 miles. If you do not you could be an easy gun target, before your missiles are launched. You should decelerate to 500-550 KTS and pull your nose over on your opponent. Once you have achieved nose on, you should begin launching missiles across the gap while charging your opponent. If you do this right, you will either hit your opponent with missiles, since you are firing from relatively close range or you will end up with an easy gun shot. If your opponent, also pull his nose on you and counter fires, then you dodge the missiles and play an ATG strategy. ---------------------------------------------------------------------------- The following describes responding to an Extension in Turn&Burn when you already decelarated very significantly at the merge. ---------------------------------------------------------------------------- Immediately go to AB-5 and disengage the brake. Come over the top of the Immelman in a lazy fashion. This means to not pull so hard on the stick (so many G's). This will diminish your speed loss a bit. Also, allow your opponent to rise into your HUD as opposed to pulling him into it. Launch one 9P as soon as possible. This is to break off your opponents vertical climb. Launch another spread 9P. And then, spread your 9Ms. Try to use the 9Ms such that your opponent is turning back into you and head down. Don't forget your guns here either. Keep your opponent busy dodging missiles and bleeding energy. Go light on the stick here yourself moving your nose, since you will be tempting the Mode Shift. If you opponent goes by you, then be prepared quickly invert and perform a Split-S after him. If you should foolishly dump your missiles an Extension, then fire a long gun burst slightly ahead into the path of the Extender as quick as possible. If well excuted, this can be enough to bring down an Extender. ---------------------------------------------------------------------------- The following describes an angles opportunity that can be worked by an Immelman as it descends upon and passes a Split S-er. ---------------------------------------------------------------------------- You are the first to see this in writing. >> Anybody who gives this some thought will see that the Immelman who is >> headed down will have to counter 1g of gravity on the way up, and >> the S'er will have a 1g gravity benefit going after the Immelman. If you reason through this, one will see that the relative orientations of the planes present the Immelman with a very nice angles opportunity. However, I will leave that as an exercise to the readers. It has been tried and will be incorporated in the next STK. Here goes: The S-er has his nose straight up. Due to that situation he must maintain a minimum speed of 350 KTS. (Note, this speed may be somewhat lower. I have yet to have chance to fly this out in Red Flag. But speeds slower than this tend to put the S-er at risk of getting too slow and being vunerable to an energy strategy of a looping fight or a target for missiles on the second pass.) If he does less, he will hit the mode shift as he pulls over the top. (Gravity will not accelerate the slowing Falcon in a high-G turn until it has broken 0 degrees pitch. At 90-0 degrees pitch, the Mode Shift still lurks.) So, the S-er is constrained in how fast he can move his nose around. Lastly, note that if the S-er initiated his second turn into the second merge early, then he could well expose his six to the Immelman. The Immelman is headed down. He can totally throw energy away and chop the throttle and brake for a quick angles turn. In doing this turn, the Immelman will be slow and lack energy for another full vertical move like a loop. The Immelman will be safe from the Mode Shift with gravity providing an acceleration boost until his nose gets close to the horizon. This quick turn is used to set up a gunshot opportunity. There is one final ingredient which is needed here. This is to adjust the orientation of the second turn. Normally, in S versus Immelman, the second pass will yield opposite cockpits. This would result in a looping fight which would make any quick angle opportunity impossible. The Immelman must roll his plane 180 degrees on the second pass to create a same side cockpit situation. The S-er must still come over the top no matter where he goes. The Immelman turns tight and slow and catches the S-er coming down and across his HUD. This yields a nice snapshot opportunity. After which, the Immelman should immediately invert and Split-S after the S-er in pursuit. ---------------------------------------------------------------------------- The following describe a new and promising technique which I am working on for ATG matches. ---------------------------------------------------------------------------- Usually in ATG, I initiate my dodging by timing missiles from the forward view and making a reflexive dodge. I spend a considerable amount of effort cycling through padlock trying to reaquire my opponent. Consider this. If my dodging is reflexive, then why not head into visual range with the padlock view already selected. By doing this, I have locked my opponent despite any missiles launched. I can reflexively dodge and at the earliest possible moment and begin maneuvering for a gun shot on my opponent. ---------------------------------------------------------------------------- Based on the previous observation and some additional work, the Zen Low School of ATG is born. It's basic precepts are decribed below. ---------------------------------------------------------------------------- 1) Don't let your opponent get below you in the opening merge. If your opponent does get below you, then he will have an opportunity to drive in from your six or belly. In accordance with this rule, the following initial positioning is done: As usual, against HIFI opponents, blow off your AIM-120s right away without even going for a lock. Go radar scan 80 miles. Invert and pull down 45 degrees. Begin a hard pull out between 3,000-2,500 feet settling at 500-1000 feet. You must get your nose pointed at your opponent: If in the process of performing the above, your opponent dissappears on your radar scan and does not reappear when you have leveled out, then your opponent climbed sharply. To reaquire your opponent, lift your nose up 5 degrees and flip to ACM. If this does not suceed, then try this procedure two more times and you should be able to aquire your opponent. The rational for the above is to keep your opponent from getting below you. 2) Once you have your nose pointed at your opponent, then go forward view up and then into padlock. Do NOT come out of padlock. Do NOT hit the target selection key. You WILL dodge the eventual incomming missiles instinctively while keeping your eyes on your opponent. The rational for this is that if you keep your eyes on your opponent, then there will be no wasted time or maneuvering. You will be on him as soon as humanly possible. 