| Feature Article
The Falcon
3.0 Manual Tactics Section - Introduction to the Geometry
of Air Combat
by Ed "Skater" Lynch
For those of you that are "old
salts" when it comes to flight sims, and for those of
you that are new to flight sims, this article should be of
some value to you. This is largely
a reprint from the manual of one of the best combat
flight sims ever released. Spectrum Holobyte's Falcon 3.0
was indeed the father of all modern, "realistic"
combat flight sims. The F3 manual was one hell of a paper
weight. Weighing in at something like seven pounds, the F3
manual was jam packed with information on flying the sim,
and the usage of tactics, and the deployment of weapons and
the employment of the aircraft. Here is a little jewel from
the tactics section. Enjoy!
Credit goes to Microprose / Hasbro Interactive, Spectrum Holobyte,
and the Falcon 3.0 team.
Introduction to the Geometry of Air
Combat
In order to become a great fighter
pilot, you must perform great BFM. Now, in order to perform
BFM, a fighter pilot must understand his positional relationship
to the target from three perspectives: positional geometry,
attack geometry and the weapons envelope.
Positional Geometry
Angle-off, range and aspect
angle are terms used in BFM discussions to describe the relative
advantage or disadvantage that one aircraft has in relation
to another.
Angle-Off
Angle-Off is the difference,
measured in degrees, between your heading and the bandit's.
This angle provides information about the relative fuselage
alignment between the pilot's jet and the bandit's. For example,
if the Angle-Off between you and a bandit were 0°, you
would be on a parallel heading with the bandit, and the two
fuselages would be aligned. If the angle-off were 90°,
your fuselage would be perpendicular to the bandit.
Range
Range is the distance between
your jet and the bandit. In most HUD's, range is measured
in feet, out to one nautical mile (6,000 feet). Outside one
nautical mile, range is measured in miles and tenths of miles.
For example, a range to the target of 9,000 feet would be
displayed as 1.5 nautical miles.
Aspect Angle
Aspect angle is the number of
degrees measured from the tail of a target to your aircraft.
Aspect angle is important because it indicates how far away
your aircraft is from the target's 6 o'clock position. Aspect
angle has nothing to do with your heading. Note that the aspect
angle stays the same, regardless of which way your aircraft
is heading. Along with a measure in degrees from the target's
tail. In order to determine if the angle is left or right
aspect, start at the target's 6 o'clock facing the target.
If your aircraft is in the right hemisphere, you have right
aspect; in the left hemisphere, you have left target aspect.
Aspect angle is important because, if you know the aspect
angle and range to the target, you then know his lateral displacement
or turning room from the target-and lateral displacement is
very important in BFM.
Attack Geometry
Attack geometry describes the path
that the offensive fighter takes as he converges on the bandit.
When you start an attack on the bandit, there are three distinct
paths or pursuit courses you can follow. These pursuit courses
are lag pursuit, pure pursuit and lead pursuit. If you are
pointing your aircraft behind the bandit, you are in lag pursuit.
If you are pointing directly at the bandit, you are in pure
pursuit. If you are pointing in front of the bandit, you are
in lead pursuit.

Lag Pursuit
Lag pursuit is used primarily
on the approach to the bandit. Lag is also used any time an
attacking fighter maneuvers out of plane (that is, not in
the same plane of motion as the fighter under attack). You
must have the ability to out-turn the bandit in order to fly
lag pursuit for any length of time. The reason? In order to
shoot a missile or the gun at the enemy, you must pull your
nose out of lag. If the bandit can turn at a higher rate,
he can keep your nose stuck in lag and keep you from shooting
him.
Pure Pursuit
Pure pursuit is used to shoot
missiles at the enemy. Flying a pure pursuit course all the
way into the bandit will lead to an overshoot. For this reason,
you should only point at the bandit when you are going to
shoot. This image shows how holding a pure pursuit course
will lead to an overshoot.
Lead Pursuit
Lead pursuit is used to close
on the bandit and is also used for gun shots. Flying a lead
pursuit course is the fastest way to get to the bandit because
you cut him off in the sky. The problem with establishing
a lead pursuit course too early is that you will overshoot
the bandit when you get in close unless you have a significant
turn rate advantage. If you are fighting a similar aircraft,
such as the MiG-29, you will not normally be able to stay
in lead and will be forced into an overshoot. It is important,
however, to establish lead pursuit at the proper time in the
fight because it is the only way that you can get into the
gun envelope.
Determining the Pursuit Course
If the attacker is in the defender's
plane of motion, the velocity vector of the attacker determines
the pursuit course.
The velocity vector, for the sake
of our discussion, is the nose of the aircraft and represents
the direction that your jet travels through the air at any
given time. From the cockpit, the velocity vector is depicted
by the flight path marker.
What if the attacker is not in the
same plane of motion as the defender? How do you determine
the pursuit course for out-of-plane maneuvering? When the
attacker is not in the same plane as the defender, pursuit
course is deter-mined by the lift vector of the attacker.
An aircrafts lift vector is simply a vector that sticks directly
out of the top of the jet, perpendicular to the aircraft's
wings. At high G, an aircraft moves along its lift vector.
You position the lift vector by rolling, and when you pull
G's, the nose of the jet tracks toward the lift vector. The
image below shows a fighter's lift vector.

