whiteladder Posted April 10, 2019 Posted April 10, 2019 I`m trying to get my head around calculating what the target aspect is on a contact to run an intercept from the back seat. I`m want to work out the collision course, and get the appropriate lateral separation at 10 miles. When the TID is in Ground Stabilized mode and I can see the tracks true heading I can visualize its aspect. When the TID is in Aircraft Stabilized mode I have to admit I`m struggling to work out what it aspect is from the information that is being display to me. Any pointers would be much appreciated
Spiceman Posted April 10, 2019 Posted April 10, 2019 (edited) I’ve got a new video rendering on the topic as we speak. It’ll be online in about two hours. I’ll post a link when it’s done. In aircraft stabilized mode, there’s really no good way to visualize target aspect. The vector shows you course differential, but that is just not the same and you can’t really gleen aspect from it, not without doing some trigonometry in your head, which ain’t happening (at least not for me). The AWG-9 was updated to display target aspect some time in the early 80’s and I mention that in the video. Edited April 10, 2019 by Spiceman Former USN Avionics Tech VF-41 86-90, 93-95 VF-101 90-93 Heatblur Tomcat SME I9-9900K | Gigabyte Z390 Aorus Ultra | 32GB DDR4 3200 | Samsung 970 EVO Plus NVMe | RTX 2070 Super | TM Throttle | VPC Warbird Base TM F-18 Stick
WindyTX Posted April 10, 2019 Posted April 10, 2019 (edited) You mention the collision and then displacement off targets centerline. Are you gonna kill him or VID or join him? If this is TLDR the simple answer is look on TID if he is LR then put him 20 left in the DDD see if he drifts and readjust til he doesn't. 30 left collision is a 30 Aspect( co speed). What follows it what I actually do tho as a RIO KISS principle applied and it works. TBH To kill someone I just get on his nose and shoot this is Max range for the missile and as I expect him to react why mess around trying to get a fancy 20 collision. Currently in the F14 this seems to work kind of ok using the vector as a guide. When the Phoenix is launched you know how well you did by what the missile does if it turns off the rails as it lifts then you miss judged if it goes straight ahead then tick VG. When collision steering is implemented it will be easy. If I am doing a tanker join I will try and get some displacement but it's a bit TLAR. I see how much offset stops the target drifting then we are on a collision. If it starts with a 20 Asp collision then chuck him 30 off at 10nm let it drift to 40 I change this by what the collision was 40 aspect just leave it later. I then pull the target towards the nose aiming for 2.5nm at the 90 adjust the turn as required. I always have a lock for this he is a friendly so he doesn't care. If it's a VID then I still locked cos I want to see what he does. Miles offset from the targets extended centerline is kind of irelavant so I don't bother anymore ( tho I spent 5 years teaching it). Also bear in mind speed differential will affect but a collision is a collision. Hopefully this helps a bit till Spicemans video. Sent from my ONEPLUS A6013 using Tapatalk Edited April 10, 2019 by WindyTX I7 3930 4.2GHz ( Hyperthreading Off), GTX1080, 16 GB ddr3 Hotas Warthog Saiteck Combat Pedals HTC Vive, Oculus CV1. GTX 1080 Has its uses
Spiceman Posted April 10, 2019 Posted April 10, 2019 What I go through is really meant to be an academic exercise to teach the concepts of angles, aspect, collision bearings and whatnot. It's pulled from the NATRACOM syllabus. Your techniques make good sense as well. For academic purposes, we sort of deterministically drive ourselves to a specific spot/geometry just to help drive the points home. You're right.. if we're each just out to kill each other, then intercept geometry sort of goes out the window since the goal there is to deny each other turning room, which both the bandit and I can do simply by turning into each other. I can try to create turning room by making the bandit turn with a missile shot (regardless of Pk) or locking him and provoking him to move. But now we're talking engagement tactics as opposed to intercept techniques. Former USN Avionics Tech VF-41 86-90, 93-95 VF-101 90-93 Heatblur Tomcat SME I9-9900K | Gigabyte Z390 Aorus Ultra | 32GB DDR4 3200 | Samsung 970 EVO Plus NVMe | RTX 2070 Super | TM Throttle | VPC Warbird Base TM F-18 Stick
whiteladder Posted April 10, 2019 Author Posted April 10, 2019 Spiceman it was your intercept geometry video in the hornet that got me trying to work this out in the first place:) Thanks for everyones replies they are really helpful
Spiceman Posted April 10, 2019 Posted April 10, 2019 Spiceman it was your intercept geometry video in the hornet that got me trying to work this out in the first place:) Thanks... that's my goal, contribute to the community and help generate interest however I can. Here's the video... Former USN Avionics Tech VF-41 86-90, 93-95 VF-101 90-93 Heatblur Tomcat SME I9-9900K | Gigabyte Z390 Aorus Ultra | 32GB DDR4 3200 | Samsung 970 EVO Plus NVMe | RTX 2070 Super | TM Throttle | VPC Warbird Base TM F-18 Stick
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