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A2A Weapons Delivery In Strike Fighters
by Andy
Bush
Introduction
This article will cover weapons delivery
procedures and techniques for employing radar guided missiles,
infrared guided missiles, and the gun in the Strike Fighters,
Project One (SFP1) simulation. The idea for this article came
from questions that were posted on our SFP1 forum. As such,
the tips and techniques here are intended for application
with that sim only
however, you may find some of the
info has applicability to other sims. Like in any simulation
that attempts to model real life to some degree, you will
find that operating the radar and firing the weapons in the
sim is only partially realistic. In the article,
Ill point out where the sim reality departs
from the real world. SFP1 is not intended to be as hardcore
as some other sims
but the game can be played as a pretty
good simulation of what it was like to work with the relatively
simple avionics and weapons of this era of air combat.
Before we get into the nuts and bolts
of the subject, lets cover a couple of things that will
set the stage for your understanding of A2A avionics and weapons
in the game. First, we are dealing with aircraft, avionics,
and weapons that span a considerable period of rapid growth
and development of air combat systems. In the basic game,
you have two late 1950s jets, the A-4 and the F-100, that
have very limited A2A systems. Rounding this out are two 1960s
era fighters, the F-104 and the F-4, that have systems that
increase the complexity of target acquisition and targeting.
Because of this, you will find that certain weapons are available
only in certain aircraft and only in the time period that
is consistent with the aircrafts usage during the years
covered by the sim.
Second, SFP1 is a game that is enjoying
a wide range of player modification in aircraft and weapons.
While this certainly enhances gameplay, it also presents the
problem of avionics and weapons delivery realism with regard
to these add-on systems. Not every add-on aircraft will have
correct avionics, nor will every add-on weapon be true to
life. In most cases, these add-on features will draw heavily
upon systems and characteristics programmed into the original.
When this is the case, do not be surprised if you are not
able to operate the add-on aircraft or weapon exactly as may
have been the case in real life.
In this first article, Im going
to deal only with what it takes to make the game work.
I may mention real world info from time to time, but if I
do, it will only be to make the point of what to do in the
game
not what to do in reality. My point in saying this
is that there are many techniques, tips, rules of thumb, etc
that were used in real life to improve weapons performance,
reliability, and accuracy. I have no reason to believe that
any these can be credibly used in SFP1
some may have
applicability, others may not. The end result is that all
techniques and tips in this article are based on what I have
observed to be effective in the game.
Ill begin by discussing how
to operate the radar and then will move on to explaining the
radar scope, HUD, and monitor screen displays. Following that,
Ill discuss the operational limitations, strengths,
and weaknesses of the individual missile systems (the AIM-7
Sparrow, AIM-9 Sidewinder and the AIM-4D Falcon). Ill
finish with a discussion of the gunsights in SFP1
both
the fixed sight in the A-4 and F-4C and the LCOS systems in
the F-100, F-104, and F-4D and E.
SFP1 Radar
Operating Concepts, HUD Displays, and Targeting Symbology
Using the radar does two things for
you in this game. One is to provide range information to you.
The other is to provide targeting info to the missile and
gun weapons computers. One thing that the radar in the game
does not do well is provide steering information. In real
life, both the F-104 and F-4 radars provided visual cues that
allowed the pilot to fly a pursuit course to the target. In
the F-4, running the attack radar was one of the primary duties
of the F-4 Weapon System Operator (WSO), the backseater
or GIB (Guy In Back). For the most part,
these steering cues are absent from the game in all levels
of play. While the radar does provide an indication of target
bearing, this is only in the general sense and is not adequate
for flying a precise intercept.
Lock-on procedures and radar scope
presentations vary with the level of difficulty selected.
Use the Options page to select one of three levels of difficulty
Easy,
Normal, or Hard. In addition, you may affect radar operation
by individually selecting levels of difficulty using the customization
