|
Feature
Article
It's All a Matter of Perspective - Part
Three
by Andy
Bush
General Offensive and Defensive Considerations
Introduction
Well, folks, it's time to get down
to where the rubber meets the road. Many, if not most of you,
want a good understanding of the academics of fighter flying.
Usually, this takes the form of procedures and techniques
taken right out of real world manuals. This, as far as it
goes, is good. Many have Shaw's book, Fighter Combat, in their
home library. I do too...it is probably the best single source
reference for traditional fighter concepts that you will find.
In addition, each new sim we buy has whole sections devoted
to nothing but historical info and explanations of standard
maneuvers. All of this has its place. I fully support a good
understanding of historical background...it adds to the "immersiveness"
of the sim. I also endorse a well written coverage of the
basic fighter maneuvers and tactics. You folks need to know
this material to get the most out of your sim. But, here the
good news stops. This info will not help you fly a better
sim...it will only make you conversationally proficient, meaning,
you can "talk the talk", but it remains to be seen
whether you can, in the final analysis, "walk the walk".
Something is missing at this point,
and that something is a firm understanding of just how far
your sim's viewing system will permit you to employ the maneuvers
and tactics that you studied so hard. Unfortunately and altogether
too often, a sim's viewing system is its Achilles Heel. It's
as simple as this...if you can't see it, you can't do it.
It is very difficult to ask a two dimensional monitor to portray
the three dimensional world of air combat, but we do so every
time we fire up a sim.
In this third in a series of BFM versus
viewing systems articles, let's talk for a bit on how you
can learn how to "walk the walk". We'll take the
approach of nailing down what we want to achieve, and then
we'll explore ways of getting that objective out of our sim.
First, let's realize that all sims are not equal in their
respective abilities to let us "see"the magnitude
of the problem at hand, no matter what that problem may be.
Not all sims offer padlock and exterior views. Of those that
do, not all have views that are adequate to solve the problem.
This article will take a middle of the road approach and discuss
viewing systems in general terms. My hope is that there will
be enough here for you to increase your proficiency with your
particular sim. Ultimately, this is all about having fun...if
this article increases your "fun quotient", then
its purpose has been achieved. That being said, let's get
to it.
Basic Concepts
Here it is in a nutshell. We're talking
Basic Fighter Maneuvers...BFM. So, what is BFM? Put aside
any previous definitions, and listen to mine. Mine applies
in the real world, but, more importantly, it will also apply
to you as you fly your sim. Here it is:
BFM is controlling closure and fuselage
alignment!!
That's it. End of story. That's what
you need to be able to do. Control your closure relative to
your opponent. Control the alignment of your fuselage relative
to your opponent. Simple!!
"Say what", I hear you say!!
"What does that mean?" No problem...let's take them
one at a time. You control closure when you vary your throttle
position and/or flight path to change or maintain the rate
at which you move towards or away from your opponent. Closure
is not your indicated airspeed...it is your rate of movement,
either plus or minus, relative to your opponent. Please again
note that we control closure both with throttle changes and
flight path modification.
Your fuselage alignment is your aircraft's
longitudinal axis. More simply, it is the direction your nose
is pointed. It is not your flight path! Your aircraft could
be in a tail slide with your nose pointed up with your flight
path straight down!! As the pilot, you change your nose position
to obtain a change in your flight path. Substituting words,
you control your fuselage alignment to gain a desired flight
path objective. One final note on positioning your fuselage
alignment. Use aileron to set a bank angle that will orient
your lift vector in the desired direction. Then use back stick
to move the nose at the desired rate of pitch change until
you have the nose pointed where you want it. Roll to orient...pull
to point.
None of this should be new info for
most of you. The issue is not that you don't understand BFM
basics...no, the real issue is that you want to know how to
achieve those basics given the constraints of the typical
sim viewing system. I can hear you say, "Absolutely...so
what do I do?". That's what this article is all about.
