XXXXX XX XX XXXXX XXXXX XXXXXX XXXXXX XXXXX XX XX XX XX XX XX XX XX X XX X X XX X XX XX XX XX XX XX XX XX XX XX XX XX XX XXXXX XXXXXXX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XXXXX XX XX XXXXX XXXXX XXXX XXXX XXXXX XX XX XXXX XXXX XXXX T XX XX XX XX XX | XX XX XX XX XX | XXXX XX XX XX S----*----K XX XX XX XX XX | XX XX XX XX X XX X | XX XX XXXX XXXXXXX XXXXXXX 2 by Mark "MarkShot" Kratzer - 01/22/94 (revised 03/16/95) Compuserve ID: 73142,3650 BBS: (718) 596-5938 N8,1 Modemgames & Fsforum email to MarkShot ----- STK2 TEXT ----- The reader has received this document without payment. All the author asks is: 1) Freely share this document with others. It may be uploaded anywhere. 2) Acknowledge the source of these ideas. 3) Provide feedback to the author. 4) Do not alter STK2. (Material may be borrowed.) DEDICATION: This text is dedicated to my wife, Kam Wun Leung. She bought me my first flight simulation and game card a few years back. With that a childhood dream of flying and dogfighting has been realized. Further, she supported me in joining Compuserve and competing on the CIS Falcon Ladder. CONTRIBUTORS: The author gratefully acknowledges the contributions of the following individuals: Blake "Vertigo" Jordan (graduated MarkShot Falcon Weapons School 03/27/93) Compuserve 73251,1636 Rafael "Drizzit" Cruz (attended MarkShot Falcon Weapons School) Compuserve 74244,1760 THANKS: I would like to acknowledge Tom "Roustabout" D'Angelo as one of my first and best sparing partners. His vision and perseverence brought the 718th TFW into existence and gave an affordable home to many hobbyists in the New York Metropolitan Area. Thanks to the members of the 718th TFW who never tire of flying with me (nor me with them). Thank you to the many dedicated Falcon enthusiasts who have flown with me and against me, and to the students who honored me by letting me teach them. Thanks to Victor "Duke" Zaveduk, Administrator of Compuserve's Falcon Ladder, for providing an arena for the last couple of years where the best of the best from around the world can compete at Falcon H2H. Thanks to Ken "Stinger" Richardson for producing software utilities which have greatly enhanced H2H play. HISTORY: I played my first match on Compuserve's Falcon Ladder on 10/25/94 and reached the top slot on the evening of 03/31/93. Subsequently, I retired, and began to fly competively as a member of the 718th TFW. I still instruct students from Puerto Rico to Vancouver. New students and old are always welcome. During my climb of CompuServe's Ladder, I began assisting others with their technique and strategy. Initially, it was via messages. I quickly accumulated a number of messages to forward to new students. This became cumbersome and thus, STK was born. New messages and direct entries were made to it. It remained a privately circulated document until I reached the top of Compuserve's Ladder. At which point, it was made public and has been ever since. New material is continuously being added as more is learned. (The latest version will always be available on Compuserve.) NOTE: Names have been X'ed out. ############################################### ##### LADDER COMMAND CENTER ADVERTISEMENT ##### ############################################### LCC stands for Ladder Command Center. It is a state-of-the-art Windows application for maintaining challenge ladders. Among the features it supports are: The maintenance of a complete challenge ladder database. The maintenance of a complete historical database of matches played. Custom configuration of ladder parameters with regards to rungs which can be challenged, handling of defaults, inactivity penalties, etc ... General editors for the ladder and historical database. Open interfaces to other ODBC compliant software and spreadsheets, etc... Full reports on membership, current challenges, history for all players and individual players. Ladder administration includes support for: Renaming players. Entering match results and recomputing positions and records. Membership information such as names and phone numbers. Entry and automatic management of inactive players. Entry and validation of challenges. A spreadsheet style ladder display is maintained via the use of free floating tools. Each processing step is fully supported by an UNDO capability. LCC will appear on BBS's as LCF100.ZIP (full {runtime/application} release version 1) and LCP100.ZIP (patch {application only} release version 1). Estimated release date is 05/01/95. ############################################### ##### LADDER COMMAND CENTER ADVERTISEMENT ##### ############################################### ----------------------------------------------------------------------------- This is the recipe for acheiving quick kills in the old Ladder ROE. (Turn and shoot.) For the new ROE, there is still much value here, since a fight can often evolve into a turn in shoot situation. Pay attention to the padlock guns technique here. ----------------------------------------------------------------------------- >> I sure wish I could learn your immelman. You must certainly can. Here is the recipe: 1) Be at AB-5. 2) Toggle the brake to stay within 385-395 knots. 3) Watch the inbound bandit to see if he is approaching fast. If he is, then suspect an extension. Very, very slow, then suspect a slice. 4) On the merge make sure that your brake is off .5 seconds before the merge. Otherwise you could forget and leave it on. 5) Pull up when you HUD goes off your padlock view. 6) Keep pulling, you should white out briefly here. Watch for the extension. 7) After white out, begin tracking to the bandit. 8) You MUST get your lift vector in line with his. This means that in the upper right window the red line is perpendicular to the green line. The guarantees you hit in step 10. 9) Do NOT watch your opponent in the bottom window. You will know soon enough whether he was quicker. You got to have faith. Watching him will only distract you. 10) With your lift vector lined up, in the top middle window, get the little green HUD box under the red target box. Right before they touch fire a one second burst and sweep the green box through the red box. 11) The quicker you sweep, the better your chances of scoring a hit, but the less likely that it will be fatal. The slower the sweep, the greater the chance of a complete miss, but if you do connect the bandit is finished. 12) Other things to try are. First, cut the sweep at little bit short and push the stick forward to keep fire on the bandit. Second, with bandit line up after the initial hit, roll the nose while firing. >> Hey, Mark what do you think is the best counter for the Immelman? That is simple. A faster/tighter Immelman with a more accurate shot! 1) Seriously, XXX has a pretty deadly slice. I have not mastered this move. It is however dangerous, since it is definitely energy low. 2) An extension is risky against someone who is very alert. Against an unskilled opponent or a skilled opponent who has Immelman vs Immelman stamped into his brain. It will work. The extension should be just enough to gain missile parameters and no more. Sometimes, it can be even less and you can surprize them with guns. 3) Doing an oblique Immelman by rolling 10-30 degrees laterally is a good move. It will catch the opponent who can Immelman well, but has trouble lining up the shot. If you can't take an accurate shot, then position is worthless. 4) One of the things that makes the Immelman so deadly is that usually your opponent does half the work for you by trying to nose on. So, many times when the opponent does not go for nose on to me. I do not get the shot, but I usually manage to pull in quickly behind the opponent that left me separation turning room. ----------------------------------------------------------------------------- The following pertains to speed management in the new ROE at point of the pass after the initial merge. ----------------------------------------------------------------------------- >> One of these days I'm going to get my speed under control after the >> pass and I'll suprise the heck out of somebody...probably myself! The optimum speed pass on the pass after the initial merge is 400 kts. Faster than that you cannot turn tight enough to avoid being gun downed. (Remember the former ROE.) Slower than that and someone will work in on your six since then can work the energy on you by going vertical. Another rule on this pass is to minimize separation. If you fail to, then you opponent will have room to work the angles on you which may cause you to start at the disadvantage. At 400 kts with minimum separation, it will basically revert back to the former ROE. A quick Immelman with guns from padlock will be devastating. (400 kts at 10,000' yields about a 7 second Immelman. You ask what is the best entry speed for the merge? 550 kts. You ask why? If you do a high speed Immelman, you will level out doing 400 kts. Do you get the picture? You ask why Immelman at the merge? Because it either matches you opponents energy perfectly. Or you opponent is too fast and you will turn in on his tail. Or you opponent goes low and then from your perch you can brake off some speed to minize separation and follow while still maintaining an energy advantage which will yield a shot. Well, XXXXX, I hope that this will be of some help to you. These tactics have been proven in actual combat. Good luck! ----------------------------------------------------------------------------- Here are some practice items to work in Red Flag. ----------------------------------------------------------------------------- So, as not to waste your money. Here are some things to practice in Red Flag before we set up this Battle of the Titans. (no bandits) 1) Practice doing a double Immelman. Enter 550 kts do one, roll level at 400 kts and do another comming out at about 280-300 kts. When trying to minimize separation on the first pass after the merge, you should once again be level (not inverted) before the pass. This is not the old ROE, there is nothing prevents you from doing this. You should not waste time after pass rolling the plane. This whole maneuver should be done in one fluid motion. 2) Practice going into the first Immelman and braking to about 400-420 kts and simulate countering someone going low with a Split-S. 3) Drop the speed in step #1 and practice canting the second Immelman on the side 10-40 degrees in order to maintain maximum energy without stalling (HIFI -> COMPLEX shift) out at the top or going too flat and blacking out. 4) Practice doing Split-S close to the ground at 400 kts from 3500'. If an opponent with energy is at your six, then a number of things will happen. First, you opponent might pursue through the maneuver, and to avoid hitting the ground your opponent with have to give up his/her energy advantage. Second, your opponent could crash. Third, your opponent could flinch as separate. 5) Practice simulated overshoots. Close at 400 kts. Brake to 300 kts. Pull the nose up 30 degrees. Your opponent cannot track, otherwise there would be no overshoot. Climb two seconds. Roll inverted and pull back down on your opponent who is probably diving to gain speed. 6) Practice fast draw padlock kills. For this use an AN-12 as a target an practice quickly sweeping it with gun bursts ----------------------------------------------------------------------------- The following has some information about energy management techniques. ----------------------------------------------------------------------------- I just wanted to drop you this debrief about our flying the other night. Well, you are finally comming back at me with more energy than before. That is good. However, you are not managing it well. Don't forget to minimize separation and try to stay close to 400 kts. Some observations: 1) Sometimes, you kept too much energy and you were allowing me to turn inside of you. 2) Sometimes, you had a slight but very useful energy advantage. So, what did you do? You kept bringing the fight back to me at a lower altitude while your nose accelerated and mine pivoted on to you. You did this by climbing and comming back at me. A see-saw of death. If you have that slight energy advantage, then initiate a flat turning fight to pull onto my six. Keep yourself higher than me at about 250-270 kts. Do not worry about head on shots. I won't be able to get my nose up. Keep it turning. (If you fail to keep it turning. I could pick up speed in a dive in order to put nose on you.) Sooner or later you are going to work the angles for my six or be able to line up to take a forward quarters shot as I pass helplessly below and unable to lift by nose. 3) Learn when at low speeds (250-340 kts) and clawing for your opponent to shoot from padlock. The HIFI->COMPLEX mode switch hits padlock somewhat later and much smoother than the forward view. I hope to fly with you soon. Thanks for the practice. ----------------------------------------------------------------------------- This message discusses a relatively new a deadly head on guns technique. I call it the "cone of death". It involves rolling your plane/guns as a bandit flies right in to you. Remember when two planes are about to get nose on at 0.4 - 1.0 miles there are two things that count: (1) Hitting your opponent first. (2) Finishing you opponent before the planes pass. If you only accomplish the first, the superior opponent may still take you out on this pass. ----------------------------------------------------------------------------- >> You and your cone of death, you crack me up. Here is how I have been using it. Normally, if I and my opponent are both pulling for a forward quarters shot as in Immelman versus Immelman, then I will first sweep my opponent with a stream of cannon shells. I have already explained this technique to you. Unfortunately, this almost guarantees a hit, but may fail to devastate my opponent (high percentage for a hit, but low percentage for a good concentration). Next, as the planes rapidly close, I roll my nose (as oppose to thumb my nose) in general direction of my onrushing opponent. If all goes well, from a distance I first knock a few pieces off of him/her and as we close it totally flame him/her. What does all this give me? Mainly a firing solution simplification; I only need to get nose on first. After that, I do not have to worry much about aim, since my motions do the rest. ----------------------------------------------------------------------------- Black out off in 3.03.0 matches has some very important implications. The most important of which is that the Immelman is no longer the best move in a turn and shoot situation. One of the things that made it the best move in version 3.01.1 was that it minized the effects that blackout had on lining up the shot. At the right speed, you would only white out and you would be clear by the time you had to take the shot. Other moves required timing the black out (which was tricky) and release pressure to get a visual reference (which slowed the turn). In 3.03.0, the flat turn or the yo-yo may prove to be the best technique for lining up the quick shot. ----------------------------------------------------------------------------- NEWS FLASH: The Immelman fails. Yes, I lost 3:1, although it was close. I think with BO turned off the Immelman needs to be revisited. The tightest Immelman is at risk to hang up