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Feature
Article
It's All a Matter of Perspective - Part
Two
by Andy
Bush
Introduction
In the previous discussion of flight
simulation views, I evaluated each type of viewing system
with regard to how effectively each system allowed you to
see the need for and then perform basic BFM maneuvers. This
comparison placed its primary emphasis on the amount of time
that each type of view required to determine and implement
the BFM maneuver. My conclusion was that the external view,
specifically the player-to-target view, gave the pilot the
best opportunity to reach his twin objectives of correct maneuver
choice and timely maneuver performance. I concluded that it
was the "outside the cockpit" perspective
of the external view which allowed the pilot to see both aircraft
at one time in a 3D spatial relationship. I noted that this
perspective gave us the best intuitive sense of the
particular BFM problem at hand. At this point lets stop
for a moment and recognize that this intuitive grasp of BFM
is not inherent in the pilot...instead, this insight starts
in the mastery of specific BFM concepts and is perfected through
practice. In this article I will continue this line of thought
by discussing a number of those concepts, all of which can
be thought of as building blocks in the development of that
intuitive feel for BFM.
Discussion
The building blocks of intuitive BFM
can be grouped into two areas:
1. General Aerodynamic Principles
2. General Offensive and Defensive
Maneuvers
Ill begin with a discussion
of the first building block, general aerodynamic principles,
and in a subsequent article I will discuss various BFM maneuvers
which you may use to gain an advantage over your opponent.
But first, I need to make a disclaimer! This article is about
flight simulation BFM. It is not necessarily a primer for
real life BFM because there are some very significant limitations
in how well air combat simulations replicate the real world...and,
not only do these simulations share collective limitations,
but individually they vary widely in the accuracy of their
flight models. Therefore, this discussion will center on concepts
and principles that you can use in your simulation. How well
your simulation takes advantage of these concepts is difficult
to quantify, but one thing is certain. These concepts are
timeless...they are the "prima franca" of air combat
maneuvering techniques. They may or may not be as effective
in a simulation as in real life, but they will, as a whole,
give you the basic foundation so necessary for the "big
picture", the intuitive feel for the right maneuver at
the right time.
General Aerodynamic Principles
1. The
Effect of Gravity. Gravity, or "Gods g"
as it is sometimes called, can be a big player in overall
BFM maneuver effectiveness. As we all understand, gravity
is always with us...pulling us "downwards" towards
the earth. We counter that force with one of our own which
we call lift...but, when in level flight, we must remember
that the lift force or "vector", is always being
opposed by gravity...thus, the magnitude of our lift vector
is always effected by gravity. In the cockpit, we read our
lift vector g on the g meter, either positive or negative.
We sometimes forget, however, that the g force which affects
the actual performance of the aircraft is the end result of
Gods g (gravity) and our cockpit g being mathematically
combined to produce a resultant g force known as "Radial
G". When we think of maximum performance in our maneuvers,
we mean max turn rate and min turn radius. These two turn
parameters are affected by your Radial G and your true
airspeed. The effect of Gods g is easily seen. Keeping
in mind that turn rate and radius are improved as Radial G
is increased, when your lift vector is pointed below the horizon,
Gods g adds to your cockpit g and therefore improves
your turn performance. The g you are seeing on your g meter
is actually less than the total g which is affecting your
aircraft. Now, orient your lift vector above the horizon,
and the opposite is true...you get less turn performance since
Radial G is less than what you see on the g meter. The difference
is most pronounced when your lift vector is perfectly vertical
to the horizon. The following two diagrams explain the Radial
G concept.
Imagine you are pulling 4 cockpit
gs...when you are wings level and upright, Gods
g subtracts
one g from your resultant lift vector...you end up with a
resultant force (Radial G) of 3 gs.
Now if you roll wings level inverted,
Gods g adds one g to your cockpit g, bringing your resultant
Radial G up to 5.
The end result is that in our example
the inverted aircraft is performing about 50% better than
the upright aircraft for a given airspeed. Now, these performance
differences decrease once the aircraft leaves wings level
flight, but the important thing for you to remember is that
lift vector orientation
can significantly affect your turn performance. One final
point on this subject needs to be made. In the above figures,
we show both the lift vector and the Radial G resultant vector.