3) If your opponent is coaltitude (zero pitch on your nose), then decelerate to 470-500 KTS maintaining this speed using the brake while at AB-5. You may want to delay this decelaration until your opponent is 8 miles out to avoid the possibility of a zoom climb. If your opponent is 5 degrees up, then shoot for 500-550 KTS; 10-15 degrees up, then 550-600 KTS; 30 degrees or more, then maintain max speed. If your opponent launches AIM-120s, you should already have your ECM on. Continue straight and start dropping chaff. The reasoning behind this deceleration is that you will not need the extra speed to dodge missiles. Your existing speed will bring you in range for a guns kill. Specifically, when you are coaltitude, you will be over the Speed Bump and accelerating in your dodge. Note: Beyond 5 degrees nose up, you will not receive any Speed Bump acceleration in your dodge. 4) When your opponent reaches 7 miles out and/or your 9M tone begins to warble slightly, shut off your radar and bore sight where your opponent will be. 5) When you have a 9M lock and red visual box in padlock, then fire your first wave of missiles (9Ms). Select 9Ps and wait a few seconds, then fire your second wave. (This portion requires experience to master the timing of how long to wait to launch the second wave.) 6) If there are inbound missiles, then roll 90 degrees left or right and initiate a flat dodge while popping flares. And some point, you can roll 90 degrees in the opposite direction and begin pulling hard into your opponent. You can do this before the warning buzzing goes silent. In fact, you must. (This portion requires experience to master the timing of when to reverse and pull back in.) The missiles can be completely dodged on instinct while tracking your opponent. You know where they are comming from and the approximate range. 7) One should visualize this move, the dodge and pull back in, as a swing out and swing back vis-a-vis your line of sight flight path to your opponent. Some pointers on this maneuver. You are dodging flat, since you do not want to allow your opponent to get underneath you. You should pull max G on the swing out and swing back. This keeps you from getting hit by missiles. You may begin braking on the swing back in order to improve your turn rate relative to your opponent and decelerate down to dogfighting speeds. Do not attempt to decelerate on the swing back so much that you can just fly straight and level towards your opponent. This will make you a sitting duck for a well timed second wave missiles. Max G will keep them from connecting. 8) Although difficult, you will attempt to pull your nose on your opponent and get a first pass gun shot. It is possible to finish the match right here. Just don't get very slow and fly straight for a long period of time. 9) If you see your missiles connect with your opponent while you are swinging back, do NOT brake any further and continue to pull max G until you are certain that you have survived all airborne missiles. 10) Okay, let's look at some things that could happen with your opponent. If your opponent dodges and does not immediately pull back into you, then you should find yourself rapidly pulling onto his six. If your opponent pulls back into you due to pure instinct but looses sight as the planes are merging, then you have a good chance to pop him with guns as he goes by. If your opponent dives on you then, you should be able to catch him too fast and come over the top at corner and gun him down. 11) On the merge following the swing back: You MUST get down to dogfighting speeds, 350-400 KTS. 500 KTS could get you killed. Do NOT go for a 300 KTS flat turn. If your opponent goes by and up, then you will lose due to the energy situation and the Mode Shift. As the two planes pass, put some vertical component into your flight vector and go up to come around. At this point, it is now Turn & Burn skills and dogfighting which are required. ---------------------------------------------------------------------------- The following describes the Relativity Speed Principle of Turn & Burn. ---------------------------------------------------------------------------- Typically one of your problems in Turn & Burn is: I can know that my opponent is extending, but not be able to respond to it appropriately (because I myself am too fast to slow down for a tight Immelman) or I can slow down for a tight Immelman and risk being burned by an extension. If you approach the merge at max speed and initiate the deceleration at a fixed point, for me about 1.5 miles works, then you can have your cake and eat it too. Here is how it works. Your target speed for the merge to do the tightest Immelman without missiles is about 380 KTS. If you decelerate and the plane cannot come to 380 KTS quite a bit before the merge, then your opponent is extending. You come off the brake and go AB-5 while holding your missiles. Now, you have enough speed to deal with it. If on the other hand, you easily hit 380 KTS, then your opponent is going to turn and fight. As soon as you see his nose come up after the merge, then blow off your missiles and continuing coming around for a guns padlock shot. ############################################### ##### LADDER COMMAND CENTER ADVERTISEMENT ##### ############################################### LCC stands for Ladder Command Center. It is a state-of-the-art Windows application for maintaining challenge ladders. Among the features it supports are: The maintenance of a complete challenge ladder database. The maintenance of a complete historical database of matches played. Custom configuration of ladder parameters with regards to rungs which can be challenged, handling of defaults, inactivity penalties, etc ... General editors for the ladder and historical database. Open interfaces to other ODBC compliant software and spreadsheets, etc... Full reports on membership, current challenges, history for all players and individual players. Ladder administration includes support for: Renaming players. Entering match results and recomputing positions and records. Membership information such as names and phone numbers. Entry and automatic management of inactive players. Entry and validation of challenges. A spreadsheet style ladder display is maintained via the use of free floating tools. Each processing step is fully supported by an UNDO capability. LCC will appear on BBS's as LCF100.ZIP (full {runtime/application} release version 1) and LCP100.ZIP (patch {application only} release version 1). Estimated release date is 05/01/95. ############################################### ##### LADDER COMMAND CENTER ADVERTISEMENT ##### ###############################################