If an attacker pulls out of plane
with a bandit, his pursuit course is then determined by where
his lift vector is taking him. When the attacker pulls out
of plane with a bandit, he is, by definition, flying lag pursuit.
As he pulls back into a bandit, he may be flying lag, pure
or lead pursuit, depending on the geometry of the fight. (The
image below does not show a recommended maneuver but rather
illustrates the effect of out-of-plane maneuvering on the
pursuit course.)
In this image, the F-16 immediately
goes to lag pursuit when he pulls his nose out of plane in
position B. At the top of this maneuver, he initiates a pull
back down into the defender at position C. In this position,
the F-16 is in pure pursuit. Notice at position D, when the
F-16 enters the MiG-29's plane-of-motion, his nose is on the
Fulcrum and he is again flying a pure pursuit course.
Where you position the nose of the
aircraft is very important when a pilot attacks the bandit.
The use of attack pursuit geometry will be explained later
on in detail, and we will talk in specific terms about where
to place the jet in relationship to the bandit. For now, just
make sure you understand what each of the pursuit courses
are and what they do for you.
The Weapons Envelope
The weapons envelope is the area around
the bandit where your missiles or gun can be effective. The
weapons envelope is defined by angle-off, range and aspect
angle. The dimensions and position of this area are dictated
by the type of weapons you are carrying.
If your jet is loaded with all-aspect
AIM-9M's or AIM-120's missiles, the area around the bandit
looks like a doughnut; the outside ring being maximum range
(Rmax) and the inside ring being minimum range (Rmin). With
each missile, Rmax and Rmin are different. Generally speaking,
missiles that have a greater range or Rmax also have a greater
minimum range or Rmin.

Notice the oval shape of the all-aspect
missile envelope. More of the area is in front of the bandit
than behind him because a missile fired at high aspect on
a bandit (that is, from in front), has a greater effective
range than a missile fired at low-aspect (from behind). If
you shoot a missile head-on at a bandit, the mere fact that
the bandit is flying towards you will help the missile reach
its target. The missile may actually fly a shorter distance
to hit the bandit head-on than if it were fired at the bandit's
six. However, the range at which you first launch the missile
will be greater, and this is what is important. The farther
away you can launch a missile on the bandit and still have
that missile be effective, the better. Always strive to get
maximum performance out of your weapons. Another way to increase
a missile's effective range is to launch at a significantly
higher altitude than the bandit. This will give your missile
a reserve of potential energy that it can convert into kinetic
energy.
As a target pulls G's, the weapons
envelope shifts. Generally, the limits of Rmax and Rmin in
front of the aircraft both move out in the direction of the
turn, while Rmax and Rmin behind the aircraft move in on the
belly side of turn. The next image shows a target in a 5 G
turn. The important point to remember is that a bandit that
is in fear of dying will turn into you at high G. When this
happens, Rmin expands outward from the target at a rapid rate,
and within seconds you may be inside minimum range for a missile
shot.
For Guns
The gun is different from missiles
in that it has no minimum range. The gun weapons envelope
is a circle around the bandit depicting the gun's maximum
range. There is no minimum range circle.
Remember, a fighter pilot must be
aware of where he is at all times in respect to his weapons
envelope.
The geometry of the fight is important.
You should understand the principles and terms covered on
this page in order to become a good pilot.
Part Two: Introduction
to Offensive BFM
Part Three: Introduction
to Defensive BFM
Part Four: Introduction
to Head-On BFM
Part Five: Introduction
to the BVR Fight
Click here
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