at the top of the loop due to the mode shift. Too fast and you don't turn well. With BO off, turning flatter is safer and you do not have to worry about losing sight. That is what I have learned from this. Yes, I feel really rotten losing. About the only thing left me to do is challenge again. ----------------------------------------------------------------------------- The following entry describes a technique to be used in the new ROE which I believe may be the only effective counter which I have seen yet to the 550 kts opening Immelman. ----------------------------------------------------------------------------- I am not positive what XXXXXXX was doing, since he did not fully confide in me, but I believe this was his approach or something similar. Enter the merge at 750-800 kts (maximum speed possible). Fly level for 2 -3 seconds. This high speed and level flight is mainly to gain separation for missiles. Yank the throttle to idle and slam on the brakes and execute a tight reversal in any plane with AIM-9Ms selected. Get the lock take one, wait, and take the other. (I have not had a chance to test this on the executing side with someone flying my 550 kts opening Immelman style.) Why does this work? Due to my high speed, I fail to come around quickly. Thus, there is separation and I am second to get a missile lock. Even my opponents much lower energy situation (assuming that I can dodge the missiles) at the end of his reversal is not such a negative. Given the amount of separation and the comming second pass, my opponent accelerate over the gap and regain the energy needed for turning fight. I have yet to come up with an effective counter. ----------------------------------------------------------------------------- This section addresses how to handle long range extensions in the new ROE. It is assumed that you will be merging at high speed. ----------------------------------------------------------------------------- An extension with the old ROE could prove to be deadly, since if your opponent did not respond quickly, then he did not have a enough energy to hold nose to launch missiles. In the new ROE, this should not be the case. Launching missiles should be easy. What is the best strategy for launching missiles on a long range extension? First, have your radar off. Heat seeker heads get slaved to your radar and any decent opponent should have their ECM on. Bring your nose around and launch your first AIM-9M. Your opponent now has something to do. You will now launch two AIM-9Ps. They should be launched in a spaced out fashion. This means that when one has almost reached its target, another one should come off the rails. Spacing missiles has a better percentage. A group of missiles is more easily beaten with one move. Spaced missiles keep your opponent busy longer, thus breaking up his move and allowing you to close the distance in safety. Depending on the Falcon version and the separation, you could flip on radar on go for a lock (your opponents ECM may be out) and launch some AIM-120s. If your opponent has survived up to this point, he is comming back at you with guns most likely, since guns are now free. This is what the last AIM-9M was saved for. Lock it up and put it right in his teeth. If he is heading in for the guns kill, then he is going to straight into it. Switch to guns immediately and go for the shot. If after all this, your opponent still survives, then you are now in a turning fight and his remaining missiles will serve him no value. ----------------------------------------------------------------------------- The following describes a Falcon 3.03.0 revelation in regards to the new ROE which is so significant that it is beyond words. My foolishness for overlooking cannot be excused. ----------------------------------------------------------------------------- ECM is not all powerful in Falcon 3.03.0 as it was in 3.01.1. Despite ECM, you will get intermitent radar locks. These locks aren't worth squat for shooting missiles, but they give you a critical piece of information on the merge. What is it you ask? The speed of your opponent! YES, THE SPEED OF YOUR OPPONENT. Consider this for a moment. To extend (going ballistic or going for horizontal separation) you opponent should be doing 750 kts. To pivot and turn with a fast missiles shot or go low and launch missiles, your opponent will need to be doing 320-420 kts. (This by the way is the most vunerable aspect of the 550 kts opening Immelman. Even if you decelerate after merge, you are 1.5 seconds late in responding and still need time to slow.) I just discovered this approach. So, I am not totally sure how to use it. Here is what I see at the moment. Keep your radar on when you hop in to the cockpit. Watch in padlock. When you get the red box, then watch your radar screen. You should get two to three locks. You are looking only to catch the speed. Once you got that, turn the radar off, look up, go to padlock, and break at the right time. Enter as usual at 550 kts. If you see your opponent doing 750 kts, you can lay off the brake and let your speed build to 600 kts. Do not go so fast that you cannot turn to point missiles at your opponent. There is nothing your opponent can do to disguise an extension, since your opponent must grab and hold all the speed he can get. Enter as usual at 550 kts. If you see your opponent doing 500-600 kts, then just go with the regular strategy addressed in other places. Enter as usual at 550 kts. If you see your opponent doing 350-400 kts, then decelerate (throttle and brake) immediately to about 50 kts above your opponent. You will have about 1.5-2 miles to kill at most 150 kts. This will give a slight but workable energy advantage and at same time keep you so close that a missile shot is not practical. On this your opponent could try to fake by dropping speed while in padlock over the last 1.5 miles. But first your opponent must realize what you are doing. Lastly, if your TWI is buzzing on the merge, then consider that your opponent may well be checking your speed. Consider the extension to be extremely dangerous in this circumstance and slow moves to be moderately risky. NOTE: Some Red Flag research questions are here: How fast can a plane decelarate at different speeds? This means time and distance required. This information determines how effective you can use your opponents speed for planning the fight and how likely is it that you could be faked to mistake a pivot and lauch missile encounter. ----------------------------------------------------------------------------- The following is a new submission from the Falcon Air-to-Air Research Department. ----------------------------------------------------------------------------- An area that has yet to be properly investigated for air-to-air combat is the use of flaps. The following properties are believed/suspected to be attributes of flaps. 1) Permits the aircraft to fly at slower speeds without stalling. 2) Cannot be used about 400 kts without getting damaged and stuck. 3) The COMPLEX flight model takes over control. 4) The HIFI -> COMPLEX mode transistion wallowing is eliminated. 5) Permit faster acceleration over time/distance/throttle movement than without. If the above are true, then the following possibilities exist: A climbing overshoot could be improved in a defensive position. Going slow and climbing and turning, you hit the brake. Then, before the mode shift, drop flaps. Your opponent's counter if he does not shoot you should be climb above and then roll back into the fight. Your opponent expects to be able to do this, since you should be too energy low to maintain nose position. With flaps down you might continue pursuit and build energy quick, thus reversing your position. 385-395 kts is the best speed for a tight Immelman under 8,000 feet. Anything slower results in a mode shift at the top side of the loop. Can the use of flaps at the top side of the loop result in a better Immelman? Could a 330 kts Immelman be performed? If the above works, then could you sucker an energy low opponent into looping with you when you are both too slow, but you intend to avoid the mode shift and build energy by dropping flaps? This could put a half of a turn on your opponent. It is clear that there are all types of possibilities for adding an energy boost at a critical moment provided that you negate your opponents turn advantage during the process. The best way to do that is to drain him of energy by taking him higher with you. Research results to be reported later. Some research results: Entering a 9G continuous turn below 8,000 feet at 350 kts will bleed speed until the mode shift is hit. Then you will oscillate back and forth at the mode shift. Dropping flaps will build speed back towards 400kts, but you will only be able to pull 5Gs (turning slower). However, I speculate that the acceleration/energy gain will exceed the loss of position. (When you simply pull 5Gs in HIFI, you do get the same rate of acceleration you see in COMPLEX.) Thus, taking off flaps and pulling 9Gs again will have yielded an energy bonus. Another possibility might be when you and your opponent have just passed and are both going slow. Your opponent opts for a flat turn being energy low. You opt to foolishly go pure vertical. However, you drop flaps and thus, continue to climb smoothly. Your opponent comes around and attempts to get nose on, but cannot do it in HIFI. Thus, no shot. In meantime, you climb a few more thousand feet. Retract flaps and turn back into the fight with an energy and position advantage. Actual combat results: Against XXXX, he extended vertically once with an opening 150 kts advantage. He dodged all my missiles, but I used toggling my flaps to maintain my speed between 350-400 kts in order to close the altitude. Then I gunned him down! ----------------------------------------------------------------------------- These are the final results are the technique which is now known as the "Flap Trap". ----------------------------------------------------------------------------- This technique can best be employed in a vertical looping fight during the first third of loop while flying pursuit, particulary when you are somewhat below the energy requirements for the loop. The amount of Gs you could pull in any case is somewhat limited. This allows you to build an extra 30-60 kts over your opponent by going through the loop. Although you might have had the advantage prior to this, you are not guaranteed the kill. This can also be employed in more neutral situations. However, you must be careful not allow you opponent too much of an angular advantage when doing this. ----------------------------------------------------------------------------- Over the last few weeks, two great schools of Falcon have met to test their strategy. The are the High School (Immelman) by MarkShot and the Low School (Spit-S) by XXXXXXX. The High School teaches energy advantage and patiently working it into a kill and the Low School teaches angle advantage and seeking or one or two turn quick victory. ----------------------------------------------------------------------------- It is my belief that the High School has more merit for the following two reasons. First, when the two approaches face each other. The High School is guaranteed the ability in the vertical dive to peg its speed on the second pass merge to the optimum corner velocity. (Because he is on the brake/throttling back with gravity behind him.) The low school is much less in control of his merge speed. Second, the high school by taking an energy advantage into the fight is guaranteed a victory after a sufficient number of turns have passed. Of course, the fight may spiral downwards to delay the victory for a while. However, the ground is usually no more than 10,000 feet below. So that, it is victory in about eight turns or so. Following this thinking, the High School only looses when a mistake is made in pursuit as opposed to the weakness of the technique. The one risk faced by the High School is the danger of missiles comming up by the faster turner opponent at the bottom of the Spit-S. The opponent has basically two choices here. If he really goes for a missile shot, he is guaranteed to be too slow to win a guns turning fight. Otherwise, he takes more speed into the fight, but foregoes any realistic possibility of employing missiles. The High School's defense for the above is to perform the Immelman tightly to minimize separation by staying close. This is safest. A more risky approach would be to maximize separation for your own missile shot or to force opponent into a higher and more energy low second pass from his perspective. The High School has assisted the Low School in making some improvements in his technique. These four items are believed to be key: Mix the move with something else. Don't allow your opponent to play for it before the merge even takes place. Don't telegraph it. Keep your speed up into the merge at 480-550 kts and only decelerate at the merge. Send missiles up your flight path. Even if the missiles miss, if they take your opponents mind off of his speed for one second, then you will have suceeded greatly. Try for a one circle. (The two planes have belly in the same direction.) A two circle fight seems to end up in the High Fighter turning outside (but in the vertical) over and around the Low Fighter and gaining a six advantage in a few turns. Well here it is, the Golden Rule for the High Fighter: MAKE THE VERTICAL MERGE AT NOT LESS AND NOT MORE THAN 350 KTS. THIS IS THE PERFECT SPEED. ^^^^^^^^^^^^^ At 400 kts, you will be out turned and gunned down in your tracks, since you are still accelerating in the pullout of your dive. At 300 kts, you will mode shift at the top of your loop and loose time and the angles. With 350 kts, you will generally perform a loop and initiate a turning fight with your opponent with a definite 30-60 kts energy advantage. ----------------------------------------------------------------------------- The following is a good idea in the new ROE if you can do it. ----------------------------------------------------------------------------- Right before the second pass, have you opponent in front of you and flip back to forward view. Get oriented. Your speed, your pitch, your roll, then make your break after the opponent optimal to manage energy and come around fast. It is much harder to do this from padlock. ----------------------------------------------------------------------------- Some more information on the Split-S facing the Immelman. ----------------------------------------------------------------------------- >> What is the "vertical merge"? In the Immelman vs Split-S the second pass happens completely in the vertical and not the horizontal. This is why it works for the good Split-Ser, because if he is not careful the High Flyer's speed runs away with him like an out of control freight train. The High Flyer's hits 450 kts or more at the bottom of his pull out and the Low Flyer is all over him. Thus, shooting missiles is a very good strategy for the Low Flyer even if he will not hit. A second or two of generated distraction force the High Flyer beyond 350 kts. IMPORTANT NOTE: The High Flyer can guarantee his speed at the vertical merge, since he can get speed from gravity at will. The Low Flyer is at the mercy or gravity and events in regards to