| Feature Article
The Falcon
3.0 Manual Tactics Section - Introduction to Head-On BFM
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 Head-On BFM
A head-on BFM fight requires more
maneuvering than any other fight we have discussed so far.
As you approach an enemy fighter head-on, you have two options:
you can separate or you can stay and fight. The biggest decision
you must make when passing a bandit head-on is whether you
should get anchored in a turning fight. If you enter a fight
with a bandit from head-on, you will use up both energy and
time. Energy is needed to maneuver, and time can be used against
you by yet another bandit who may find your fight and get
in on you for a shot. If you take too much time, you may be
winning the fight you started with one bandit, but losing
a fight with a second bandit you don't see.
There are many good reasons to blow
past the bandit and separate. There are also plenty of times
when you will have to turn and fight. This chapter will provide
the academic background to help you construct a game plan
for fighting a bandit from head-on. Before plunging into head-on
BFM, you need to understand the concept of the "escape
window."
The Escape Window
A fighter pilot enters a fight to
shoot down the enemy and survive to fight another day. As
you enter a fight, you must be aware of your position in regard
to your escape window. The escape window represents your safe
path out of the fight. Said another way, the window represents
your chances of separating from the fight. The window expands
and contracts based on both the geometry of fight and your
energy. If you jump a single bandit that doesn't have a tally,
your escape window is huge. You can leave the fight at anytime.
However, if the bandit picks up a tally and starts a defensive
turn, your escape window starts to shrink. As the window shrinks,
the probability of getting out of the fight goes down. At
some point in a maneuvering fight, your escape window closes
completely. The engagement on the left shows an offensive
BFM setup with the attacking fighter inside the bandit's turn
circle at low angle-off. Is the escape window open or closed?
In this engagement, the escape window
is dosed. The engagement on the right shows why. At low angle-off,
inside the bandit's turn circle, the attacker cannot get out
of the fight. If he tries to leave the fight, the bandit will
just reverse his turn and stick the attacker with a missile.
The escape window for the bandit is definitely closed. Since
neither fighter can get out of this engagement, somebody is
going to the meat locker. The defensive fighter knows that
he can't get out of this fight. The offensive fighter may
not know the window is dosed. Lots of guys try to dive out
of a closed escape window, only to get hosed in the attempt.
Below, the engagement on the left
shows another offensive BFM setup. Is the offensive fighter's
escape window opened or closed in this engagement?
It is open. The engagement on the
right illustrates why. When you are out-side the bandit's
turn circle, you can get your nose to lead pursuit early enough
in the fight to pass the bandit with high angle-off and high
speed. You also force the bandit to turn back 180' to put
his nose on you after already turning 180' to meet you with
high angles. Since the bandit will be slow, your escape window
will be open throughout this engagement. What would happen
if the attacker drove into lag pursuit and then turned aggressively
to put his nose on the bandit? The escape window would close.
In our next engagement, two fighters
have entered what we call a Luftberry. They are across the
circle from each other, pulling to gain an advantage. Can
either one of them get out of this fight? No. Again, the first
one that tries to leave, dies.
Do not conclude from this discussion
that the purpose of air combat is to fly around and keep your
escape window open. If you want to be really safe, you should
stay on the ground, holding hands with sweet Marie. If you
are going to strap on a fighter, you will have to hang it
out at some point, in order to kill the enemy. As you enter
a fight, however, you should be aware of what your escape
window is doing, so you won't get caught trying to dive out
a closed escape window.
Stay and Fight? Or Separate?
So what affects your escape window?
Assuming everybody in the fight has a tally (an assumption
that is seldom correct), the following factors drive the position
of your escape window:
- Your range from the bandit: the
greater the range, the more "open" the escape
window.
- Your energy relative to the bandit:
the greater your energy, the more "open" your
escape window.
- Your combined angle-off and aspect
with the bandit: a head-on pass gives you the best chance
for an open escape window.
As you enter a head-on fight, your
escape window is usually open. Think carefully before you
turn and slam it shut.
Lead Turns
A lead turn is an attempt to
decrease angle-off prior to passing the bandit's 3/9 line.
Lead turning is one of the most important concepts in BFM.
Lead turns can be used anywhere, but they are used most often
in head-on BFM. Lead turns are the most energy efficient way
to BFM. Stated more directly, if one fighter lead turns and
the other fighter does not, the lead turning fighter will
win. Here's how you execute a lead turn.
As you approach a bandit head-on,
watch the line-of-sight rate of the bandit. When you approach
an aircraft head-on, it will be relatively stationary on your
canopy. As you get closer, the bandit will start to move aft
on your canopy. There is a place in space and time, just as
you pass the bandit, where the closure will transition from
high positive numbers to high negative numbers. What this
means is that, as you approach the bandit, the Vc (pronounced
"V sub C") is high. Your jets are closing on each
other at about 1,000 knots since, head-on, Vc will be the
sum of your airspeeds. As you pass the bandit's 3/9 line in
this example, the Vc will change rapidly from plus 1,000 knots
to negative 1,000 knots. When the Vc starts to change from
positive to negative, it is time to start your lead turn.