Let's pause for a moment and recognize those constraints.
As a rule, most sim pilots can maneuver
effectively as long as the opponent remains within the confines
of the typical forward view (F1 in most sims). It is when
the opponent flys out of the forward view that the trouble
starts. The number one constraint of any viewing system is
that the pilot loses an awareness of his nose position and
resulting energy level whenever the pilot selects some other
viewing option to keep sight of the opponent. It does not
matter which view is selected...snap views, padlocks, or hat
switch slewable views. Too often the result is a loss of orientation
that ends up with the pilot lawndarting himself as he pursues
his opponent!
Part and parcel with this loss of
orientation is a contributing inability to interpret the selected
view. Padlock views are particularly deficient in this respect.
As soon as the padlock view no longer contains some portion
of the aircraft , the pilot must rely on padlock symbology
to maintain his sense of orientation. As we all know, this
can be a real challenge.
Lastly, many pilots find that their
ability to determine target aspect, range, and closure is
marginal at best. In most sims, despite the improvement of
picture quality due to 3D video accelerators, poor depth perception
degrades your sense of closure, one of our two key components
to effective BFM. If you cannot sense the rate of closure,
then your ability to implement a BFM maneuver in response
to your opponent's flight path is severely affected. But the
bottom line is that the nature and quality of simulation graphics
is beyond our control. The best advise I can give on this
contributory factor is to err on the safe side...execute your
throttle and pitch changes early and keep their magnitude
small. Solve your BFM problem by taking small bites out of
it rather than counting on the world's greatest whifferdill
to carry the day!
Let's end this introduction by restating
our initial premise. BFM is the control of fuselage alignment
(nose position) and closure. Your manipulation of these two
factors often results in maneuvers resulting in your target
flying out of the field of view of the typical forward view.
You must then rely on some other type of view to keep the
target in sight. Regardless of which view you choose, you
need to keep your sense of nose position and relative closure.
In the next section, we will look at several offensive and
defensive situations and analyze how our use of various views
meet that need.
Assumptions
I know, I know...here I go again...hedging
my bets!! Hang in here for a second!! The thing about BFM
is that there are few absolutes. BFM is full of "yeah,
buts" and "what ifs"...so let me, for the sake
of argument, define the rules!! I want to talk about basic
BFM and how to get the most out of our viewing choices in
a typical sim. To do that, I'll restrict myself to the most
basic of scenarios...you want to reduce your angle off and
control closure such that you can arrive at a position in
your opponent's six o'clock. We are not going to talk about
all aspect missile employment, or face shots, or off boresight
lockons, or any of that cosmic stuff. Nope, we're going to
talk about breaking down the aspect angle of the bandit. We're
going to talk about pushing the bad guy out front where we
can blow him away. We're going to talk about having fun and
maybe learning something in the process. I want you to come
away from this with the confidence that you can BFM the bandit
and kill him dead. Let's get started!
Offensive BFM - The Bandit Is In Front
of Your Wingline.
We will start with a definition of
wingline. Using your nose as the 12 o'clock reference, project
lines out from your 3 and 9 o'clock...this is your wingline...your
3/9 line. We will assume the bandit is forward of your 3/9
line. The bandit also has a 3/9 line...his wingline. If you
are looking at him from behind his 3/9 line, then you are
in a low (rear) aspect situation. Conversely, if you are looking
at him from ahead of his 3/9 line, you are in a high (front)
aspect situation. These two situations encompass what you
usually see in the beginning moments of an engagement...and
usually you see this using the forward or F1 view. Most forward
views cover about + or - 45 degrees off your nose, so you
are seeing the bandit in your 10:30 to 1:30 o'clock position.
The objective is to keep him there while you go about the
fine art of killing him.
The Low Aspect Situation
Here we are...the bandit is in front
of us (at least for now!!)...we're behind his 3/9 line and
that's where we want to stay. What problems could lie ahead?
