Air Combat Maneuvers

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Air Combat is truly a one of a kind experience. From the time you take off to the time you land you are given full control over the aircraft, with helpful instructions from experienced pilots. The dogfights were exhilarating and provide valuable bragging rights.

Contents.Historical overview Military aviation appeared in when aircraft were initially used to spot enemy troop concentrations, field gun positions and movements. Early aerial combat consisted of aviators shooting at one another with hand held weapons.

The first recorded aircraft to be shot down by another aircraft, which occurred on October 5, 1914, was a. A flight envelope diagram showing V S (stall speed at 1G), V C (corner speed) and V D (dive speed)There are five things a pilot must remain aware of when contemplating aerial engagement; of these, seeing and keeping sight of one's opponent are the most important. In Southeast Asia, over 85 percent of all kills are attributed to the attacker spotting and shooting the defender without ever being seen. Structural limitations of the attacking and defending fighters must be taken into account, such as, and the 'corner speed' (the maximum or minimum speed at which the aircraft can attain the best turning performance). Variable limitations must also be considered, such as, turn rate and the of the aircraft. Position of aircraft must quickly be assessed, including direction, angle off tail (the angle between flight paths), and closing speed. Also, the pilot must be aware of his ’s position and maintain good communication.A pilot in combat attempts to conserve his aircraft’s through carefully timed and executed manoeuvres.

By using such manoeuvres, a pilot will often make trade offs between the fighter’s (altitude) and (airspeed), to maintain the energy-to-weight ratio of the aircraft, or the 'specific energy'. A manoeuvre such as the ' trades altitude for airspeed to close on an enemy and to decrease turn radius. The opposite manoeuvre, a ', trades speed for height, literally storing energy in 'the altitude bank', which allows a fast moving attacker to slow his closing speed.An attacker is confronted with three possible ways to pursue an enemy, all of which are vital during chase. 'Lag pursuit' happens in a turn when the nose of the attacker's aircraft points behind an enemy's tail. Lag pursuit allows an attacker to increase or maintain range without.

'Lead pursuit' in a turn occurs when the nose of the attacking aircraft points ahead of the enemy. Lead pursuit is used to decrease the distance between aircraft, and during gun attacks when the cannons must be aimed, not at where the defender is, but where he will be when the bullets get there. 'Pure pursuit' happens when the nose of the attacker points directly at the defender. Pure pursuit is when most missiles will be fired, and is the hardest position to maintain. These are known as pursuit curves.

The tactical egg shows the effects of gravity on manoeuvringThe turning battle of a dogfight can be executed in an infinite number of geometric planes. Pilots are encouraged to keep their manoeuvres out of the strictly vertical and horizontal planes, but to instead use the limitless number of oblique planes, which is much harder for an adversary to track. This infinite number of planes around a fixed point about which the aircraft turns is termed the 'post and bubble'. A fighter that can maintain position between an aircraft and its imaginary post cannot be attacked by that aircraft. The imaginary bubble, however, is misshapen by, causing turns to be much tighter and slower at the top, and wider and faster at the bottom, and is sometimes referred to as a 'tactical egg'.The manoeuvres employed by the attacker can also be used by the defender to evade, or gain a tactical advantage over his opponent. Other components may also be employed to manoeuvre the aircraft, such as, and vectors. A key factor in all battles is that of 'nose-tail separation'.

While getting close enough to fire a weapon, an attacker must keep his aircraft's nose far enough away from the tail of the defender to be able to get a good aim, and to prevent an. The defender, likewise, will use every manoeuvre available to encourage an overshoot, trying to change his own role to that of attacker. Example manoeuvring.

Created on 2005-02-03Title: Air Combat Maneuvering: What, Why and HowBy: Bill CastelloDate: 1999-Flashback:Hard Copy:With the release of Falcon 4.0 and others sims that allow for multiple simmers on the same side, I think it’s timethat someone covered ACM in a little detail. We have all heard BFM until our ears bleed.