speed. Thus, it is much easier for the High Flyer than the Low Flyer to peg the perfect speed on the merge. >> I am getting curious about the members of the "Low School". The Low School depends on getting a quick one or two turn victory due to angles. The High School can switch to angles by braking and going for a similar quick kill. Or the High School can work with its energy through many turns wearing down the opponent to get a shot. It is all about options. That is why I think the High School is superior, it gives you more of them. ----------------------------------------------------------------------------- A small point to remember about getting heat seeker locks. ----------------------------------------------------------------------------- You must have your radar set to ACM mode in order to get a heat seeker lock even though the radar unit itself is actually off. See if that helps. ----------------------------------------------------------------------------- I have a training mission called, "The MIGs from Hell Workout". The set up is a merge from a mile out with four fully armed MIG-29s taking place at 500 feet off the deck. The goal is to kill them all and survive. Guns kills are prefered and, of course, the mission can always be varied to change the way it plays. Although not directly applicable to head-to-head, it teaches you how to be on your toes. It serves as good match warm up when no one is around to spar. ----------------------------------------------------------------------------- >> The only way I can survive longer than 60 seconds is to go completely >> defensive. First, try to keep the fight low to the ground. You turn better there and this tends to flatten out the fight. The MIGs always get suckered into the horizontal. If it was me, I would maintain my altitude and take a missiles shoot from 20,000 feet above the F-16. From time to time, I defensive and dive to get back to the ground. Spiraling dives to the ground tend to deny them a shot. Second, watch your speed, whenever you fall below 350 kts you are missile bait. Third, keep looking behind you especially before every shot you take. You shots should usually be at high-Gs. If the target reverses or just levels out, then strongly suspect that you have a bandit riding up behind you. Fourth, don't watch the results of missile launches. Shoot and break. If you want to watch, then do it from padlock while breaking. Fifth, after a kill. Don't check your six, just immediately break. Sixth, use more flat turns in order to come around MIGs when you go through a merge. They counter Immelmans better and flat turns keep the fight lower. Seventh, use your flaps, but do not get suckered high if you still have fur ball going on. Eighth, on the opening merge. Try to go after the crowd. The lone MIG is often a set up. If you take the loner, then you must do him quick. Also, if you take the crowd, then you know what most of the opposition is doing. Ninth, on the opening merge. You can attempt to go forward quarters with one of the returning MIGs. Then attempt to blow him away with a deflection shot slightly from below. That evens the odds pretty quick. The fourth MIG is key to their fight. Two MIGs can easily be beaten. Three just involves caution and quick responses. With the fourth MIG, the fight opens in their advantage. Well, I hope this all makes a difference. ----------------------------------------------------------------------------- Some points on what a tight two circle flat turning fight is about. ----------------------------------------------------------------------------- Just wanted to tell you once again about #2. You looked really good there. You were turning exactly at the optimum speed (280 kts) for that type of two circle fight. It was one of our closest. When you are in the padlock there, you must watch your speed very carefully. You use the attitude of your plane (roll) to control your speed. Forget about the right most window, it is not sensitive enough to tell you what you want to know. Only your speed is. You control it by slightly rolling your plane. Up a little if you are breaking 290 kts, down a little if you are at 260 kts. If your opponent floats too high, he will hit the mode shift and you will gain a few degrees and have a forward quarter shot when he points his nose down. If your opponent sinks too low, you can turn your nose faster and get a shot. Much too low, you can pivot above him and work for the six. This is what a match between good players looks like. You keep spiraling towards the ground until someone makes the smallest of mistakes. Then, the other capitalizes on it. ----------------------------------------------------------------------------- What looked like a promising flap technique until flaps were banned. ----------------------------------------------------------------------------- Well, since flaps are banned, you will not see it. Here is what I had in mind. For a high speed merge. Turn flat at 310 kts and shoot missiles before your opponent knows what happened. If he survives, then use the flaps to regain corner speed into the merge, and then dog fight. The quick missiles should keep you from having to worry about missiles coming your way. You do not have to worry about not being able to turn into the second merge, because your opponent will most likely be pulling into you anyway. ----------------------------------------------------------------------------- The extension is back in fashion this season now that flaps have been banned in HIFI fights. So, it is time take a look at high to manage one and how to defend against one. ----------------------------------------------------------------------------- First, the extension is best applied against an opponent who is obviously slow as detected via radar into the merge. If you see your opponent doing 350 kts and getting ready to do a Split-S, then you have it made. The S'er will have to transcribe an arc of 270 degrees and be at about 4,000 feet by the time he can shoot. And he will have precious little time to shoot with his plane pointed straight up doing 320 kts. In the meantime, you should be passing through maybe 16,000-20,000 feet and still doing 500-600 kts. How to do an extension: 1) Stay in AB-5 and build your speed to 750 kts. 2) Watch you opponent in radar sweeps out to 3 miles. If your opponent is at 450 kts or below, then you will probably be shooting missiles at him later. 3) At 3 miles, turn off the radar (punch off ECM if you want) and go heads up. Then, goto to padlock or stay heads up. 4) At the merge, pull full back on the stick and be heads up. 5) Keep the nose turning until it is perfectly vertical. 6) Go to padlock to check on your opponent. (We will assume here that your opponent did not extend. This will be addressed later.) 7) Watch your opponent and try to decide if you will turn with guns or missiles. This is a crucial decision. The wrong one will get you killed. If your opponent shows less than a mile away, then you are turning with guns. If your opponent is at two miles or more, then you are turning with missiles. 8) When your opponent launches his first missile, do NOT flinch. Keep climbing. Padlock it. Wait until the missile is within a mile. Come out of afterburner. Pull back into your opponent (at high speed 500 kts is okay here). Drop out of after drop out afterburner. Pop a few flares nicely spaced. (Remember you are only allowed a few of these in the air in head-to-head. So, space them and do not go crazy.) 9) Jump in out of padlock to check on the missiles status. If something else is comming at you dodge it and then turn hard at your opponent for guns fight. If you are clear, then turn hard into your opponent and select the appropriate weapon. 10) A common mistake is to select missiles when you are too close. Unless you have good separation, then go with guns. A missile often serves to alert your opponent that you are starting your death run. You probably appear to be a dot and he cannot tell what you are doing, but if you shoot a missile, then you are on your way back. Don't shoot a missile if you cannot hit or cause your opponent extreme discomfort. 11) If you shoot missiles, then put everything into the air that you have. First, then the 9Ms and then the 9Ps. Do not worry about position here. If you cannot put everything into the air, then you should have probably been on your guns. Remember that you can be on the brake to slow your descent. 12) If you choose guns, then remember not to exceed 350-380 kts. Otherwise, you are going to have trouble moving your nose. Line up your opponent (bore sight heads up), fire a long continuous burst. This is an excellent time for the "Cone of Death". 13) Whatever happens here do not let your speed run away at this pass. Immediately pull into a loop to pursue your opponent. Most likely you will still hold the energy advantage for a dogfight at this point. What if you opponent extends? As soon as you detect this situation, pull hard over at your opponent and start firing missiles. You will be much close then he expected and the missile percentages will be much higher. If he survives, then start a turning fight. How to defend against the extension? (At some point later, I will address how to detect the extension.) 1) If you head into a 550 kts Immelman (the MarkShot first step to good health and family planning), then you are in very good shape. Your opponent only has a 200 kts advantage on you. 2) Do not brake, just keep comming around at high speed. You are going to half let your opponents own vertical motion carry him into your HUD. 3) As soon as you can, fire a 9M. Wait. Two well space 9Ps. Hold the last 9M for when you think he has started his death run or you are out of energy. Let it go. 4) Do NOT fight gravity with your nose up. Go heads up and get you nose level and get your speed to 350 kts fast!!! 5) Your opponent is very likely moving fast and expects you to be stuck at the mode shift and dead in the water. Watch him in padlock. 6) If he heads in forward quarter, then when he is a one mile and starting his gun run, sweep if with your cannon from padlock. Turn flat and pursue as he extends downward. Nail him fast or he could get away from you. 7) If he approaches from behind, wait until he reaches gun range and perform a quick split-S. If he is moving fast, he will be unable to hit you. Quickly turn flat or high yo-yo and take him out before it becomes a looping fight. ----------------------------------------------------------------------------- Another S defense technique. Note, although not an Immelman, this is still an energy strategy. ----------------------------------------------------------------------------- 1) Pull into a 550 kts Immelman. Your opponent roles and cuts downward without warning from padlock. 2) Go heads up. Hit the brake and chop the throttle. 3) You should be at about 350 kts 30-45 degrees nose up. Pull into your own split-S. 4) Keep the nose comming around fast. Do NOT break 400 kts. 350 kts is more or less optimal. 5) There should be a lot of lateral separation with you about 2000-4000 feet above with you opponent 20 degrees below you. 6) Let go with all your missiles. 7) Dodge missiles if you have to by going into a loop or high yo-yo while popping flares. Although you break first, you opponent will not have energy for a looping fight. 8) If you have second pass, then follow the golden rules of minize separation and hit 400 kts and then dogfight. You should have the energy advantage since your first move had been to go high. ----------------------------------------------------------------------------- "Burst of Four" technique is the automated firing sequence (9M,9M,9P,9P) via a one key sequence on a WCS II. The goal was to overwhelm the opponents ability to dodge for a few seconds. The technique failed and what follows is some post-testing discussion. ----------------------------------------------------------------------------- >> Also, I wonder if the "Burst of Four" works better for the second >> pass, head-on missile shot (i.e., Immelman v. Immelman)? I do not believe so. It wastes too much time trying to get the proper attitude for a stable missile lock through a continuous firing sequence of four missiles. ----------------------------------------------------------------------------- Some explanation of the Spit-S and when one might user it. ----------------------------------------------------------------------------- >> WHAT IS A SPLIT - S? It is the positional/energy inverse of the Immelman. 1) Roll inverted. 2) Pull back on the stick. 3) Come out of the bottom half of the loop. Proper entry speed is in the 300-350 kts region below 10,000 feet. That is the S. I would never, never open a match with it; as well you know. So what good is it in my opinion? A) In a close fight near the ground with an opponent who has more energy. You can force him to break off, auger in, or cut his energy advantage to follow. B) In a low energy forward quarter flat turning fight to sucker an opponent with more energy to be above corner and go head-to-head with you. C) To dodge an extender who is now swooping in from the rear for a kill. D) In a high altitude fight where denser air will yield a turning advantage. ----------------------------------------------------------------------------- What follows reveals the strategy behind the extension move. ----------------------------------------------------------------------------- >> An extension will NEVER work against the opponent who recognizes it, >> does a quick turn at the merge, and fires all his missiles If guns were free yes, but missiles are too low percentage and would be energy dead if they miss. The best defense is to recognize it and keep almost as much energy as the extender for your pursuit. The extender needs vertical separation to win. >> Is an Immelman a vertical extension? No, for two reasons and you can remove the word "vertical" here. First, extensions generally involve some amount of straight flight usually with your opponent at your rear. Second, the goal of the extension is separation. Vertical extensions provide both separation and an energy advantage. Horizontal separations only yield the former. My Immelman's goal is to maximize the energy advantage while minimizing separation; both accomplished by the acceleration of gravity. ----------------------------------------------------------------------------- Defending yourself against an extender. What to do? ----------------------------------------------------------------------------- >> My (naive) reaction is to slow to 350 or thereabouts, and wheel around >> fast and shoot the extender with missiles. This is wrong? 1) Your quick launched missiles will get beat, since you won't have the energy to space them. 2) You will not have the energy to pursue for a gun battle. 