In this case, two potential problems are immediately obvious....one
is angular in nature and the other is closure related...and
they can exist in combination. Let's say that again in a different
way...these are the problems:
1. Turning Room. Turning room is the
space needed for you to align your fuselage with the target.
We always make the assumption that you do not want to overshoot
the target's flight path...therefore your problem is to turn
tight enough (align fuselages) such that you remain inside
the target's flight path.
2. Closure. We do not want to fly
past the target's 3/9 line...do this and we become the shootee
instead of the shooter!!
These problems are self-obvious...what
is not so obvious is how we are going to first, use our simulation
view to assess our turning room needs and rate of closure,
and second, use our simulation view to correct our flight
path as necessary. Let's begin by assuming we are using the
forward view initially. The target is in our front quarter
(+ or - 45 degrees off our nose). Here are some tips on analyzing
target position.
Tip # 1. We'll begin by assessing
target angle off. In the following picture, note the extended
fuselage line of the target relative to your own fuselage
line. If these two lines are not parallel, the angular mismatch
is your angle off. My suggestion is that you do not allow
this angle to exceed 30-45 degrees as a general rule. We'll
get to how you do this in a minute.
Tip # 2. Next, we must recognize what
type of pursuit curve we are flying. Here's the idea. Let's
picture ourselves in a left turn. As we look at the target
in our forward view, if we see him in the left side of our
front canopy/HUD area, we are in lag pursuit...our nose is
"behind" the target. If we see the target centered
in our canopy/HUD, we are in pure pursuit. Lastly, if we see
the target in the right hand side of our canopy/HUD, then
we are in lead pursuit...our nose is in front of the target.
Tip # 3. Now we'll move on to available
turning room. We are going to look at the target's fuselage
line and compare its movement relative to our own nose movement.
Here's the idea. Look at the target as you approach it. Ask
yourself, "Is the angle off increasing between me and
the target?" If you begin by seeing mostly the target's
rear end, but are progressively seeing more and more of its
side, then your angle off is increasing. Use this visual clue
to determine your turning room needs. If the target is increasing
its angle off (as seen by its fuselage line diverging from
your own), then you, as a rule, do not have enough turning
room. In the real world, this is known as being outside the
target's turning circle. On the other hand, as you continue
your turn, if the angle off is not increasing, then you are
inside the target's turn circle. NOTE: This is a huge generalization.
It is intended to assist you in learning three dimensional
BFM. This tip may not always be technically accurate. For
the purposes of this article, I am going to ignore the finer
distinctions and concentrate on the basics. As you gain experience
and confidence, you will know when to employ this tip or ignore
it.
Tip # 4. Our next item to consider
involves our energy state relative to the target. Let's look
again at the target in our forward view, but let's bring the
location of the horizon into consideration. Begin by noting
the target's flight path (its fuselage line) relative to the
horizon. Next, determine the target's bank angle relative
to the horizon. As a rule, one wing will point above the horizon
(I call this the high wing), and one wing will point below
(the low wing). The high wing points to the airspace above
and behind the target, and the low wing does the opposite.
As a technique, use the high wing airspace to control excessive
closure. By maneuvering into this area, you are decreasing
your energy state relative to the target. On the
other hand, if you have stagnated behind the target, you can
turn to point towards the low wing to increase your energy
state and gain closure. The magnitude of your maneuver is
directly proportional to your closure need.
Tip # 5. Here is another way to look
your position relative to the target. As you view the target
in your forward view, extend his fuselage line backwards.
Now add in the horizon. The airspace above the extended fuselage
line and above the horizon we'll call the high
six. When you are behind the target's 3/9 line, fly to the
high six area when you are trying to control angle off and
closure.
Tip # 6. Next, I'll mention the concept
of flying to the elbow. This term comes from the mental picture
of a pilot using his hands to describe attacking a target.