We know Aspect, HCA,WEZ and all the rest of the buzzwords until we can probably teach Lt. Bonanni a little about it. But what happens to all this great BFM when you have your buddy on your wing at the merge?Is your buddy going to accurately predict every maneuver you’re going to make?

Probably not, that’s what ACM isall about, what to do when you get to the bandits, who does what and how. In this little missive, I’m going totry to give you some ideas.ObjectivesThe objective of ACM is threefold:. Knowing how to maneuver as the supporting fighter. Teach specific engaged and supporting fighter roles in a visual fight. Develop enhanced situational awareness(SA) for the elementHow many times have you gone into a fight with a wingman (human type) and found the fight got totally confused?Maybe you bugged your wingman, maybe even pasted him, and a lone enemy fighter laughed as he put you both down inflames?

Knowing what you’re going to do beforehand is the KEY to not letting that happen and turn that lone enemyfighter into a smokin’ hole.To do this, you have to understand 2 key points. The first is the concept of the engaged and the supporting fighterin a fight, that’s covered a bit later. The second point is effective communication. No matter how you and yourwing communicate, you need a clear and precise way to get your point across.

Whether you use a separate telephoneline (Recommended, with inexpensive telephone headsets from Radio Shack) or the chat function in the sim, yourcomms need to be precise.CommunicationsThere are 2 basic types of comms you will use in a fight, directive and descriptive, each has its place in thefight.Directive callsDirective calls are just what they say, directive and immediate. There are times when your buddy will see a threatyou don’t and vice versa. Endless ocean blue world music. Things happen pretty quickly on a mach 1 jet with mach 3 missiles flying around.There’s no time to utter 'Uh, Lead, I think you should make a quick turn to 350 to avoid that Archer that’sinbound.' Rather, your call will consist of something more like this, 'Lead, Break right',later on, you can add 'missile inbound, your 5 o’clock'. The format for a directive radio call is:Call sign of the receiver – Order (e.g. 'Cowboy 1, jink now')Keep a tally on the receiver to see if he’s doing as ordered, and if not, retransmit your order. Keep in mind,there is no rank or ‘pecking order’ here.

If the newest non-MQ guy in the squadron sees that Archer inbound on theSquadron CC, he’s going to make the call and the boss usually won’t yell at him for saving his bacon. Conversely,if you’re the receiver, don’t think your too damn good to have a missile aimed at you, if wing says break right,DO IT.Descriptive callsDescriptive calls are generally used to inform the flight of what’s going on with you or the area. The format fora descriptive (Bandit call) is as follows:. Call sign (your own). Type threat (Bandit/Bogey). Left / right. Clock.

Range. High / low / level. Amplifying remarkse.g. 'Tasty12, Bandit right 2, 3 miles level, closing fast'You’ll continue to transmit this type of info until everyone tallys the threat. There are variations to theformat, as you might expect. People have asked why you give left/right and clock position, the answer is simple(I think).

The direction tells you where to snap your head, the clock position is ‘fine tuning’ to your scan.Merely giving a clock position isn’t enough in the heat.Continue is sometimes added to the end of the call to tell your mate that he can continue the current maneuver heis doing since it ‘looks good to you’. So if your boss is already breaking right and that seems correct, tag onthe word continue.Many times these calls (directive and descriptive) are combined:e.g. 'Cowboy 1, break right NOW Bandit right 3, 1 mile high, shooting,continue'This comms info is vital to allow the other fighter to start the right BFM to engage the tally, or start his bestdefensive BFM, whatever the situation calls for.Obviously, typing this stuff in a chat window can get tiresome, so it’s best to agree on codes for the most basicinformation. These codes can be as simple or complex as you and your squad mates feel like.

Fort conquer gameplay. Waves of monsters have evolved and are rushing towards your territory. Build up your loyal troop and train them for the battle! You must defend your own tower and conquer the opponent's fort.