3) For sure, you are going to have to dodge four of my missiles on his return. Better if for you if you can be close enough that it will be a gun fight. My advice (goes for me too), keep your speed up and learn how to detect the extension at the earliest possible moment. The fast detection is not so that you can react quickly to it, but instead so that you don't brake and yank plane around putting yourself at a severe disadvantage. You cannot beat the talented extender 1-2-3, you must stalk him. XXX proposes withholding one or all of your missiles and just pursuing. His reasoning is that you want to begin shooting your missiles when the extender finally begins his death run. At this point, he is committed and with the least energy to dodge. Perhaps, only the Ps should be fired during the extension portion of the move. I'll let you know. ----------------------------------------------------------------------------- In looking for a manner to deal with the extension and a way of determining the opponents move via padlock, the following interesting observations where made in Red Flag. The initial premise was that the opponents move could be spotted by comparing relative altitudes shortly after the intial merge in padlock. ----------------------------------------------------------------------------- At 7,800 feet three planes break upwards (Immelman or vertical extension here is irrelevant). The three enter at 430, 550, and 750 kts. At four seconds, they have ALL RISEN to 9,400 feet. NO RELATIVE ALTITUDE DIFFERENCES. The inclination above the horizon respectively is: 90, 65, and 45 degrees. Thus, the only thing which could be perceived out of padlock is nose attitude. However, at the range and video resolution, it is doubtful that there is anything of value there. The ultimate meaning of all this is that 750 kts Immelmans will have to be worked into the High School's game plan. ----------------------------------------------------------------------------- The question here is how to win a very high speed opening guns fight? ----------------------------------------------------------------------------- Playing with the four MIG-29s from Hell has demonstrate that missiles launch from the rear rarely strike a target pulling max G's at more than 450 kts. This is probably also true of distant forward quarter shots. So, the main thing is how to work the gun battle from a high speed and high perch. This of course goes against the original tenent of the 550 kts Immelman open which says that someone who does a 750 kts Immelman will allow you to turn inside of him on the second pass. Avoiding this happening leaves, the 750 kts plane pointed sharply downwards. What to do here? ----------------------------------------------------------------------------- The following describes how to set yourself up on the second pass for optimal break. ----------------------------------------------------------------------------- >> I realize that there is probably not a menouver or trick for this, but >> it seems to be a big factor. There are some aids. For example, on the second pass. Pull your HUD on your opponent. Come out of padlock, since he is now in front. Get your attitude (pitch, speed, bank, ...). Determine the optimal break and reposition exactly. Hit padlock right at the second pass and then just pull straight back. You have now set up and are executing the optimal break. ---------------------------------------------------------------------------- The following describes the importance of multi-plane Red Flag practice challenge missions. It is not the similarity to H2H matches that is the point of the practice. Instead it is the importance of some very basic lessons. ---------------------------------------------------------------------------- >> I spend most of my non-H2H practice on single planes - MiG 19's and >> UMF's have nice turning capabilities, although the latter is stupid. Too easy. You don't get to be a master, by repeating the same easy motion. It is all conditioning. The four MIGs emphasized some key H2H factors: 1) Timing is the difference between life and death. 2) It only takes one mistake to get you killed. 3) Know what the entire global situation is around you. Don't lose the world for the view from your HUD. ---------------------------------------------------------------------------- The following describes the type of mentality it takes to excel at Falcon. ---------------------------------------------------------------------------- Here is the most key lesson which I can give you for the future of your Falcon and sim career. Get analytical. On each engagement ask: What did I do right and what did I do wrong? What did my opponent do right and what did my opponent do wrong? How could I detect the development of the situation which got me killed and how should I have responded? Think about the game at night looking up at the ceiling and imagine positions, speeds, nose attitude, and the moves that can be made. See what new things you can come up with that look good on paper. Then, try them. Do not adopt them too quickly or discard them too slowly. Work with them and fully understand the actual implications. When you reflect on the game, remember that it is a game and also think of how it behaves from that angle. This is where the Padlock Sweep, Cone of Death, and Flap Trap came from. ---------------------------------------------------------------------------- The following presents some basic questions to ask someone who is beginning the game and would like some help. They represent a point of departure. ---------------------------------------------------------------------------- In the meantime, let me ask you a few of questions. Your replies will be held in confidence. (1) Is your radar on or off into the merge? (2) Is your ECM on or off into the merge? (3) At what speed do you hit the merge? (4) What is your speed about one second after the merge? (5) What do you think is the most effective move after the merge and what do you most commonly do? (6) When a second pass is evolving, how do you attempt to manage that situation? ---------------------------------------------------------------------------- More comments on the S as an opening move. ---------------------------------------------------------------------------- >> The S is death, Very good. I am going to attach some stuff from "Shoot to Kill" at the end of this message in regards to the S. It is not totally without merit. However, you should strive for strategies that keep your options open. When you run out of options, you die. The S has very limited options. ---------------------------------------------------------------------------- The following describes why an extender does not stand a chance against an opponent he goes into the merge with lots of speed 650-750 kts and slows a little to start shooting missiles. ---------------------------------------------------------------------------- His dodging will leave you with both and energy advantage and position advantage despite you having bled a little energy to get the shot. Furthermore, he has already given you his six and at high altitudes there just isn't the tight turning radius for him to get you off his tail. So if you kept your speed up, he has for sure committed suicide. ---------------------------------------------------------------------------- The following describes what can be done to survive in the face missiles and prepare for the turning fight. ---------------------------------------------------------------------------- >> I'd start pumping flares like there's no tomorrow, There is a limitation in modem play that I think only allows three flares/chaff ejections to be active at once. >> If you're in that close, you should be too close for the missile to >> track (it shouldn;t arm until at least 1nm from the launching platform), >> but I can't remember if F3 models this or not. I have seen lots of in the teeth missile hits (9Ms) in H2H modem play. Note: That current CIS Ladder ROE forbids guns at this point. So, that is why missiles are being launched. Otherwise, I would certainly opt for guns. The best I have on a more less level merge is: 1) Be at 400 KTS or more. 2) Break hard up and drop flares. Cut the AB if you want, but I don't think it makes a difference. 3) Continue through a loop pulling your nose onto your human opponent. This has worked for me on a number of occassions. It accomplish two things at once. First, you evade the missile in your face. Second, you maneuver for position and hold energy for the comming gun fight. The beauty of the two things at once is that it saves time, since usually matches can be decided by a half second or more. ---------------------------------------------------------------------------- Another effective application of the "Cone of Death". ---------------------------------------------------------------------------- First, I had portrayed the "Cone of Death" as a close proximity tactic. This is primarily how I use it and how I originally arrived at it. However, it also works quite well a long distances on a straight nose to nose situation. This happened twice last night. I lined you up from a mile out and began to shoot and roll. Otherwise getting an accurate bead on a rapidly growing dot hard to do. ---------------------------------------------------------------------------- A debrief on extensions viewed from both sides. ---------------------------------------------------------------------------- Second, you mismanaged your extensions on the ones where I did an Immelman. You must count my missiles and go offensive as soon as you dodge the last. It is at that point that your opponent is most vulnerable. You should space fire missiles at me and approach at moderate speed. Instead you allowed me recover a little speed. Once I had that, I dodged both you and your high speed guns run. The lesson to be learned in defense here is: Don't wait too long with the last missile or your nose will get stuck pointing up. Get it off and then pull your nose down. Then, watch carefully your opponents approach. Right when you think, he is going to open up, you break and a split-S is a very good move here. ---------------------------------------------------------------------------- Another debrief on extensions viewed from both sides. And yes, the author did a split-s. Incredible! Times are changing. ---------------------------------------------------------------------------- Third, I split-S'ed on the open. These were like the first I have ever done since my very first days of flying Falcon H2H. I just had to do something different. Well, what was most amazing was that you extended and I found defense from the S to be much easier, than from the 550 kts Immelman. Here is why. I launched my missiles relatively quickly. There was already a great deal of separation and you were still in a high powered climb. As a result, upon launching my last missile, I had much more time to prepare for your counter attack. After the last launch, I pulled my nose straight down to build speed while I watched you dodge the last missiles in padlock. I pulled out of my dive at about 3000-4000 feet and continued in a shallow dive of 10 degrees nose down and extending. By the time you began to launch your missiles, there was already three miles between us and I was doing about 570 kts. Pulling in a low G climbing arc while popping flares was sufficient to beat them. You were still out of guns range and I rapidly turned in the vertical to engage you with guns. Piece of cake! So, what did you do wrong here? Well, perhaps you should have spaced your missiles better. Maybe you should have held your last one or two until you were just outside of guns range (1.2 miles). This would have made my reversing on you much more difficult. As I dodged the last one or two, you should have been able to pick up the angles advantage. What might I have done different? Same approach except, I could have just launched my Ps and saved my Ms to complicate your life as you closed the separation between us. ---------------------------------------------------------------------------- Some basic things to keep in mind when entering a tight turning fight. ---------------------------------------------------------------------------- Your lessons: 1) Don't go up when you don't have the energy to do so. You will loose 2 seconds on the mode shift and 30 degrees. 2) Don't go down for the sake of going down. I will clip with guns as you tuck under and then drop in behind you. 3) Don't do 330 kts flat turns pulling 9Gs. You are way above corner. (This means that your radius is too large.) 4) Control your speed in padlock in a flat fight by rolling a little left or right with the stick pulled all the way back. Stay at corner. 5) Manage the second pass break to achieve a balance between staying at corner speed, maintaining energy by gaining altitude, and avoiding the mode shift. ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part I, The Early Days This section on the following sections present methods for measuring Falcon performance. This is critical. The sim pilot should attempt to play test pilot with the software to the maximum extent possible. The good player will fully understand the performance of his aircraft and never be guessing. This particular section details some early work which was done during the old CIS Ladder ROE ("Turn and Shoot") days. ---------------------------------------------------------------------------- As already noted, one of the best strategies for the old ROE was the Immelman. The player who did the fastest/tightest Immelman has the opportunity to bring his guns to bear sooner. The following technique was used to determine the best Immelman in Falcon 3.01.1 at that time. The VCR was used to gather raw information. Set yourself and your plane up in the same configuration you would be going head to head. Adjust your speed and pull into a loop. Make the loop pass through the horizon as your are inverted; do not ease off on the back pressure as you come around. What you want to build is a chart of entry speed, exit speed, diameter, and elapsed time. To do this watch the video tape. You can detect the beginning of the move, by watch the stick marker on the HUD and doing a frame advance as you get close to the point. As soon as you see the stick marker twitch, the move in in progress. Record the time, speed, and altitude. Frame advance until the flight path marker crosses 0 degrees on the pitch scale. Once again, record the time, speed, and altitude. You can now work out the differences. In summation this approach yielded that at 7,700 feet, 390 kts yielded the best Immelman with a time of about 6 seconds, diameter of about 2,400, and exit speed of about 290 kts. Note that there were other 6 second Immelmans, but they resulted in much larger diameters. Therefore, you would not get guns on. With the best Immelman, you could have guns on in about 4 seconds. ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part II, Flat Turns In order to do a similar analysis as above for flat turns, it necessary to establish a frame of reference. In the last section, the VCR time and HUD altitude was used as that frame of reference. The question is what can be used for flat turns. Answer: The debug screen. ---------------------------------------------------------------------------- The debug screen (pause,shift-tab,D,pause) presents seven red numbers in three lines. We shall refer to them as: D1 D2 D3 D4 D5 D6 D7 They represent: D1 - North/South axis increasing towards the south by .25/.33 nautical miles D2 - East/West axis increasing towards the west by .25/.33 nautical miles D3 - East/West axis increasing (ignore sign) towards the west by .5 feet. D4 - North/South axis increasing (ignore sign) towards the South by .5 feet. D5 - Vertical axis (above sea level) by .5 feet. D6 - Unknown D7 - Video display frames per second. D1 and D2 were arrived at by: Take off from Nellis and just fly straight along the two major compass bearings. You will see how they increment and decrement. The challenge is how to calibrate these numbers. This was accomplished by using the VCR, waypoint distance from the airbase on the HUD, and a 9P seeker head to leave a marker on the tape. Take off and fly level and slow. Everytime D2 increments, flash the seeker head. Watch the tape and count how many seeker flashes between the waypoint nautical mile increments from base. Although the above yields a coordinate system, it is insufficiently precise to do any serious measurements with. It is the author's conjecture that this represents some form of macro coordinate system used for the placement of stationary objects and waypoints. The macro system is perhaps used to simplify various calculations to improve play performance characteristics. D5 was arrived at by: It is pretty easy to observe the D5 always appears to be double the altitude above sea level displayed on the HUD. As such, it would be calibrate in 1/2 feet. This is very useful piece of information as we will see. D3 and D4 Obviously represent a coordinate system as they conform to the behavour described above with regards to flying on major compass bearings. However, when you play around, you will see that they are in reverse order of D1 and D2. Additionaly, they change at a much greater rate, and therefore are calibrated on a much finer scale. A reasonable conjecture would assume that they are calibrated on the same scale as D3. This is in fact the case and can be verified by doing the following. Taxi out from Nellis across the the desert at 50 kts. Check the value of D1 when a waypoint mile clicks off. Check it again when the next waypoint mile clicks off. Subtract the two and you will see that the difference divided by two comes out to be a nautical mile of approximately 6,080 feet. D6 unknown. D7 is FPS and was known previously by the author. ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part III, Using D3 and D4 This section describes how D3 and D4 can be used to measure turn performance. Unforetunately, these number do not appear on the VCR. So, this must be done in real time flight with the pause key. It is most convenient to program one of the FCS keys (such as the trigger) to do a pause and another to turn the recorder on and off. ---------------------------------------------------------------------------- Fly on a major compass heading. Set up all parameters. Hit the pause button. Make note of the appropriate debug number. Unpause, roll, and turn. When the HUD indicates a full reversal, then hit the pause again. Note the appropriate debug number, subtract the two and divide by two. This yields the turn diameter in feet. ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part IV, A Falcon Performance Chart This section provides detail data on Falcon flight performance. There are no real suprises here. It pretty much confirms what the author and others have intuitively known. Discussion of the results will be provided later on. ---------------------------------------------------------------------------- Falcon 3.03 F-16 HIFI Turning Performance Chart Mark Kratzer - 03/26/94 (revised 03/27/94) NOTE: (1) Tests were performed an 80486DX/50 processor. (2) No weapons were loaded. (3) No flares or chaff were fired. (4) Fuel load effects were not determined. (5) Flight model was set to HIFI. Method: (1) Debug coordinates were used. (2) Speed and altitude were set along one axis. (3) 180 degree reversal was performed and the change was measured on the axis. (4) The pause key and the VCR was used to gather measurements and both were implemented as buttons on the FCS. (5) Altitude is reflected as above sea level. (6) The results are presented as a turn diameter in feet/elapsed time in seconds. 1000 FT 3000 FT 5000 FT 8000 FT 10000 FT 12000 FT 14000 FT 250 KTS 2314/8 1845/6 1827/7 1807/7 1726/7 1834/7 1955/9 300 KTS 3003/8 3018/8 2383/7 2187/7 2025/7 2013/7 2035/7 350 KTS 4092/9 3812/9 3787/10 3235/8 3718/10 2745/7 2719/8 400 KTS 5234/10 5195/10 5044/11 4585/10 4633/10 3521/8 3538/9 450 KTS 6218/11 6517/12 5966/11 5666/11 5741/12 5305/10 5063/11 ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part V, Interpreting the Results in Part IV The horizontal turning results confirm some things that have been asserted all along. ---------------------------------------------------------------------------- 1) Proper speed control is everything. The difference of 100 kts in a flat turn between two aircraft may equate to turn diameter which is twice as large and takes one and a half times long for the faster aircraft. And the beginners keep asking, "Why do you always manage to turn on me?". 2) A 400 KTS flat turn at 8000 FT yields 4585/10 whereas a 400 KTS Immelman yields 2672/7. Clearly, an Immelman that uses gravity to decelerate and increase Gs pulled results in superior turn performance for the same energy input. Furthermore, unlike hitting the brake which forfeits energy, the Immelman maintains energy for later use. 3) Best turning performance occurs at altitudes of 7,000-11,000 feet. Perhaps, the optimal higher speed entry turn reversal on an open would be a climbing turn. Maybe a 45 degree climbing turn at 430 KTS. (At this point, this is conjecture and has yet to be tested.) 4) On a high yo-yo the nose should be rolled downward only after the speed to has dropped below 300 KTS. (At this point, this is conjecture and has yet to be tested.) ---------------------------------------------------------------------------- MEASURING FALCON PERFORMANCE: Part VI, Additional Research Topics More turn performance research is definitely called for. ---------------------------------------------------------------------------- 1) At what speed does the mode shift occur for each altitude? 2) Is the mode shift speed affected by missile and ECM load? 3) Is turn diameter and time affected by missile and ECM load? 4) Given an entry speed at a particular altitude what is the maximum number of degrees turned before the mode shift is hit? ---------------------------------------------------------------------------- There has been a lot of recent discussion on hardware advantages. Well, there are tactics which will tend to neutralize such an advantage. ---------------------------------------------------------------------------- >> That's my attitude as well. Until I see differently I am going to >> continue to believe that the single biggest factor in Falcon H2H >> remains BFM skills and NOT machine speed. In fact, there are even BFM tactics for the hardware challenged player. Some examples: 1) A former student was up against a 2:1 CPU cycle advantage. His opponent had threatened to spin around in his tracks around 400 kts with an instant missile lock. My advice to my former student before the match was. Watch your opponent's inbound speed on radar. If he telegraphs a low speed, then take his speed and match it with yours plus 50-60 KTS. First, at such a low speed merge, the second pass would happen at about 7 seconds and there would be no time for missile shots. Second, a 60 KTS energy advantage is all a good player needs to win a turning fight. Faster machine be damned. (Yes, he did win doing precisely that.) 2) I and the same former student simulated him having a faster machine by me not launching missiles and him launching. (Note, I did not dump my own missiles.) Here is what we found. First, the faster computer must still turn sharply on the open (meaning less energy). Otherwise, he still could get beat to the missile shot. Since the slower computer could still get a very quick nose on if he chose to go that route. The slower computer thus goes high into an Immelman and keeps his speed up in the 400 KTS range and does not decelerate lower in order to get his nose around for the first shot. When the slower computer's opponent launches from below, he/she still returns fire with 9Ms whether or not there is a lock. This may cause a moment of confusion on your opponent's part. Next, the slower computer dodges by going into a steep climbing turn which is compatible with his energy. This accomplishes two things: dodges the missiles and reenters the fight. The slower computer is relative safe despite the dodge, because he/she is much higher than his/her opponent and difficult to shoot because of the altitude advantage. After the turn the slower computer uses the energy advantage to win in the ensuing gun fight. ---------------------------------------------------------------------------- The following contribution from Vertigo emphasizes the critical nature of mode shift. FIND THE MODE SHIFT, SEE THE MODE SHIFT, AVOID THE MODE SHIFT ---------------------------------------------------------------------------- When flying in HIFI mode, there is a strange occurrence when your plane drops below a certain speed (approximately 250 kts at 8,000 - 2000 AGL). At that point, you will notice a lurch in your flight, and if you are pulling high G's in a tight turn, the G-meter will suddenly reduce to 1 G or below, your AOA will drop to zero, and your flight path will be interrupted. This is due to the fact that at lower speeds, the flight model will suddenly change to Complex, and your plane will wallow for a moment. If your opponent in a turning battle manages to avoid the mode shift while you hit it, you will find yourself suddenly gunned down, because his turning radius will improve in relation to yours. You can, of course, avoid the mode shift by keeping your speed high enough. However, there is a fine line between the mode shift (250 kts) and being beyond corner speed (approximately 270 - 290 kts). You must learn to balance on that fine line. It is essential to learn to recognize when this is going to happen, and avoid it if possible. Practice the following in Red Flag: 1. Set up a mission without any enemies. 2. Get to 8,000 feet, and slow to about 300 kts. Go into padlock so you can see the G-meter and your speed in the upper left window. 3. Go into a flat turn at 300 kts and full burners. You will be able to maintain a level aspect only for a short time, and then you will bleed off speed rapidly until you hit the mode shift. Stay in padlock and watch your flight path and the G-meter. Watch what happens when you hit the mode shift. When you drop into Complex mode and your G's diminish, you are providing your opponent an advantage which will usually get you killed. Note that you cannot avoid the mode shift with engine power alone. Do this until you are familiar with the point at which the mode shift occurs. 4. Once you are familiar with where and when the mode shift occurs, deal with it as follows. As your speed in a tight turn approaches 250 kts, angle the plane downward to use gravity to assist you. This may require a 30 - 45% angle down, and at the same time you have to keep pulling back on the joystick, so you don't widen your turn by decreasing your AOA. Essentially, you are in a tight spiral down toward the ground. Practice this until you can avoid the mode shift. Note: the 250 kts is only an estimate! The speed at which the mode shift occurs will be less at lower altitudes. Experiment with this until you know when and where the mode shift occurs. Since there is no enemy in this practice and you are essentially looking through the HUD, you may be able to determine your angle by looking at the bars on the HUD. You will not have this advantage in a dogfight, because you will be padlocked on the bandit (unless of course he is conveniently in front of you, in which case you can gun him down). Thus, you will have to learn to watch your speed and, when you get too close to 250 kts, angle downward by feel only. You will know you are angled downward when your speed begins to increase. The upper right box in padlock, which shows your relative angle to the ground, may provide some cues, but often the angle required is such that it will show ground only in that box; you'll know you're pointing down, but you won't know at what angle. Rely upon your speed indicator to tell you your relative angle to the ground. If your speed is maintaining instead of decreasing, you're doing it. If speed is still decreasing, angle downward more. Practice this until you can tell the proper angle using your speed as the only indicator. This sounds impossible, but it's not. It just requires practice. In a tight turning battle in which neither side has a significant energy advantage, the two planes will often spiral downward as they attempt to close with the enemy and maintain enough speed to avoid the mode shift. Thus, with pilots of equal skill, this will take the fight to the ground. When you get lower than 1,000 feet AGL, you will notice another phenomenon. The denser air will allow you to maintain speed, even in a flat turn, and the mode shift occurs at a lesser speed. In fact, your primary problem now may be too much speed. If you are not careful, your speed will increase beyond optimum corner speed, and this will get you killed as quickly as hitting the mode shift. At this point, you have three options: (1) hit the brake and/or let up on the throttle to maintain corner speed; (2) angle your plane upwards to use the extra speed to buy some more energy (and get you away from the hard, hard ground); or (3) do both in combination. Angling upwards is, logically, the superior move to decrease your speed, because you will gain an energy advantage at the same time. But, it is difficult to pull off against a skilled opponent, because the speed loss from angling upward does not occur as quickly as the speed loss from hitting the brakes, and this may result in a turning radius that is too large, giving your opponent a clean guns shot. You will have to learn to detect when you have enough of a lead on your opponent to afford angling upwards. If your opponent is hard on your tail, it is probably best to hit the brakes. ---------------------------------------------------------------------------- Some common mistakes when trying to learn how to open with an Immelman. ---------------------------------------------------------------------------- >> I got beat severely in practise trying to emulate some of Markshot's >> routines so I took some of his points and MODIFIED them to suit my >> flying style. Two classic mistakes in trying to learn it are: 1) Remaining inverted in the Immelman and when your opponent passed beneath you pull down on him/her. You should right your plane and then do a flat turn or go up some. 2) Keeping too much speed and separation as the result of the Immelman. Thus, you excess speed gets you killed especially if you try to take the fight low with it when your opponent is at corner. "Speed is Life" sometimes is "Speed is Death" especially when you opponent is turning inside of you. ---------------------------------------------------------------------------- Some new and interesting phenomena have been observed. These observations are based on some suggestions by Vertigo and another CIS Ladder flyer. The phenomena shall henceforth be refered to as the "Speed Bump". Some other terms that the reader should be familiar with are: "Mode Shift": The speed at which the HIFI flight model switchs to COMPLEX. "Corner Speed": The fastest and tightest turning speed at an altitude. ---------------------------------------------------------------------------- At any given altitude in a max G flat turn, there is a speed which if exceeded, the F-16 will accelerate while in afterburner. And if below, the F -16 will decelarate despite being in afterburner. This speed shall we known as the "Speed Bump". Here are two interesting properties of over "Speed Bump" behavior. First, if accelerating (in afterburner) over the "Speed Bump", then the F-16 will only pull 8Gs despite the speed. If decelerating (out of afterburner) over the "Speed Bump", then the F-16 will pull 9Gs. In the same speed range over "Speed Bump", Gs pulled (and most likely turn diameter and time) will be affected by acceleration and deceleration. Personal conjecture has it, that the real world cause of this might be the forward thrust of the engine pushing the jet out into a wider turn. Second, by going in and out of afterburn, it is possible to maintain a more or less continuous tight turn. Here are some interesting implications which follow from the speed bump. 1) Normally, two planes with equally skilled flyers that enter a turning fight at almost the same speed (within 5 kts) will tend to remain neutral. By neutral we can say that their relative position/energy states neither converge nor diverge. However, if one plane enters the turn 2.5 kts under the "Speed Bump" and the other plane enters the turn 2.5 kts over the "Speed Bump", then the relative position/energy states will diverge. This is immutable. In a relatively short period of time, the plane over the "Speed Bump" should have gained a very significant energy advantage. 