The target on one arm is his hand. His arm extending back
from his hand is his fuselage line. His elbow then is a position
behind and in line with the target. By flying to the "elbow",
the pilot is pointing behind the target...he is lag pursuit.
Lag pursuit tends to minimize the adverse effect of the target
out-turning you...it helps you manage angle
off. This concept of flying to the elbow is much the same
as the high six and high/low wing techniques in that they
all are intended to allow you to control fuselage alignment
and closure.
Tip # 7. Lastly, I'll touch on the
subject of closure. As I have already mentioned, your determination
of closure is really a depth perception problem, and sims
are not too spiffy in their ability to portray this. If your
sim has a modern HUD display, then get a radar lock on to
the target...most HUDs will display closure in knots. Regardless
of sim, be sure to include any HUD feature, pop-up window,
or
whatever to keep your SA up on this important variable.
OK!! Up to now, we have looked a variety
of ways to view the bandit while it is still in our forward
view. Unfortunately, as we all well know, the bandit is not
going to just sit there and let you shoot at him willy-nilly...so
he'll probably put a hard turn on you. This reaction on his
part may well result in the target flying rapidly out of the
forward view. We want to keep him in sight for starters. Then
we want to reposition to maintain whatever advantage we had...and,
if at all possible, we want to improve our position. Let's
now move on to countering the target's defensive turn.
How To Reposition While Attacking From
A Rear Aspect
First, we need to keep the target
in sight. We will use either the padlock view or the external
player-to-target view. Both have good and not so good points,
and they vary in effectiveness from one simulation to another.
But both will "work". Let's start by making sure
we understand what "work" means. Both padlock and
external allow you to keep the target in sight...that's obviously
important. But two more items are just as important...you
want to remain oriented to your own nose position...and you
want to maintain an awareness of your attitude relative to
the horizon. In order to employ the tips in the previous paragraphs,
you must maintain your situational awareness (SA) with regard
to your own aircraft, the horizon, and the target. If one
or more of those variables is missing, then BFM is going to
be very difficult.
We'll begin with the padlock view.
Our target has entered a hard turn that has taken it out of
view. Not only have we lost sight while in the forward view,
but our angle off and closure are going to dramatically increase.
We must use the padlock view to control this aspect and closure
problem. (Note - I use the terms aspect angle and angle off
interchangeably in this article. They both describe the same
situation, and differ only in the viewer's orientation.)
The Padlock View - The following screenshots
are taken from Combat Flight Simulator. Figure 16 shows an
"extended" padlock view. I like this view in that
it allows me to better see my nose position as the padlock
rotates to keep the target in sight.
Let's look at using padlock. We begin
in forward view. In Figure 17, the target has generated excessive
angle off. It has gone from a low aspect position to one of
considerably higher aspect. As this aspect increases, my relative
closure starts to also increase even though I have not changed
my airspeed at all. As a result of these two changes, my available
turning room has disappeared. I can no longer turn "in
plane" with the target. I must maneuver "out of
plane" by using the padlock view to keep the target,
the horizon, and my nose position in sight.
Our response is to maneuver out of
the target's plane of motion. By moving our plane of motion
away from the target's, we are splitting the planes of maneuver...we
are split plane maneuvering. Another term for our repositioning
is "using the vertical for turning room". I am throwing
all these terms at you because you will see them used in most
BFM discussions, and I want you to be comfortable with them.
Figure 18 shows the beginning of our
reposition in padlock. In this picture, our aircraft has begun
a climb above the target's flight path. We have initiated
our reposition with back pressure only. We pull up at least
15 to 30 degrees above the target's plane of motion. The closer
in you are and the greater the angle off, the higher you pull
your nose up.
Once you have your nose up the desired
amount, unload (relax g) and roll your lift vector towards
the target. Do not roll it all the way to the target initially.
Point your lift vector at the high six or the elbow. Now start
the back pressure on the stick again to keep your nose moving
towards the target.