feature.
Note: Unless specifically mentioned,
assume that you are in the Search Mode. Boresight procedures
and techniques will be discussed separately.
General Radar Operating Features
Unless specifically mentioned, all
references in this section refer to the F-4E. F-4C and D and
F-104 differences will be discussed as necessary.
Your radar scope display will depend
on the selected level of difficulty. In Easy mode, you are
provided a 360-degree coverage around your aircraft. In Normal
and Hard modes, the radar is limited to a pie
shaped area centered off the jets nose. The radar scans
two ways. One is in the horizontal plane (called azimuth)
this is the typical side-to-side sweep as seen on the
scope...and the other is the search pattern in the vertical
plane (called elevation). In this game, regardless
of level of difficulty, the elevation search pattern is approximated
by the position of the gunsight reticle.
Regardless of level of difficulty,
you will operate the F-104 and F-4 radars by use of the Page
Up, Page Down, Home, and Insert keys. Note: I realize many
of you may have reprogrammed your keyboard functions to a
HOTAS. In this article, Ill stick with the default settings
for ease of discussion.
The Page Up key allows you to select
the radar mode. There are four modes, but only the Search
and Boresight modes apply to A2A employment. Begin your intercept
or attack by selecting either Search or Boresight. Search
mode is basically a BVR (Beyond Visual Range) mode, while
Boresight is primarily intended for WVR (Within Visual Range)
operations. For techniques for using these modes, see the
later sections of this article.
The Page Down key selects the radar
range. You have four choices of search ranges in the F-4
200nm,
100nm, 50nm, 25nm, and 10nm
but the maximum lock-on range
is 50nm. In the F-104, you may search out to 40nm, but lock-ons
are limited to a maximum of 20nm. Radar range selection is
not automatic. You must manually select a lower range if desired.
When you select a new range, a message will appear on the
bottom of your monitor screen
but it fades out in a second
or two. Once that happens, you have no indication of what
range you are in other than the relative size of the min/max
range markers (F-4 only).
The Home key initiates the lock-on
procedure when in Search mode. You must have a target on the
scope and it must be at a range of 50nm or less in the F-4
(20nm in the F-104). Once the Home key is pressed, the acquisition
symbol will move to bracket the target return.
If you want to acquire a different target and if using the
Default keyboard settings, use the Shift-Home combination
to command the acquisition symbol to move to another target.
The Insert key completes the lock-on.
Once locked on, the scope display will change to the attack
presentation, and this will vary with difficulty settings.
When multiple targets are present, you may find that the radar
will attempt to lock a target other than your visual target.
When this is the case, use the Shift-Insert combination to
command the radar to change its lock to your visual target.
Do this before you command the initial lock-on.
Easy Mode
Scope Display. In Search mode, the
radar scans a 360-degree view around your plane. Your position
is at the center of this circle. Targets will be displayed
all the time regardless of the position of the revolving sweep
of the radar beam. This radar display is relatively unaffected
by the position of your nose in the vertical plane
you
should not have any difficulty with radar elevation affecting
the production of target returns.
Lock-on Procedure. Any target regardless
of position may be locked, but the max lock range must be
observed. Use the Home and Insert keys to command a lock-on.
After the lock-on, the beam will continue rotating and a second
strobe line will be placed over the target return. To cycle
between multiple targets, press the Home key to break your
original lock, and then press the Insert key to lock another
target. Use this cycling technique to move your lock-on to
the target that you are visually locked on to.
HUD/Screen Display. After lock-on,
a yellow diamond will surround the target. A red square will
surround your selected visual target. If your visual target
is the same as the locked target, it will have both the yellow
and red symbols around it. These symbols will be present in
both internal and external views. A red pointing cone
will be displayed in the direction of the target anytime that
the target is not in your forward view. A secondary radar
scope is displayed in the top right of your screen.