2) Suckering an opponent into a flat turning fight right at the "Speed Bump" where you can guarantee being above and your opponent below should convey an advantage on you that you can exploit. A risk here which needs to be accessed is whether the "Speed Bump" is so far above corner that you are risking being killed before taking advantage of it. 3) At what altitude if any does "Corner Speed" occur near the "Speed Bump"? The closer the two are, the more effective the above approach put forth in #2 will be. 4) At 500 feet and below, the "Speed Bump" occurs below the "Mode Shift". This means that it is impossible to hit the mode shift at 500 feet and below. The implication of this is that a lower energy (and altitude) plane in a relatively close turning fight could take an advantage by passing below 500 feet and regain energy while turning and also be immune to the mode shift that may hit the 1200 feet high energy fighter. 5) It has commonly been accepted that it usually a mistake to diminish stick back pressure in a turning fight. However, if by doing so, you can put yourself over the "Speed Bump" and if "Corner Speed" and the "Speed Bump" are close and if your opponent is under the "Speed Bump", then you should be able to force a reversal. 6) If dumping missiles can vary the value of the "Speed Bump", then this could be a highly effective technique. ---------------------------------------------------------------------------- Some initial testing with the "Speed Bump" has yielded the following pieces of information. ---------------------------------------------------------------------------- 1) The rate of acceleration or deceleration decreases with proximity to the "Speed Bump". Another way of stating this, is that the further under the "Speed Bump" you are the quicker speed bleeds off. 2) Weight definitely affects the "Mode Shift" and "Speed Bump" values. With an unloaded plane and almost out of fuel, they can be as much as 100 kts lower than they otherwise would be. The affect of unloading the plane would appear to drop the "Speed Bump" and "Mode Shift" values by about 20kts. 3) The "Speed Bump" at 8,000 feet with a loaded plane is 450 kts and the "Mode Shift" is 250 kts. A possible opening strategy which maintains high energy but low altitude might be the following: Turn flat at 450+ kts and stay above the "Speed Bump". Reverse and initiate a climb to meet your opponent. No speed should be bled in this reversal. The diameter will be about 5,000-6,000 feet at 11 seconds. Possible problems are that this might prove to be too time consuming. Also, it is necessary to varify at what entry speed and what pitch can a 400+ kts climb be maintained. A 550 kts full Immelman reaches 13,000 feet. 4) The "Speed Bump" existed in Falcon 3.01.1, but would not have seen much use in the old ROE, because of the prohibitive affects of Black Out which is now disabled. 5) The best way to recover if you fall below the speed bump in a turn is to dip the nose gain some acceleration. You will know when you have crossed the "Speed Bump" by the fact that the G meter will flip from 8Gs to 9Gs. ---------------------------------------------------------------------------- More early feedback on the "Speed Bump" based on actual trials. ---------------------------------------------------------------------------- I think the technique looks promising. I have actually beaten extensions (XXX's) by catching up with him and firing missiles or gunning him down! I have yet to be in any real peril of being hit by a missile in the face. My main problem with the maneuver is working out the decision points, speeds, and feel. I had this same problem when I started the 550 kts school. Basically, it is a process of using it and adapting to what opponents do. It takes time and patience to accept losses. Another beauty of this technique is that it looks very similar to the Split-S until a second or two after the merge. They both decelerate at 1.5 miles. After the merge, the only immediate difference is about 1/4 of a roll from padlock. Why is this nice? Well, the S is a low energy quick kill angles tactic and the Speed Bump Turn is a high energy extended kill tactic. Very different, but they open so similar. I like that! Also, I have been doing a little speed bumping at low altitudes too. I think the best low altitude tactic instead of hitting the brake or going up is to pop out of AB. ---------------------------------------------------------------------------- A LIGHTER STATE OF BEING: Dump ECM and Missiles. After much mention of the advantages of dumping. I have begun to look into this myself. The assertion is that the plane get lighter and cleaner and therefore exhibits more acceleration and better turning properties. ---------------------------------------------------------------------------- First, if you are going to dump things, then you might as well do it efficiently (ie. in a programmed fashion). Here are some things to note: You cannot dump ECM while it is turned on. You cannot dump ECM (^C) or 9Ms (^K) when inverted or perpindicular to the ground. It is better to fire 9Ms, then dump because of the above. Because ECM cannot be fired, it should be given a key of its own separate from missiles. The way to check if ECM has been dumped is: Enter the plane with ECM on. Program the dump key to do E-^C-E. If the padlock TSR, still shows a blue box, then it was not dumped. On the merge do the following: If you see that you entering a turning fight, then hit the DUMP ECM key. Otherwise, keep ECM. If you see that you have a 9M lock in the forward quarter, then hit the DUMP MISSILE key. If you are pursuing and extender, then fire missiles as usual manually. (see below about side effects) If you cannot get a a 9M lock, then hit the DUMP MISSILE key and get clean and light. Some results: I had the definite feeling and so did my opponent that I was turning much better. Although the "Burst of Four" (time spaced missiles) failed, this technique appears to very hard to dodge from. I am quite certain that one of them, my opponent was flamed by an UNLOCKED 9P. This alone outside the turning could become a major factor in its own right. ---------------------------------------------------------------------------- A quick note about extensions. ---------------------------------------------------------------------------- Even when you could have your opponent in the forward view and pursue, it is sometimes better to watch from padlock. You need to know when your opponent cuts back on you. When you see the distance close, wait until 1.3 miles. Go to the forward view and line your opponent up. Then perform a continuous "Cone of Death" throughout the merge. Note that padlock measures horizontal separation and not vertical separation. ---------------------------------------------------------------------------- A missile dumping enhancement follows. ---------------------------------------------------------------------------- Program the missile dump key to on the press fire 2 9Ms and on the release fire 2 9Ps. This is superior for the following reasons: When you have a 9M lock and hit quickly, it has the same affect as a straight dump four. When you have a good amount of separation, you can fire the 9Ms and hold the button momentarily to get a 9P lock before releasing it. This allows you one of the fastest key sequences to get your 9Ps in the air while at same time avoiding wasting them needlessly if you can get a shot. ---------------------------------------------------------------------------- Some missile dump key feedback. ---------------------------------------------------------------------------- In defending against extensions, rapidly launched pairs of missiles seemed to have a higher hit rate than spaced singles. However, not enough testing has been done with this to be sure. ---------------------------------------------------------------------------- Vertigo has been demonstrating some excellent turning capability during practice flights. Here is what he says about setting it up. ---------------------------------------------------------------------------- >>So, break it down for me. What are you keying on >>while you are turning? How are you responding to >>make corrects while turning via stick, throttle, and brake? I love this theoretical stuff! OK, here goes: What I try to focus on most is my speed, and let that determine the angle of the break. For example, assuming both pilots break upwards at the merge at about the same speed and try to get nose on for the missile shot (e.g., two Immelmans, no extensions), this is my current theory. First, I try not to let my speed be below 300 kts at the 2nd pass, nor in excess of 350 kts. While it may drop below 300 if I am braking for a missile shot, I try to get it back up prior to the point at which the two planes pass. In any event, your speed at the 2nd pass, whatever it turns out to be, determines how I am going to break. If my speed is around 300, I will break slightly downwards (since you cannot complete a flat turn beginning at that speed without hitting the mode shift). If my speed is below 300, I will progressively break further downward in order to turn, hopefully, at about 290 kts. If my speed is slightly above 300 (e.g., 330), I will break flat or even upwards slightly, and then angle downward as speed decreases. If I am at 350 kts or higher, and assuming my opponent is below me (e.g., he broke downwards), I may risk not braking, and will angle even more upwards (the higher the speed, the greater the angle upwards). If my opponent is not below me and I'm at 350 at the second pass, I will try and hit the brakes and/or pull back on the throttle to cut my speed to 300 (approximately) and shorten my turn radius. If you don't do this, he will beat your turn and will gun you down. The basic premise I'm operating on is that 290-300 is probably the best turn speed, and I try to average that through the turn, and at the same time maintain as much altitude as possible. There are some nuances, of course. The decision to go up (rather than cut speed) when your speed is at 350 or higher is a critical and dangerous decision; if your opponent can turn at 270-290 kts, he will complete his turn before you, and if you are wrong about him being sufficiently below you, you will get shot. On the other hand, if you are correct in your determination that he is sufficiently below you, he will still beat your turn, but it won't do him any good because his speed will be such that he probably can't lift his nose to shoot you, and you can use your energy advantage to slowly but surely win the turning battle as you both spiral down. I say "probably", because if he is only slightly below you, he may be able to lift his nose just enough for one shot. Maybe you'll be lucky and that shot won't take anything important, and then you'll still win the turning battle, made even easier by the fact that he blew his last bit of energy on that one gun shot, and is now dangerously close, or below, the mode shift. If you're not lucky you lose your guns or your engines, and it won't matter that you have more energy. Another factor is sometimes your opponent can be below you, but with a high enough energy state that when you turn to shoot him he scoots out of the way and then gets above you, where he has effectively turned the tables (i.e., he has the energy advantage, and you are below him, spiraling downward in an attempt to stay at 290). Basically it's a balancing act. Speed at the 2nd pass will allow you to go up, and get above your opponent, where winning is much easier. Under this theory, the maximum speed you can get at the 2nd pass would be optimal. But too much speed will mean you will lose the turning battle at the first turn, and your opponent will get at least one shot at you, even though he is below you. For example, if you could break sharply upwards at 400 kts at the 2nd pass, you would be well above your opponent, but your turn will be so wide that even though he is below you, a tightly turning opponent will be able to get on your six and, in spite of your energy advantage, will usually be able to follow you through any maneuvers, until your energy advantage is gone. The proper angle for the break, while dependent upon speed, is a matter of feel. If you were in a real plane, it would be easier to both see the angle at which your opponent broke (i.e., above or below you), and to feel the correct angle for the break. You can't do much about the former, but situational awareness of the latter can be enhanced by going to the scrolled up front view momentarily to get positioned. Note: while I think the view switching is, theoretically, a good idea, I rarely have the presence of mind to do it while in an actual fight, so it remains primarily an untested theory. ---------------------------------------------------------------------------- The following comments by Vertigo offer some interesting insights for winning a tight turning fight. Of particular interest, is the overshoot technique proposed in a descending vertical scissors. ---------------------------------------------------------------------------- >>How are you squeezing out from under me or anyone else >>that matter who gets on your six? Hot Dog! More theoretical stuff. OK, here goes: For a two circle fight, where both pilots are coming around to get nose on for a front quarter shot, if I notice that my opponent has position on me and will beat my turn, either because he turned better, he has an energy advantage, or both, lately I have been quitting my turn into him (when I have the presence of mind to do so), thus hopefully denying him his shot. As you know, when both pilots are turning into each other, they are both helping the other one come nose on. I cease that help when I perceive that I'm going