PAPADOCS
("Aunt Mary's") BVR hints (with help from Wags and Talon)
So you've been flying this high tech fighter all
this time H2H without missiles, eh? Wimp! It's time to stop that foolishness, no one in
their right mind would take a real Flanker into a war zone without missiles so why in the
most realistic flight sim for H2H are you not carrying missiles? Because you're scared,
because it's hard, because it's not fun. Get over being scared, you're right it is hard
but if we wanted easy we would be flying something else not Flanker, and no it's a lot of
fun but you have to know how - or someone like Wags, Talon or myself will come along and
ventilate your plane from afar. Repeat after me...BVR is fun BVR is fun....practice
practice practice....BVR is fun <VBG>.
What follows are some general guidelines, that will
be subject for revision as we get better at flying them. In essence when fighting the same
type of aircraft i.e. Su27 vs. Su27 armed with the same loadout--as would be standard in
H2H Match play, the person who gets to the launch parameters quickest at the highest speed
then stops his ingress into the range of the bandits missile envelope the quickest will
win. This article discusses the use of the R-27re, R-27r, R-27t,(R-27te, and) R-73. Keep
in mind that you must keep lock on the bandit, you are playing a game of chicken and the
first one who blinks is at a distinct disadvantage. In the first launch of SARH missiles
the lock must be held through the flight till impact.
The following are the steps involved in a typical
BVR fight. The setup is 2000m alt, 55km separation head on aspect. Upon entering the cockpit full afterburner and a dive
to gain speed as quickly as possible. Gaining altitude is not a viable alternative for a
couple of reasons. Apparently the missiles do not model less range due
to having to climb to height (I would love to be corrected on this point).
It is imperative that you gain more speed and get
into firing parameters before your opponent. Be careful of your dive angle. If you dive
too steeply you will bottom out too soon and will be forced to fly level and thus lose
speed. Rather, if you fly at ~15 degrees down, you can build up more speed than someone
who dives at ~45 degrees who has to level out.
On your way down go to BVR mode engage IR and Radar
and lock up the bandit. This will give you some indication of what's what's going to
happen. If the bandit is gaining speed more slowly than you, your missile will be launched
first and if you fly correctly arrive first. The missile will be able to travel farther
with a higher aircraft launch speed - and to quote a Civil War General to win battles you
need to get there "first'st with the mostest" <G>. To gain even a little
more speed, remember to unload (zero G) your aircraft as it is descending.
When you get the launch signal NP, launch! A moment
wasted here is going to get you killed. I generally launch two missiles here but this may
be incorrect because of the next part is so essential. After launching your missiles YOU MUST HALT your
ingress into the range of the bandit's missiles without losing lock. This is imperative.
This is usually done by deploying the airbrake, and turning in the horizontal hard, put
some G's on the airframe, but don't forget to keep lock as all will be for naught if you
lose lock. Deploy flaps and maintain around a 20 degree nose high AoA. This will slow you
down even more. I generally won't clean up the aircraft until around 600 kph. You don't
want to get too slow or you'll be unable to maneuver quickly enough if you need to crank
into the notch.
Now the playing Chicken part comes into play. You
were paying attention to your bandit's speeds weren't you? If his speed was significantly
lower than yours at your launch time then you may (only may) assume that yours will arrive
sooner. Because the next step requires you to either honor the threat of the missile
warning and evade the missile or ignore it and keep lock. It helps a great deal to watch
the skies as the missiles are visible, at first as smoke from launch then as a black dot,
then it will sparkle white- this is when you missile warning will go off. If you evade by
turning hard to put the missile on your 3/9 at this point you can usually avoid
significant damage, but you will lose lock. I have forced people to lose lock at the last
second and the missile R-27re will explode harmlessly and I have waited too long and
gotten a R-27 in the face - it carries a significant punch and will kill or disable. Your
decision will be based on your observation of the bandit's speeds at launch. You can get a
good idea of what the other guy is doing by monitoring his vector on the BVR HUD mode. His
flight vector is represented by the arrow connected to the bottom portion of your missile
engagement envelope on the HUD. This gives you a constant update of his nose angle on you
and is much more accurate/timely than the information given on the MFD. By monitoring the
vector on the HUD, you can tell when he has broken defensive and thus that your safe from
this incoming AAMs. Watching the MFD is somewhat useful at this point as you can see in a
delayed fashion your opponent's reactions and whether is blinking first or not. Keep in
mind that it may be possible to force him to lose lock and keep lock yourself by observing
his aspect angle and taking advantage of it. For instance if he is moving to his right his
radar coverage may be less than what you may be capable of and so he may lose lock and
lose the fight. One should be using the MFD for two things at this point.
If you are forced to go defensive, use the enemy
emitter reference on your MFD to place it at exactly 90 or 270 degrees from your line of
bearing. While keeping the bandit at your 3 or 9 o'clock, dispense chaff and flare as fast
as possible and either be nose up or nose down - don't fly level. By doing this, you have
a good chance of avoiding his AAM. Once his missiles have sailed by, crank back into the
bandit and engage.
The key to successful engagement is keeping the
bandit at the absolute gimbal limit of your radar. This is generally 50 degrees right or
left. By keeping your nose as far as possible off the bandit while maintaining lock, you
are increasing the flight distance his missiles must fly to reach you. The tricky part is
finding that gimbal limit without going too far and losing lock. Once you lose lock you
are screwed and must reacquire.)
If the first volley misses the process starts
anew.....
Some things to practice.
- How far can you turn while keeping lock.
- Missile evasion is required - you will have to be
able to beam missiles. Turning away completely will allow the bandit to close on you and I
guarantee that a human will take advantage of that - you will have a nice spread of
missiles coming your way when you decide to bring your nose back into the fight. Keep in
mind though that if you have brain overload go completely defensive and release chaff and
flare - better to stay alive for five more seconds than to just take a missile in the
face. Then vow to practice some more so that next time you make him have brain overload,
and stick him with the missile. More fun trust me...<VBG> Once you have a guy on the
defensive, it is best to have at least one missile in the air at all times to keep him on
the defensive and thus not be able to put his nose on you to take a shot.
- Another possible way to fight this fight is stealth,
force the bandit to lose lock and to lose you by going low, below 25p, and behind
obstructions.
- Practice using all the missiles against AI targets,
learn how they work. For instance the R-27t must be locked then unlocked and relocked for
it to be launched.
- Another tactic - you can notch the guys radar until
he closes within heater range and thus eliminating a SARH F-pole fight.
- It's completely crazy to fly straight into the battle
waiting for a shorter range shot - the R-27r will hit the target from maximum range if
lock is maintained, and besides you want the other guy worrying about something. If you
don't put a missile in the air he will be playing solitaire on his way to killing you.
- Practice practice practice. To me BVR fights with a
worthy opponent may be more fun and intense than gun fights, and I never would have
thought that. Indeed I thought BVR fights would be boring. THEY ARE NOT. What they are is
a great test of your ability to keep several balls in the air at once. And its not a bad
game of chicken either <VBG
Yours Truly Auntie Mary.... |