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Hello again fine ladies and gentlemen! I opened two threads, linking some of the stuff I put together in the last few years. I hope you can find something interesting here Thread I contains most of the basic topics and discussions. Thread II is about more advanced stuff. BVR / Stern Conversion Timelines, Intercept Geometry and so on. A couple of notes & disclaimers here: In primis this is my interpretation of the freely available, declassified, documentation. There can be mistakes and, in some occasions, I decided to diverge from the doctrine: at the end of the day, this is a videogame. Here and there you will find my suggestions to make your life easier, along what the official documentation says. In secundis, the available material is basic / IQT level. It is not used in the frontline and sometimes is too convoluted to be effectively used under pressure. Therefore, take it as a means to learn what is under the hood, but do not get overly fixated. The final result (and your enjoyment) is what matters. Finally, whenever possible I quoted the sources. The vast majority of the content linked below is my own work, but rarely I quoted other sources or used an image taken from them. In those cases, the source is clearly noted. I don't see why I should take credit for something I have not made myself. That being said, I hope you'll find something useful here! Procedures and techniques Although centred around the F-14, topics such as the BVR Timeline or Geometry can be used by pretty much any other fighter jet. BVR Timeline I wrote this series a year ago, it covers the concept of the BVR Timeline. The thing is, the Timeline can hardly be used without diving into the Geometry, and that topic is huge. What I did in this case is extrapolating the BVR Timeline and suggested means of filling the gaps left by the geometry. The ratio is that a timeline can help any player, no matter the type of experience desired, to give more structure and homogeneity to an engagement. The geometry, albeit it is a very interesting topic, it is more on sim side of the game. BVR Part I: Sanitization and Radar Mating; BVR Part II: Timeline Overview; BVR Part III: Timeline in Detail; BVR Part IV: Crew Comms. "Casual" Intercept Procedure After lots of discussions with friends and teammates, some newbie, some veterans, about issues related to the abysmal performance of their missiles, I quickly concluded that the problem is usually the geometry: you can't expect a missile launched head-on at 50nm to consistently have the same results versus a flanking target at the same range. So, I looked for a way to help without requiring a deep-dive into angles and geometry. The solution is the Collision Course: easy to set up and definitely more effective than Pure Pursuit (the most common way to engage a target by new players). The result is the "Casual" intercept. Written almost for fun, according to the feedback I received, it actually helps to "open up" the understanding of the air-to-air combat to new players. The Simplified Stern Conversion completes the series, going slightly deeper but without requiring extensive knowledge of the Intercept Geometry. “Casual” Intercept: Simplified Intercept Procedure; Simplified Stern Conversion. Of course, if you are not new to the game, you must be looking for something more complex. Keep scrolling then! Angles & Geometry: Related discussions In this category fall a number of discussions about the basics of the geometry (literal geometry sometimes, even dragging Euclid and Pythagoras into the fray). Take them as the entrée before the main course. BVR, WVR & Intercept: Recurring Concepts (TA, ATA, Drift, Collision); Closure and Collision: TID “Hot” and “Cold” Sides; Determining Target Aspect: the BDHI ΔV in non co-speed intercepts: Empirical Assessment Intercept Geometry Eventually, I decided to deal with the Gorgon. This is the topic I am covering right now, and I hope it will be completed before the end of the winter. The plan is starting from the basics, go through the modern documentation (2017) first, then use progressively older docs (2002, '70s, '50s). Eventually, you'll pick the modus operandi that works better for you and the more suitable to the module you prefer (now, where's my F-4J again?). Part I: Introduction; Part II: Definitions; Part III: Target Aspect & Lateral Separation; Part IV: Modern Gameplans [P-825/17]; Part V: DT, CT, Timeline [P-825/17]; Part VI: Modern Intercept Demo Videos [P-825/17]; Part VII: 2000s Intercepts [P-825/02]; Part VIII: Intercept Progression & Lead Collision [P-825/02]; Part IX: “Unknown Procedures” & Fleet Conversions p1 [P-825/02]; Part X: Fleet Conversions p2 & Advanced Intercepts [P-825/02]; Part IX: A brief look at the past (50s/60s) (NB: F-4E will have a separated series); Part XII: In-Depth Timeline (from “Picture” to “Crank”); Part XIII: In-Depth Timeline (continuation: FOX 3/1/2); Part XIV: Crews’ take on Timelines for DCS. I recently completed Part V, and I am recording a couple of Demos to show how the modern gameplans can be adapted to the game. I plan to record a third Demo and then move on to the Intercepts at the beginning of the XXI century. Note that rather than spamming new topics on the forum, I will update this thread.
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The TISEO was equipped on the F4E in 1974 which would be within the time frame of our F4E, same for the Pave spike, it was in operation from 1974. ^ TISEO ^ Pave Spike