to lose the turning battle. Instead, I will let up on the stick, allow my speed to build, and attempt to perform a perfect turn on the next go around. Sometimes I get shot anyway, sometimes I don't. Often the hit isn't fatal (unlike the result when you go nose-to-nose). The opponent will often have sacrificed his superior position to get what he believes will be a good shot. For example, when he has the altitude advantage, he often points downward to get the shot. If I have not pulled all the way around into his guns, and instead have backed off on the stick and used my decreased AOA to gain speed, two things happen. First, he's now pointing downwards, and goes below me; in addition, my speed build-up may allow me to increase that separation by flat turning or even going up slightly, an additional bonus. Second, his speed may now be too high, since he was diving, and it's rare to remember to hit the brake or let up on the throttle while you are pulling the trigger. The result? I am now above him, at a better corner speed, and with more energy. For a one circle fight, it's much less elegant. If someone is on your six and you're not dead, forget about anything other than making the perfect turn. Concentrate on your angle toward the ground. Make it perfect, maintain a perfect corner speed. Keep an eye on the bandit to make sure he doesn't break out of the circle (if he does, follow him and kill him), but your main concern is the perfect turn. If you can slowly but surely turn better than he can, you will start to reverse the situation. If the turning battle starts at, say, 10,000 feet, you'll have lots of time to slowly out-turn him. Taking the fight to the ground also has a salutory effect, since energy states and other matters tend to get equalized when you can no longer angle downward to help your turn. Also, when you are down low, the bandit, sensing he has the position, will sometimes shave it a little too close and do you the favor of augering in. Speaking of the ground, a split-S can be helpful in a one circle fight that you seem to be losing, but I personally don't use it much unless the bandit is very hard on my six, my energy state is poor, and it looks like I'm just about to be toasted; otherwise, a high yo-yo by the pursuer (again, assuming he has sufficient energy to go up) will often place him in an even more superior position (more altitude) with plenty of separation. Also, your opponent may expertly follow you through the S, leaving the situation as it was. But sometimes it works. I think this is why. If he's hard on your six he's at corner speed, and thus pretty close to the mode shift. If he is unable to duplicate the split-S, and stays in his turn (which he may do, since it was working for him), the split-S'er will trade altitude for speed and may be able to get right at corner speed as he comes up, at which point you wheel around fast and take the shot. Even if he duplicates your split-S, he may not do it as well or in time, since he is merely reacting to what you already did. One other strategy I've noticed lately which I wanted to mention concerns the tactics in a vertical scissors fight heading for the ground. The first time I recognized this was in a fight with XXXX. I was all over his six (in fact, I was worried I would collide with him), but before I could get a guns solution, he expertly reversed the situation and suddenly, he was on my six and gunned me down. I asked him about it later, and he said he was on the brake with no throttle, and getting way below mode shift speed. This was the only time I've seen this work, and it may be an exception to the rule that you stay above mode shift speed no matter what. Note: this should apply only to a downward vertical scissors, not a horizontal scissors nor an upward vertical scissors, because in the former, you can regain airspeed quickly with the benefit of gravity, which you can't do in either of the latter. ---------------------------------------------------------------------------- The following is the first entry on flying ATG competition and some of the things which can help. ---------------------------------------------------------------------------- 1) Altitude is generally important. It permits you to be slower than you opponent, but still have a large amount of energy. Slower will help you turn your nose quickly for a missile shot. Energy will allow you to be able to dodge missiles or quickly close on a lower altitude opponent for the gun fight. Lastly, all things being equal. Your missiles when fired simultaneously with a lower altitude opponent should reach him sooner and have greater range. From actual experience, it has appeared to me that the higher plane usually gets the quicker missile lock. (However, this could simply be a function of relative speeds and turning radii.) 2) Having your nose pointed in the general direction of your opponent is important. If you don't, then you either must give up speed to turn rapidly to fire missiles. If you give up speed, then you become a better target for a missile. If you don't give up speed, then you will definitely be fired upon first and probably lose your opportunity to even counter fire upon your opponent. 3) When AIM-120s are unavailable (Falcon 3.03), then you should spend most of your time in padlock. Padlock is the quickest means of spotting your opponent. If you fail to spot him quickly, then you will hear a missile launch indicator before knowing what happened. The cockpit view in conjunction with radar and the TWI should be used sparingly and quickly to simply ascertain the rough location of your opponent and reorient your nose. Remember that radar will also announce your own relative location. (ECM should always be on.) 4) Zooming radar in and out can be a way to quickly determine that your opponent is climbing about your search cone. Although for my tactics this is irrelevant, since I will have generally gone high myself. 5) Generally, as soon as I get into the cockpit, I pull into a sharp climb which maintains my speed at 400-500 kts. At about 20,000 feet, I invert and continue a shallow climb with my speed between 500-600 kts. As soon as I invert, I go to padlock with my 9Ms selected and await the prey. You need to begin looking no later than 20,000 feet. If your opponent comes in straight and level at 750 kts, then he could catch you climbing in a daze if you did not become alert at this point. You should not exceed 30,000 feet in your climb. At high altitudes, missiles become harder to dodge due to the poorer corner performance. As you level off, keep your speed up, since you might need it to dodge against a coaltitude opponent. If 30-60 seconds beyond when your opponent should have appeared, then right your plane and begin a circular orbit using radar and the TWI to locate your opponent. Continuously go back to padlock so that you do not get ambushed. As soon as you locate your opponent, then place your nose on him and shut down your radar. Once again invert and get ready to pounce. 6) Speed management is important. Speeds of 450 kts or better are important for dodging missiles. Keep fast while separation is large (2-5 miles). When the missiles are spent and you close to within (1-1.5 miles) your opponent, then decelerate to dogfighting speeds. This can be anywhere from 350-450 KTS. This is largly a function of altitude and whether your opponent is climbing above you with a lot of speed. 7) Missiles will usually initially be launched from considerable distances (4-5 miles). You should make an attempt to counter fire upon your opponent before beginning your evasion. If you fail to do this, then you provide an open door for him to saddle you up while you evade. So, attempt to counter fire and don't begin to evade too early. Otherwise, the missiles will simply correct with small angular movements. They must be allowed to close to within 2 miles. 8) A key issue is how to properly put your missiles into the air. If your opponent appears way below you, then I think that it is best spread out your missiles to keep him occupied for as long as possible. Possibly a sequence of M-M-P-P. Lower opponents as sited before will probably have less of an opportunity to counter fire. At the same time, you should be racing towards him as quick as possible. If your opponent appears at relatively the same altitude or somewhat higher, then I think it is best to get all your missiles off as quickly as possible. An opponent at relatively the same altitude will most likely counter fire and eliminate your opportunity to launch your remaining missiles. A dump/auto-launch key is very useful here. 9) Once you have launched your missiles, you have to be careful of how you close with your opponent. In particular, you must be cautious if it looks like you are going head-to-head. There is a good potential in such a situation to loose it by being a little too slow on the trigger or by aiming poorly. If you believe that you are going head-to-head, then you should watch your padlock as you close. When your opponent is 1.3-1.5 miles away, you should come out of padlock and bore sight him. Open fire and begin a cone of death which will continue into the merge. The important thing is to get him lined up and begin shooting while he is still somewhat out of range. 10) If AIM-120s should be available (Falcon 3.04), then one approach is to get your opponent to waste his while they are relatively ineffective. I would jump into the cockpit and turn OFF my ECM and fly straight and level. Your opponent might get so excited by his initial lock up that he fires. Then you turn ECM on and drop chaff while climbing. These missiles will be easily beaten. When you reach 15,000-20,000 feet, you paint your opponent with radar and launch your AIM-120s, shut down the radar and climb another 5,000 feet before inverting and waiting. Your opponent should be about 10 miles out at the time you launch and dodging your missiles should be much harder. Also, you should acquire a visual sighting on your opponent just about the time he is finished dodging your missiles and before he has had a chance to fully recover. 11) It is helpful if you can get nose on your opponent without him doing the same to you. Thus, if you can approach from the side or rear, you have a much better chance of launching your missile attack first. This can be accomplished by entering the cockpit (assume 90 degree heading) and bearing 70 degrees for 5 miles (waypoint scale) and then coming around to 110 degrees. ---------------------------------------------------------------------------- The SimCap tournament has generated renewed interest in Falcon 3.04 CIS Old ROE competition. So, I thought I would put some thoughts down on this too. ---------------------------------------------------------------------------- 1) The first thing to address is ECM and missile dumping. Falcon 3.04 provides: 1 ECM pod, 2 AIM-9Ps, 2 AIM-9Ms, and 2 AIM-120s. As already noted, dumping extra weight and drag can be benificial in a close turning fight that is going to be decided by guns. In a H2H connection, it is only possible to have four missiles in the air at once. Therefore, this poses the question as to what missiles should be dumped. There are two schools of thought here. First, dump the 120s and the 9Ms, since they represent the most weight. Second, dump the 120s and the 9Ps, since the 9Ms are only slightly heavier than the 9Ps, but infinitely more valuable. I, personally, favor the second. A dump key should include ECM+2x120s+2x9Ps and not provide for any aiming. Thus, it should start from guns and return to guns. The key should not require the same finger to operate as the brake, since hitting the optimal speed on the merge in this ROE is much more critical. 2) Dumping missiles should probably only be done if you can verify via radar or padlock that you opponent is very slow on the merge and will not be extending. If unable to tell what your opponent is doing, then you should probably hold yours until your opponents dumps his. If you foolishly dump your missiles when your opponent extends, then you are left with two problems. First, you have nothing to launch at him to keep him busy. Second, your two remaining missiles will be launch restricted for about 15 seconds until the other four have ceased to be. 3) There are three basic strategies which can be employed in this ROE: Turn and Shoot This is most commonly executed as an Immelman, Oblique Immelman, or Slice. I, myself, prefer the Immelman. The entry speed can be anywhere from 380-395 kts depending on whether you are going to dump. You should maintain 750 kts to about 3.5-5 miles out. At which point you should hit your target speed and go full AB and maintain the right speed with the brake. Being a little early to decelerate is better than being too late, since this move is very speed sensitive. Being below speed by 30 KTS could result in hitting the mode shift as your plane comes through its Immelman. Being above speed by 30 KTS could result in the Immelman being too wide and having your opponent achieve gun parameters first. The goal in this maneuver when facing an opponent who is attempting to turn on you is to hit them with a Padlock Sweep and, if possible, followed by a Cone of Death. If you miss or fail to kill them, due to your energy state you will probably follow up with a Split-S reversal or a sharp downwards turn. Extension Enter the merge at 750 KTS and pull MAX G until acheiving 75-85 degrees pitch. If your opponent came in slow and dumped missiles, then you are home free. If missiles are launched, then you should dodge them with a spiral climb. When your opponent has finished firing missiles and you peak at 23,000-33,000 feet, you should loop back down towards your opponent. (You may even lose padlock momentarily.) If your opponent is far below, then come back down on the brake with engine idle. Place a good spread of missiles into the air as you descend. I recommend P-P-M-M. If none of them hit, then proceed with guns. Do not overshoot your opponent at high speed heading down. Mini-Extension This move opens the same as the extension, but after three seconds, you chop the throttle and hit the brake while looping over the top. If your opponent launched some quick and early missiles, then they should miss due to the initial high aspect angle. Also, the three second run should put you outside of guns range and too high for him to keep his nose on you. Quickly reversing on your opponent should surprize him. Either he will not notice this at all or he will be toggling his weapons when it is time to fire guns. Also, you should catch him in a very precarious speed situation. From a Falcon physics point of view, it would be best to dump here. However, this makes your intentions clear to your opponent. It says I am going to attack with guns. So, I would think that not dumping is the better choice. Split-S This is NOT an option. You CANNOT win with this. Why? It wastes too much time rolling your plane 180 degrees when your opponent opens with an Immelman. (A flat turn would at least put you out of plane.) 