Stuge Posted September 1, 2015 Posted September 1, 2015 So much advice here.. I try keep it simple three-step approach aim-120 defense: 1) Turn back and run away, fly as low as possible. If not feasible, go to step 2. 2) Put missile on beam(3 o clock or 9 o clock), fly as low as possible, spam chaff. If not feasible, go to step 3. 3) Pull a lot of G, keep spamming chaff, and pray to your god. http://www.104thphoenix.com
Wizard_03 Posted September 1, 2015 Posted September 1, 2015 To the OP my two cents would be to just remember that if they shoot from TWS your not really gonna get a launch warning from beryoza until the missiles in your lap. by then there's not much you can do. So with that in mind make sure you keep track of distance to the launcher and expect them to shoot as soon as the pass RTR. Don't wait for the launch warning take preemptive defensive measures, SA is key. DCS F/A-18C :sorcerer:
Stuge Posted September 1, 2015 Posted September 1, 2015 To the OP my two cents would be to just remember that if they shoot from TWS your not really gonna get a launch warning from beryoza until the missiles in your lap. by then there's not much you can do. This is untrue. When flying at low altitude it is most often enough to simply react to a launch warning, turn tail to the missile and run. This works unless the missile was fired from closer than pitbull range. Now at medium or high altitude you definitely want to anticipate any TWS shots before you get a warning.. http://www.104thphoenix.com
Capn kamikaze Posted September 1, 2015 Posted September 1, 2015 Yep, dense air is not good for missiles once they're coasting, even if you and the missile start high, even though diving gives it some extra speed, that is a temporary advantage to the missile, once it gets low it is like it is flying through treacle compared to what it was at medium/high altitude, not to mention that if it loses lock while it is diving it will likely just fly into the ground.
ShuRugal Posted September 2, 2015 Posted September 2, 2015 Any tips for the Flanker?Countering a target armed with active missiles requires more than just defeating the missile, it requires you to alter every aspect of how you press an engagement to account for the fact that he can break away from an engagement while still being a threat, and you can't. Something you will need to develop is a very good sense of when you are presenting your bandit with a good shot. The next thing you will need to do is bite the bullet and break off the engagement if you find yourself making a pretty target: Yes, this means you will lose that ER you just launched, but it also means you'll stay alive to launch another. The flanker has a strong advantage at close range in the hands of a capable pilot: If you can maintain visual on your opponent, you can out-turn any other fighter in this sim, and your R-73s can be fired much further off-boresight than an AIM-9. On the flip-side, the enemy has all the advantages in BVR combat. His radar suite can maintain TWS against a jamming target, his RWR will tell him where and what you are just off your radar emissions, his TWS will tell him your speed, altitude, and heading without setting off your RWR alarms, and his missiles (under the current flight model for missiles) have better range, better maneuvering capability, and are much more reliable in terms of maintaining a lock. Additionally, he can break off an engagement and his missile will remain a threat, and if he launches from TWS mode, you won't know about it until the missile is inside ~15km. Countering these advantages requires you to do everything better than your bandit. You must maintain a higher level of situational awareness. You need to know exactly how far away he can launch, and begin your counter-maneuvers at that range, because you won't get any indication of his launch until it's too late. You need to know how long it will take your missile to reach him, and you need to not be shy about giving him a fresh missile if he looks like he will defeat the first. If you get that RWR warbling at you, you need to drop everything and focus on evading his missile: turn away 90 degrees (called 'notching'), dive, and pick up speed. If you are running ECM, turn it off. If you have a good shot lined up, you can pop off an ET before going evasive, but evading his missile becomes your #1 priority the moment you become aware of it. If you get the ET off, it will give you a few extra seconds to extend and re-engage after you defeat his missile, and in this instance you will need to be ready to turn back in to the fight and re-acquire your bandit as fast as possible. If you don't manage to get a defensive shot off, and you still see his search radar behind you, don't re-engage, all you will do is give him a nice pretty spread-eagle to shoot at, and at this point, he won't miss. And, always, remember that speed is life, altitude is life-insurance, and good SA is your claims adjuster. 1
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