The significance of this diagram is that you understand that
the lift vector is not the direction your aircraft
is going...instead, your actual flight path is the Radial
G resultant vector. In aerodynamics, this Radial G vector
is called the acceleration vector. In this sense, acceleration
does not mean speed up or slow down, instead it refers to
the Radial G force direction. As an aircraft moves through
the sky, it is being affected by Radial G and the force of
its own velocity. These two forces can be thought of as flight
path vectors linked together at the aircraft, and, together,
they form the plane of motion. Im sure you are
wondering what is the point of all this "rocket science"...simply
put, it is to introduce this concept of the plane of motion.
As you maneuver against your opponent, it is your ultimate
objective to get yourself into his plane of motion...in doing
so, you will have solved the BFM problem of controlling closure
and aligning fuselages. So, lets talk for a bit about
what this plane of motion is, how you recognize it, and how
the external view gives you the best look at it.
2. The
Plane of Motion. Whew, I can hear you say!! Finally,
something you have heard of...the plane of motion. Just so
that everyone understands...the word "plane" doesnt
mean "airplane"...no, were talking about "plane"
in the sense of a "flat plane of glass", for example.
This "plane" represents the flight path of our aircraft.
Please note that the plane of motion is aligned
with the rudder, not the wings.
Now, if another aircraft comes along
whose velocity vector and radial g vector are oriented in
a different direction from our aircraft, then its "plane
of motion" will intersect ours and form a three dimensional
figure looking something like this:
Since these two planes are not in
alignment, we refer to these two planes as being "split".
And so, the two aircraft who are maneuvering within their
separate planes of motion are engaging
in split-plane maneuvering. They are maneuvering out
of plane with regard to each other. Pilots will maneuver
out of plane to gain an advantage. They do this to gain
additional turning room and to use the beneficial effects
of Gods g. This allows them to control closure,
aspect, and angle off. In the last issues article, I
defined BFM as the "control of closure, aspect, and angle
off", and I said split-plane maneuvering was "efficient
BFM". Therefore, when we look at Figure 4, we see a diagram
of two aircraft maneuvering against each other, presumably
to gain an advantage against the other. Now look at Figure
4 again, remove the planes of motion, and imagine it as the
player-to-target view.
Aha!! Now we are getting somewhere!
In this screen shot, we see the attacker bringing his nose
up and out of the plane of turn of the defender. This is how
the beginning of a High Yo-Yo looks from an external view.
Remember, this is an article about using the external view
in BFM. If we fly our simulation using an external view, then
the obvious question becomes one of how we orient our lift
and velocity vectors to establish a plane of motion for ourselves
that gives us an advantage over our opponent. When we use
the external view, which way do we roll and/or pull to achieve
that advantageous split plane? That is what the remainder
of this article is going to talk about...how we solve the
problems of controlling closure and achieving required turning
room.
3. Using
the Flight Path Vector To Control Closure. In addition
to using the throttle to change your speed relative to another
aircraft, you may vary your closure by changing your nose
position. In doing so, you are changing the direction of your
velocity vector...you are giving your airspeed a new direction.
Depending on the relative position between you and your opponent,
this new velocity vector direction will result in a increase
or decrease in closure, often without any corresponding change
in your indicated airspeed. This happens because your new
flight path covers either a longer or shorter distance resulting
in a longer or shorter length of time. When you attempt to
re-direct your flight path vector with the external view,
two things are immediately visible on your monitor...the size
of the change in your flight path - how you have changed your
angle off - and the effect of that change on your position
relative to your opponent - how this maneuver has changed
your closure. At this point, lets get a mental picture
of what we have just done...we have positioned our flight
path away from the opponent, thus gaining some separation,
and we have made a correction in our rate of closure. We are
now in position to complete our pursuit of the opponent...all
we need is enough turning room.
4. Required
Turning Room versus Available Turning Room. When attempting
to bring your weapons to bear on your opponent or when attempting
to align fuselages, one parameter is always a major consideration...do
you have the room necessary to complete the turn? Too often
we may find that the turning room which we have to work with
is just not sufficient for us to put our lift vector on the
opponent and pull...what will result if we try this is a flight
path overshoot which may well offer our opponent the chance
to reverse roles and become the attacker. The issue here is
being able to visualize the field of maneuver as being more
than two dimensional. Someone once said the shortest distance
between two points is a straight line...who ever that guy
was never flew BFM!! In the following figure, the F-15 cannot
simply roll, put his lift vector on the target, and then pull...he
will overshoot since his turn radius is larger than the available
turning room.