Unfortunately, there is no lead turn
light in the cockpit and watching the Vc in the HUD while
simultaneously watching the bandit is very difficult. The
best way to judge when to start a lead turn is to watch the
bandit's line-of-sight rate across your canopy. When it starts
to increase rapidly, start your turn. This spot where the
line-of-sight rate of the bandit increases is usually very
close to 30° off your nose. This engagement shows an F-16
lead turning a MiG-29.
How about the turn itself? Usually
lead turns are done at the maximum G possible. When you lead
turn, you are closing your escape window and committing yourself
to maneuvering combat. Lead turns can be initiated from all
aspects and angles-off, but you need to predict the flight
path of the bandit and take care not to fly out in front of
him while you are doing your lead turn. This engagement shows
a lead turn that is initiated too soon.
There is one particular situation
where a lead turn can be used to dominate an adversary. This
is the nose-high-to-nose-low pass. Nose-high and nose-low
refer to the position of an aircraft's nose in relation to
the horizon. When you are nose-high and passing a bandit who
is nose-low, it is time to do a big lead turn at max G. You
will have the benefit of using the extra radial G caused by
gravity, and the bandit will have to fight gravity. If you
blunder into this situation or cleverly maneuver the bandit
into this situation, you should be able to use a lead turn
to gain an immediate 3/9 line advantage. Our next engagement
shows a nose-high-to-nose-low lead turn.
You may ask, "if a lead turn
is such a potent maneuver) wont the bandit be lead turning
my jet?" The answer is "Yes, he will." The
best way to negate the effects of a bandits lead turn is with
a lead turn of your own. If you and your done are both flying
F-16s and you each perform a lead turn into the other, the
net effect is zero. If you are in an F-16, however, and a
bandit is in a MiG-29, and you each perform a lead turn into
the other, you will gain a slight advantage, since you have
a better- turning jet. The way to counter a lead then is with
a lead turn of your own.
Options at the Pass
As you approach a bandit head-on,
one of your first thoughts should be "How can I get this
over with quick?" Shoot a heat missile if you can, and
don't forget the gun. In most head-on passes, you will have
to sacrifice BFM to shoot the gun, so it is not advisable
to try to line up for a gun shot. If you are committed to
separate, however, you should think about a head-on gun shot.
Consider that he might also be lining up for a gun shot against
you, and even if he isn't, head-on gun shots are dangerous
because of the high midair-collision potential. For the sake
of our discussion, let's assume you are not going to take
a gun shot and you've decided to stay and fight. Here are
your options:
- You can turn nose low.
- You can turn level.
- You can go straight up in the vertical.
You can do a few other things, like
pitch back or split-S, but if you see these types of moves
on a head-on pass, it normally indicates that the bandit is
in the wrong profession. He should be showing a fat lady something
in a size 1OD pump instead of fighting you in a fighter.
Anyway, before deciding which maneuver
to execute from the options we just mentioned, keep in mind
this fighter pilot axiom: "Head-on fights are lost and
not won." Head-on fights require a lot of maneuvering,
so the odds that one of the players will make a mistake is
high. The biggest mistake made during head-on BFM is losing
sight of the bandit. Since you can't fight what you can't
see, this is a sure way to get your knickers ripped. The absolute
best BFM move is no good if you lose sight of the bandit halfway
through the maneuver. Some other common head-on BFM mistakes
are insufficient G, poor airspeed control, bad lift vector
control, failure to lead turn, and trying to BFM in an F-14.
(Just kidding on that last one-well, not really.)
So, we are committed to a head-on
fight. Let's talk about each option.
Nose-Low: The Slice
The quickest way to get your
nose around on the bandit is by initiating a lead turn slice
into the bandit. To do this maneuver, start an immediate 8
G lead turn into the bandit with your nose about 10° below
the horizon when the line-of-sight rate of the bandit starts
to increase. By pulling around with your nose low, you will
gain the use of gravity, which will preserve your airspeed
and increase your effective turn rate. (Remember radial G?)
The slice is one of the Viper (F-16)
pilot's favorite moves. The reason is simple. The F-16 can
out-turn anything in the sky, so a big lead turn executed
nose-low will intimidate the bandit. After completing the
turn, you will have gained angles on the bandit and still
have plenty of energy for the next turn. The disadvantage
of the slice is that it is a high-G, nose-low maneuver that
places the bandit at deep six and out of sight momentarily.
This is not too big a disadvantage if you know where to look
for him as you come out of the turn. The bandit should be
slightly above the horizon and approaching your 12 o'clock
as you complete 180° of turn. The above engagement shows
a slice.