4) How to respond to each of the above if you do the Turn and Shoot: Turn and Shoot This is very simple. You must just do it better. Extension As soon as you spot this, stop pulling hard back on the stick. Let your opponent's motion carry him into your aiming recticle. Launch two spread out Ps and extend horizontally as quickly as possible. Then, play ATG rules with your 120s and Ms. Mini-Extension As soon as you spot this, ask yourself do have energy to go H2H. If yes, then open fire and perform a Cone of Death. If not, then attempt to side step at the last minute with a flat turn into a sharp cut down. If your opponent has not been careful, he will zoom beneath you and become easy prey in a turning fight. ---------------------------------------------------------------------------- With regards to ATG in Falcon 3.03 H2H and waiting to spot your opponent and hit him with missiles. ---------------------------------------------------------------------------- I had previously stated that it was best to hunt for your opponent in padlock when he is out of range in order to get a missile shot. This would have been correct for Falcon 3.01.1 where ECM was 100% effective when used. However, in Falcon 3.03, it appears that it is best to use radar to position your nose on your opponent. By having your nose prepositioned before getting into 9M and 9P range, you save about 1.5-2 seconds. This will give you the quickest missiles launch possible. I think the proper way to do this is still to initially go for altitude first and then when your opponent should be within 10 miles to seek position with radar. The point here is that if you play the radar nose on game from the start, you will simply be meeting your opponent co-altitude nose to nose. I would still prefer if possible to attach off to the side and above. ---------------------------------------------------------------------------- This section addresses performing a Split-S open. ---------------------------------------------------------------------------- Head towards the merge at 750 KTS. At 1.5 miles (padlock) from the merge, chop the throttle and hit the brake. Go to the forward view. If your opponent appears to be coming in slow, then dump your ECM. When your opponent goes off your forward view, then roll smoothly inverted, release the brake (you should be at about 350 KTS), and pull back on the stick. Select 9Ms and go to padlock to see what your opponent is doing. If your opponent is extending vertically, then use your 9Ps to buy time and perform your own horizontal extension. Then proceed to play ATG style. This is described elsewhere in this document. (This might be an argument for holding your ECM until you determine your opponents intentions. If your opponent performs a Split-S, then you will probably have no opportunity for a missile shot. Dump your missiles as soon as it is clear that you will not be able to get a shot. Attempt to his about 380 KTS when passing and attempt an Immelman quick turn and shoot. If your opponent performs an Immelman, then keep your nose coming around at 380-410 kts. Although slower may yield a missile shot sooner, you will also be an easier target for your opponents missiles. The additional speed will accomplish two things. First, it will make the merge higher and sooner (less time for your opponent to get a missile lock). Second, you will be in a better position to dodge. Shoot your missiles (9Ps unguided) as soon as you can get a beginning of a tone. To avoid your opponents missiles, do a 90 degree aileron roll before making your break to dodge. If you survive the missile attack, then you need must hit your opponent with guns before he can get more than 20 degrees above the horizon in a loop. Otherwise, his energy advantage could allow him to win the fight. Your goal is to play the angles before he can do that. ---------------------------------------------------------------------------- The following point was made to me by Drizzit. It has made H2H competition in the current CIS much easier for me. ---------------------------------------------------------------------------- I had reached the point where I dodged all missiles into the verticle whenever I got a launch warning. However, if your opponent takes enough energy into the fight and is a good turner, then you can be putting yourself at a major disadvantage. Doing this I was hardly ever getting hit by missiles at the cost of possibly having to face an uphill fight. Drizzit pointed out that missiles which are not fired with the two F-16s nose to nose with you flying directly at them are relatively unlikely to hit. Thus, I now launch mine as soon as I get by opponent on the edge of the recticle and stop pulling into him. I ignore his missiles and proceed into my break turn for the second pass when the two planes meet. Note that although this yields separation, it is relatively little on the second pass. Perhaps a couple hundred feet. ---------------------------------------------------------------------------- The following describes how to know if you have an energy advantage in a fight. ---------------------------------------------------------------------------- I am often asked, "How do I know I have the energy advantage?" Some answers: After the opening pass, you see that your opponent is substantially below you. Your opponent is on your six and you pull up into the vertical and your opponent fails to take you out by the time you are at a 45 degree pitch. You have a forward quarter pass with your opponent somewhat below and his nose comming up faster, but he fails to point it up at you to get the shot. ---------------------------------------------------------------------------- The following describes what I believe needs to be mastered to beat one of the all time best pilots on the CIS Ladder. These items pertain to a second and third pass after the initial merge. ---------------------------------------------------------------------------- In terms of beating XXXX: 1) You need to predetermine and memorize the best speed to turn at every altitude at every pitch. PITCH is key here. 2) You need to determine the best way to decelerate if that is called for as not to waste time, but not to be under speed. 3) You need to determine how to verify the pitch of a turn as you pull it either from padlock or how to quickly cycle through the forward view in order to get the key information. ---------------------------------------------------------------------------- The following covers two items. First, how a Split-S vs Split-S open or an Immelman vs Immelman open will pretty much degenerate into the old CIS ROE. Second, a key mistake which can be made while executing your second pass break turn. ---------------------------------------------------------------------------- When two opening S-ers meet, then you arrive back at the old CIS ROE. Attempting another Immelman on the second pass is the most effective approach here. 380 KTS is the best entry speed at 4000 feet after missiles and ECM for a subsequent Immelman. >> Does the same logic also apply to the Immelman? There the meeting will occur at more like 12000 feet and the missiles will be locked (due to increased separation) as opposed to simply dumped. My best suggestion is to do a little Red Flag research. You are looking for the lowest speed that will bring you over the top and around without hitting the mode shift. Another key piece advice which I just gave someone on making vertical moves is not to correct your tracking prematurely. What I mean is that if your opponent selects an out of plane move relative to you, then you should continue with your move and only begin your correction in the last third as you come around. If you correct too early, you will end up flattening out and being too fast (too wide) in your move. Then, if your opponent is at corner, you will die. ---------------------------------------------------------------------------- The following addresses what to do with opponents who are climbing in the face of the mode shift. ---------------------------------------------------------------------------- Often you will be in pursuit of an opponent who will be pulling back into a climb. However, you opponent does not have sufficient energy to complete the move without hitting the mode shift; nor do you (you do not hold a significant energy advantage, just position.) There are two things which your opponent may do here. He may climb, roll and flatten out, and then cut back down. When you perceive his roll, you should suspend your pursuit and flatten out trying to put your nose on the path his downward return will take. If you do this right, you will either end up with a forward quarter snapshot opportunity or the chance to pull in behind him as he goes by. If he tries to brute force his was into a loop despite lacking the entry speed for it, then you must pursue. If you follow him into the mode shift, you run the risk of losing your positional advantage as your nose and flight path will falter. Therefore ease off the stick pressure and try avoid the mode shift as long as possible while pursuing. When done properly, you will still be behind you opponent as the loop comes to an end without any lose of position. ---------------------------------------------------------------------------- The following describes an issue other than speed which one needs to consider on the second pass when guns will immediately become free. This is especially true in the situation where S meets S in the initial merge. ---------------------------------------------------------------------------- Turn radius. Just draw it on piece of paper and you will clearly see why. For a clean merge ROE, 375-390 KTS will yield the tightest Immelman at 7,750 feet depending on the plane's load out. Your nose should come around in 6 seconds with a turn diameter of 2,400 feet. >> 2)What happens if opponent is above or below you at merge,does it >> matter? Being below in the above ROE with all other things being equal provides a slight advantage. Draw it on a piece of paper an you will see why. 50 feet makes no difference; however, 600 feet would be quite significant. ---------------------------------------------------------------------------- The following is some speculation on how a COMPLEX might defeat a HIFI player. ---------------------------------------------------------------------------- >> There must be a way I can fight in complex and defeat good jocks who >> fly HIFI. What suggestion can you offer? I know you fly HIFI, but >> any advice you could offer would be great. Well, HIFI has the following two advantages over COMPLEX: Turn diameter. Deceleration. (the brake is tremendously more effective) Well, COMPLEX has the following four advantages over HIFI: Acceleration. Thrust. Ceiling. No mode shift. Thus, you need to architect a situation which plays to your advantages. One strategy which I have heard of is simply to extend to a very high altitude and then engage in standoff fashion with missiles. That may catch the unskilled HIFI flyer, but I would not put too much faith in it. It is too easy to get a missile shot up your tail and they are harder to dodge in COMPLEX, the plane will not turn as sharply. I would recommend entering a low speed turning fight with your HIFI opponent. Clearly, this will put him at the initial advantage. However, before he either achieves forward or rear quarter lethal parameters, you begin to turn and climb. (You should find out what COMPLEX's corner speed is.) You turn at corner and climb at about a 30 degree angle. Do not straighten out and do not go full AB and get too fast. HIFI turning fights almost always tend to flatten out and then turn into spiral down encounters or vertical scissors of split-S. By spiraling up, you will force your opponent into the mode shift (the HIFI equivalent of a stall, the plane completely stops turning for about 2 seconds). Climbing will accomplish this. Turning prevents him from straightening out to rebuild speed, since if he does not turn, then you will work in behind him. This technique should allow you to hang your opponent on the mode shift while you continue comming back around for a shot. If you cannot get the shot, then return to spiraling up. If somehow the fight was to proceed beyond 35,000 feet, then you will definitely be at advantage, since the HIFI flight model performance falls off significantly at higher altitudes. Also, note that your opponent should not be able to extend downwards on you, since you can easily accelerate much faster. If you find yourself in such a situation, chasing your opponent, just remember that he can easily force an overshot that you cannot respond to. Your best option would be to achieve max speed downwards and separate to rejoin the fight later. To confirm some of what I have said here, you can check with HIFI pilots who fight MIG-29s and Mirages in Red Flag. These planes are very troublesome, because they fly in COMPLEX and they constantly evade by spiraling up. ---------------------------------------------------------------------------- The above was written for COMPLEX vs HIFI in a single merge ROE. This section addresses how the above could be adapted specifically to the current CompuServe style two pass ROE. ---------------------------------------------------------------------------- The COMPLEX player performs an Immelman which forces a high speed second pass (500 -600 KTS) which will cause the HIFI players to be in the area of 300-340 KTS. At this point the COMPLEX player begins the spiral up approach. The important thing here was to slow down the HIFI player to significantly below 400 KTS. ---------------------------------------------------------------------------- How to determine the what the best Immelman is in COMPLEX. ---------------------------------------------------------------------------- >> 4) AT complex what is best corner airspeed for immelman? I don't know, but it will be easy to determine. Set up a Red Flag mission at 7,750 feet. Then test entry speeds of 250-500 KTS in 50 KTS increments. Video tape it. (You may want to restart for each test, since burning fuel will affect results.) Instead of doing an Immelman, pull the nose through the horizon. Examine the tape recordings. Get the altitude and time and the start of the maneuver (as soon as your joystick marker on your HUD twitches) and get the altitude and time at completion (as soon as your flight path marker crosses 0 degrees pitch on your HUD.) The time difference will give you the timing of the move. The altitude difference will give you the diameter. Once you have this. You make want to play with different throttle settings during the Immelman. For HIFI, it is AB-5 all the way. From my own experience, corner speeds for HIFI are closer to 300 KTS and for COMPLEX are closer 400 KTS. ---------------------------------------------------------------------------- Just another iteration of what you are trying to accomplish on a second pass merge. ---------------------------------------------------------------------------- >> It would seem that the electric jet's ability (unlike the Mig) to >> quickly recover speed makes energy retention tactics less valuable >> and the energy flyer more vulnerable to the quick turn. Okay, the question still stands. I disagree. The energy flyer is not only looking to hold an energy advantage. He must take the advantage into the vertical with minimum separation and turn at corner. Let's look at this: Vertical: This is the part that is going to give your lower energy opponent trouble comming around on you while maintaining your advantage for later application. Min Sep: This prevents your opponent