Data boxes will be displayed in the
lower corners of your monitor. The left box contains flight
data for your plane, and the right box contains data on your
currently selected target. Note: the target data is for your
visual target. Make sure you transfer your visual lock
to your radar lock-on target (or vice versa), otherwise you
may think you are seeing the correct data when you arent.

Normal
Mode
Scope Display. In Search mode, the
scope displays a pie shaped sector of airspace around your
plane. This area covers approximately +/- 120 degrees off
your nose. Targets are only visible when the radar trace (called
the B sweep) passes over them and the radar beam
is directed at the correct target elevation. An el strobe
(elevation marker) is present on the right side of the scope
showing the elevation of the search pattern. The gunsight
position on the HUD is an approximation of this scan pattern
in elevation. This elevation pattern is fixed, so to raise
or lower the search pattern, you must raise or lower the nose
of the jet.
You may notice the el strobe shifting
up and down. This up-down movement is called a raster
scan
in our case, since the el strobe moves twice,
the elevation search pattern is called a two bar raster
scan. In game play, this feature adds realism to the
appearance of the display, but adds little to gameplay.

The following figures
show the +/- 120-degree coverage of the radar scan relative
to your nose. The radar beam sweeps back and forth from your
8 oclock to your 4 oclock position.
Lock-on Procedure. Same as for the
Easy mode. As long as the target is within the lock-on limit,
it may be locked-on in any position on the scope (the target
does not have to be at your 12 oclock). Lock-on constraints
are relatively relaxed, so you can expect to achieve a lock-on
with minimal difficulty. Once locked, the B sweep will stop
over the target return and the max/min range markers will
be displayed as small dashes, one or two, depending on the
type of missile selected. If you change scope range, these
max/min markers will remain displayed in their correct relationship
to target range.

Locking targets that are near the
sides of the scope can be misleading. Remember that the azimuth
scan in Normal mode is 120 degrees
as a result, a lock-on
that is close to the maximum azimuth may well be a target
that is on your beam or behind you!
Once the target is locked, the B sweep will move sideways
on the scope if the target moves away from it original lock-on
azimuth. Unlike Easy Mode, there are azimuth limits in this
mode. If the target moves more than 120 degrees away from
your 12 oclock, the radar will break lock.
To cycle targets after locking one
up, first press the Shift-Page Up keys to break the original
lock. The scope will remain in the Search Mode, and the acquisition
symbol (bracket) should remain close to the target grouping.
Press the Home key to move the acquisition bracket to a different
target. Then press the Insert key to initiate a lock-on of
that target. You may also use this technique to align your
locked target with your visual target.
The lock-on scope display was changed
by the first patch. The game manual refers to a lock-on display
that includes a relative velocity circle on the scope. After
applying the patch, this circle is no longer displayed.
HUD/Screen Display. Same as for Easy
mode, but if the target goes behind your 4 or 8 oclock
position, the radar will break lock, and the yellow lock-on
symbol will disappear. A red pointing cone will
be displayed in the direction of the target anytime that the
target is not in your forward view. Flight data boxes will
be displayed as in Easy Mode. A secondary radar scope is displayed
in the upper right corner of the screen for use when you are
not using the forward view. In the next screenshot, it appears
that the F-4E is locked on to the MiG
but this is not
the case. The target data in the red box is for the MiG near
the pipper
but look at the analog bar on the sight. Its
showing max range
that doesnt make sense. The MiG
is too close. Now look left to the weapon selection light.
It shows that the AIM-7 is the selected weapon. The radar
is locked on all right
but not on that MiG! Now we see
the problem
if the MiG had been the radar target as well
as the visual target, it would have a yellow diamond around
it.

The F-4E gunsight will show a range
analog bar that at maximum range extends from the 12:30 oclock
position around clockwise to 6 oclock. The movement
of this bar is a function of the weapon selected (radar/IR
missile or gun), target range, and the rate of closure. This
analog bar shows actual range only
it does not say anything
about being in range. It is not a firing cue
it
only is a readout of range in feet. Here are the reticle display
markings:

In missile mode, either
radar or heat, the range value is three times that of when
gun is selected. In missile mode, 1:00 equals 18,000
(3nm), 3:00 equals 12,000 (2nm), and 5:00 equals 6000
(1nm). In gun mode, 1:00 equals 6000, 3:00 equals 4000,
and 6:00 equals 1000, as is shown in this figure:

Hard Mode
Scope Display. This mode is the most
realistic mode. The search sector is reduced to +/- 60 degrees,
otherwise the display functions the same as in Normal Mode.

Lock-On Procedure. Lock-on difficulty
is increased in this mode, and you can expect that the lock-on
may take up to six seconds or more to occur. Target size,
range, and ground clutter interference are programmed factors
that will cause your lock-on attempt to fail at times. You
may reasonably expect to acquire and lock bomber-sized targets
out to 50nm, but fighter-sized targets may well not detected
until they are considerably closer. Because of the narrowing
of the scope azimuth limits, maintaining the lock-on will
require you to keep the target between your 2 and 10 oclock
positions. This in turn may require you to maneuver more aggressively
to keep the target inside of your azimuth limits.
To cycle targets, you will have to
repeat the full lock procedure
Shift-Page Up to break
lock, Home to move the acquisition brackets, and Insert to
lock the new target.
HUD/Screen Display. In Hard Mode,
many of the previously described target and data cues are
no longer displayed. The red pointing cone, the
target data box, the secondary radar scope, and the yellow
diamond and red square targeting symbols are all removed.

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