Therefore the question becomes "where
does the pilot find additional turning room" in situations
like this? By now, I think you know where I am headed...the
pilot must reorient his flight path vector out of the plane
of motion of the opponent. "Well, thats fine",
you say, "but how do I do that?" Excellent question.
You do that with your aileron...you point your lift vector
and thus your flight path vector by rolling your aircraft
to a new bank attitude relative to your opponent. You get
out of plane with aileron...how far you get out of
plane is determined by how long and how hard you pull back
on the stick. Of these two control inputs, roll is more important
than pull. Your first problem is to get out of plane...having
done that, then you can worry about how much of a change to
make.
One very important principle must
be understood...the relationship of the opponents plane
of motion to the horizon is not of immediate significance.
Regardless of the opponents plane of motion, when additional
turning room is needed, you should roll to point your lift
vector away from his plane of motion...as much as 90 degrees
if necessary. The external view makes this repositioning maneuver
easy to visualize. The amount that you get out of plane with
your opponent and the amount of separation needed is a direct
function of how much additional turning room you need. For
example, if you see a major flight path overshoot coming up,
you need to aggressively break out of the opponents
plane of motion and maintain your new flight path until you
can safely pull back towards the opponent. Please note that
I did not use the words "pull back down" or "pull
back up" in reference to your re-entry to the fight.
This is because there is no "up" or "down",
i.e., no reference to the horizon...the primary consideration
is to get out of plane.
5. "Hedging
My Bets" or Required Turning Room versus Available Turning
Room, Part 2. Now, having said that, let me cover my
tracks by saying that, as always, nothing is ever quite "black
or white", no case is ever "open and shut"
in BFM. There are, once again, additional considerations in
making your bid for more turning room, but, for the level
of our discussion, I believe they are less significant...not
to be ignored completely, but definitely not front burner
material. Of these, two merit some discussion...your energy
state at the initiation of the out of plane maneuver, and
the effect of Gods g on your maneuver. Both of these
factors essentially bring the same thing into the equation...the
location of the horizon relative to the opponents plane
of motion.
As we have mentioned earlier, your
airspeed (in this case, true airspeed) is one of the two determinants
of turn radius and rate. We also discussed the difference
between the terms of airspeed and closure. You read your airspeed
off the HUD, but your closure, for a given airspeed, is a
function of angle off. The following figures makes this clear:
In Fig.7, with the opponent at a 90
degree crossing angle, the attackers closure is his
true airspeed since the opponents velocity vector neither
adds to or subtracts from the attackers velocity.
However, in Fig-8, the opponent is
moving away from the attacker at an angle. If we were to break
the opponents velocity vector down into components relative
to the attacker, we would find that a portion of the opponents
velocity vector is aligned with the attackers velocity
vector and. as a result, reduces the attackers closure.
In both cases, the attacker has the same indicated airspeed,
but his closure differs significantly, and, therefore, the
magnitude of his BFM maneuver required to control this closure
is also different. What this means to you as the attacker
is that in the first case, you may well have to make a throttle
reduction and a major flight path change to control your overtake,
whereas, in the second case, you may well be able to manage
your closure with either a throttle reduction or a small yo-yo.
My point to you is that your indicated airspeed is not a very
good measure of the BFM closure problem. Your total energy
state is actually a combination of your indicated velocity
(airspeed) as well as your relative velocity which arises
from the geometry of the set up.
A second factor which you need to
also consider is the positive or negative factor that Gods
G may bring to your attempt to gain turning room. We have
already explained how radial g (along with true airspeed)
is the determining factor in your turning performance. You,
as the pilot seeking the greatest advantage in your choice
of maneuvers, want to take full use of the positive aspects
of Gods g while minimizing the negative. How you do
this will be covered in the second part of this article...for
now, it is important that you understand that radial g is
a variable which you control, just as in the first example,
both throttle management and flight path direction (velocity
vector control) are variables which you directly affect. The
bottom line is that recognizing and achieving required turning
room is the dominant problem in offensive BFM.