At this point, you analyze the target's
angle off and your rate of closure. Be ready to repeat this
maneuver...you do this by unloading again...then roll away
from the target approximately 90 degrees from its extended
fuselage line...then pull "up" some more...unload
again...roll back towards the target and reassess your position.
In this maneuver, as in all your flying, you position your
lift vector with roll, and you move your nose with back pressure.
You probably remember this maneuver
as the High Yo-Yo. I just think of it as an out-of-plane maneuver.
It is the bread and butter of BFM. You must be able to successfully
fly this maneuver in padlock to deal with a turning target.
There are several points of emphasis
regarding this out-of-plane maneuver. I've already mentioned
one...be ready to perform the maneuver repeatedly until you
have reduced target aspect to manageable terms. Think of doing
several small yo-yos rather than one large one...take the
problem in little bites. Re ready to momentarily switch to
forward view if you are losing your SA with the horizon or
your own nose position...do not continue to fly in padlock
if you do not know where you are heading!! Lastly, return
to forward view as soon as possible...as a general idea, if
the target's angle off has been reduced to about 30 degrees
and you have your closure under control, the switch back to
forward view and press the attack.
Now, let's look at the same BFM problem
from an external view perspective. Everything previously said
remains unchanged...the only thing that does change is your
monitor picture.
The Player-To-Target External View
- Not all sims offer a player-to-target external view. Of
those that do, the typical external view has the pilot's aircraft
in the foreground with the target aircraft in the background.
You, as the pilot, are always looking past your aircraft at
the target. The sim rotates the view to always maintain this
orientation.
Without a doubt, the most difficult
part of using this view is to keep oriented in roll control.
As long as your aircraft is headed away from you, this is
not usually a problem. But when your aircraft is heading towards
you, it is easy to get your "rights" and "lefts"
confused!! It helps me to think to myself as I view my aircraft..."roll
right - pull"..."unload - roll left", for example.
It's a lot like flying a radio-controlled model plane. Practice
makes perfect...don't let some initial confusion turn you
away from this technique.
We begin with the target turning hard
away from the attacker. As before, you want to fix in your
mind several key variables...your angle off, your and the
target's position relative to the horizon, and your closure.
Of these, closure will, as before, be the most difficult to
measure. Be ready to cycle back to the forward view to check
your own speed and nose position if necessary. The advantage
of this view is that angle off, aspect, and horizon references
are immediately obvious...there is little need to analyze
this picture to see the relationship between yourself and
the target.
As before, you initiate your maneuver
with a pull up and out of plane. It will not be as easy to
judge how far to pull up unless you use the forward view briefly
while pulling up. I don't think this is necessary. What you
want to do is to establish a new flight path for yourself...one
technique is to time the pull up by counting "potatoes"...use
a moderately hard pull up (3-5 g) and count, "one potato,
two potato...". Two should suffice for the typical maneuver!!
Once you have your nose up, unload,
and watch the target. You are looking for it to stop moving
towards you. As soon as you see that the target is starting
to increase its distance from you, roll back towards the target.
Your rudder is your aiming reference. Point your rudder where
you want your lift vector to go. As before, initially, point
your rudder (lift vector) at the target's high six...not at
the target. Then bring in the back pressure to start your
aircraft turning towards the target.
As long as you think your angle off
is excessive, or you need more separation, then repeat the
maneuver.
Once the angle off reduces below 30
degrees, then roll your lift vector on to the target and pull
to the point where it looks like you are pointing right at
the target. Then switch back to forward view and continue
the attack.
What is the advantage to using the
external view? Quite simply, it lets you analyze your position
relative to your target much more quickly than does padlock
or any other view. In addition, it is often easier to "see"
the split plane perspective in external.
Well...whew!! That's a bunch of words!!
I think I'm going to need a Part
Four to address the remainder of this subject. See you
then!!
Click here to go to top of
this page.
Copyright 2009, SimHQ.com. All Rights Reserved. Contact the webmaster.
|