The Level Turn
Another good option at the pass
is a level turn into the bandit. This option does not get
your nose around as fast as the slice, but it has a big advantage
over the slice-you can usually maintain a tally throughout
the turn. You per-form the level turn the same way as you
do the slice, except you drag your nose straight across the
horizon. Besides slowing down your turn rate, the level turn
will slow your airspeed more than the slice does. Don't forget
to lead turn when you execute this maneuver.
The Vertical Fight
The last option is a straight
pull-up into the vertical. This move is only included for
a few special cases. If you are fighting a bandit and the
sun is directly overhead, you may want to consider a pull-up
into the vertical. Remember, head-on fights are usually lost
and not won. If you take the sun on your first move, the bandit
may lose sight. You can usually tell when a bandit has lost
sight because he does a "Magellan Act." You will
see him S-turn and rock his wings trying to pick up tally.
His lift vector will probably not be pointing at you as he
flails around.
There is another related advantage
of a move into the vertical-you will have a lot of aircraft
platform to look at, so it is easy to maintain a tally. The
big disadvantage of this move is that your initial turn rate
is poor as you fight gravity on the pull-up. At the top, of
course, you have gravity's help, so your turn rate goes back
up. Unfortunately, the bandit will have made some angles on
you by then. Another disadvantage of going into the pure vertical
is that you present a very hot target, from the heat plume
of your jet exhaust, against a very cold sky background. This,
coupled with the fact that the bandit has probably gained
some angle advantage, might lead you to grief. As a general
rule, don't go into the vertical on the first move.
If you must go into the vertical,
here is how you do it. As you pass the bandit, start a wings-level
pull at 550 knots or as close to 550 as you can get. This
is not corner velocity, but it doesn't matter. As you start
your 7 G pull, you will bleed off knots like sweat off a pig.
This next engagement shows this initial move in the vertical
and how much altitude you will gain on the bandit by pulling
straight up, rather than turning in the oblique (somewhere
in between horizontal and vertical).
As you get to the pure vertical (straight
up), pick up the bandit and pirouette to rotate your lift
vector right on him. When your lift vector is on him, pull
down. If he sees you, he will pull up into you. At this point,
you will be on the receiving end of the nose-high-to-nose-low
lead turn. In this situation, counter the lead turn by starting
a lead turn of your own. After you counter the lead turn,
continue around in a level turn to put your lift vector on
the bandit.
The other option is to continue the
vertical fight. If you do this, go up again and do not wait
until you get 550 knots. When you have 300 knots and are passing
the bandit, pull into the vertical. If you delay your pull
up, the bandit will gain angles on you. Once you get to the
pure vertical, repeat the pirouette and pull. You know you
are winning this fight when the bandit no longer pulls his
nose up into you. This is a sign that he is out of energy.
You now own the turning room above the bandit and can use
it to convert on him.
Remember, if you are committed
to going vertical, roll wings-level and make your initial
pull straight up. Then roll to find the bandit and pull for
him. Do not go into the oblique, or you will give the bandit
turning room. An old fighter pilot saying from the Vietnam
era is "You meet a better class of people in the vertical."
This is still true today.
Basic Geometry: One-Circle and
Two-Circle Fights
The options that we discussed
at the pass can result in either a one-circle or two-circle
fight. If both fighters start a lead turn, the fight will
go two-circle, as shown in the below engagement. This means
that two distinct turn circles are created.
If one of the players turns
away, then the fight goes one-circle, as shown above.
Keep in mind that either you or the
bandit can force a one-or two-circle fight. A fighter pilot
should understand the characteristics of both of these types
of fights. Most head-on passes result in two-circle fights.
The reason for this is simple. Usually, fighters lead turn
into each other to use the turning room available in an attempt
to reduce angle-off. If you are offset from the bandit and
turn away, you are not using the turning room available, but
worse yet, you are letting him use it. The next engagement
shows a case where turning away from the bandit will cause
you problems.
Two-circle fights have another advantage
for an aircraft with a high turn rate and an all-aspect heat
missile. You may be able to get your nose around fast enough
to get a shot at the bandit. A one-circle fight is far too
tight for a heat missile shot after the pass. In fact, that
is the principal reason for taking a fight one-circle. If
you are in a fighter without an all-aspect heat missile, you
should try to jam the bandit's missile by going one-circle.
A last word about one-circle and two-circle
fights. Once you have started your turn, don't reverse it.
In other words, if you want to go two-circle but the bandit
turns away from you, just keep turning. You will give up far
too many angles by taking the time to reverse your turn.
Part One: The Geometry
of Air Combat
Part Two: Introduction
to Offensive BFM
Part Three: Introduction
to Defensive BFM
Part Five: Introduction
to the BVR Fight
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