6. How
To Recognize Relative Energy States. Now we are getting
down to the nitty-gritty...I see the opponent...I need some
smash...where do I get it from? Well, you could always take
the brute force approach and throw it into burner. But what
if you dont have that option...such as you are already
in afterburner, or you are close to bingo and cannot afford
the extra fuel consumption...is there another way? There well
may be if you can take advantage of any energy potential which
exists because of your relative position to the opponent.
If you are above his flight path relative to the horizon,
you have some potential energy due to your altitude advantage
which you could use...just lower your nose slightly and let
Gods G help you out. An easy remedy to a closure problem...but
I want to offer something a little more subtle. I want to
introduce what I think of as "the high wing/low wing"
view of energy management. In a way Im just restating
the ideas already put forward about Gods G, but, while
theory is fine for textbooks...how about a technique you can
use in the cockpit? Here it is...hope you have luck with it.
In the diagram, the aircraft is viewed
relative to the horizon. What we want to do is to identify
the targets plane of motion. You do this by using the
targets rudder as an approximation along with the extension
of the targets fuselage axis. These two lines define
the plane of motion. Now we compare this plane of motion to
the horizon. In Figure 10, the aircraft is oriented in a right
bank and is upright to the horizon with its plane of motion
canted approximately 45 degrees from the vertical. If you
climb above the targets plane of motion, you are exchanging
kinetic energy for potential...in other words you are slowing
down. If you fly to the area below the targets plane
of motion, you are doing the opposite...exchanging potential
for kinetic...you are gaining speed. As you view the targets
plane of motion, it is easy to relate that plane to the horizon.
Do this and you then may see the targets wings as being
oriented above or below the horizon. As you view that aircraft,
I want you to think of his low wing as pointing to the positive
or energy gain area, and his high wing as pointing to the
area of negative or reduction of energy area.
The concept is simple...want to pick
up some smash or at least not lose any...then fly to his low
wing. Need to bleed some smash...control your closure...then
"raise" your nose a little and point yourself towards
his high wing. Think low wing equals acceleration, high wing
equals deceleration...piece of cake!!
7. The
High Six and Flying To the Elbow. This last area in
this discussion ties it all together. Weve talked about
using Gods g, planes of motion, control of our velocity
vector, turning room, and relative energy states...now lets
finish by presenting a view of where we want to be to blow
our opponent away. We want to be behind him with our closure
under control...we want to be in a position of command. You
may have heard of this concept before...it is not original
with me, but I endorse it highly...its called the High
Six Oclock. Of course, this is your opponents
six which we are talking about! We get there by orienting
our flight path vector and managing our closure to arrive
at that point in the sky known as the "high six".
The word "high" in this context means relative to
the horizon, not to your opponent. His attitude..upright,
inverted, whatever..is not a consideration. You want to maneuver
to a position which is behind your opponent and "above"
him relative to the horizon. Why and how far behind? This
is strictly a function of your choice of weapon...for a gun
attack, I like to stay in close...definitely inside 3000 feet.
Why "above"? The answer is one Im sure you
now know...because by flying to that position, we control
our closure to make sure our opponent stays out in front.
One way to visualize this concept is to use our forearm as
a reference.
Our hand will represent the opponent,
and our elbow will represent the "high six". Like
all fighter pilots, we use our hands to illustrate a maneuver.
You are your free hand...no matter what position you place
your other forearm in, you want to maneuver your free hand
back around to your other elbow. This is a "must"
for you to understand...you maneuver to the elbow, not to
the opponent! No matter which way your opponent is heading,
no matter which way the horizon is...you fly to the elbow.
Your turning room requirements, your energy needs are predicated
on getting to the elbow. Wow, I cant say it stronger
than that!!
Summary
I want to conclude by reminding everyone
that we are talking about using external views to learn air
combat simulation BFM. My opinion is that the external view
allows you to "see" from an "out of cockpit"
perspective the three dimensional BFM problem. The "high
six" and the "elbow" are more easily perceived
using the external view than in any other view. Try it, and
with practice, I think you will appreciate its effectiveness...see
you next time.
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