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10 things about F-14 I wish I knew when I started to learn it


Pegas44 (Andrey)

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Hello Virpils,

Just want to share some useful things about F-14, which are not obvious after reading manual / guides, and could reduce learning time for new players:

* Disable Jester auto switch from PD-STT to P-STT (this switch could produce STT lock lost!)

* TWS targets filtering - RIO can assign MAND ATTK & NOT ATTK for selected track on TID using CAP
    also with Data Link enabled you can see 2 HAFU symbols on TID (upper for your own radar and lower for DL)
    but unfortunately WCS doesn't recognize Friendly targets from DL, so unless Jester or RIO marks a target track as Friendly,
    even if DL shows it as Friendly, TWS can add this target to priority list for shooting with AIM-54,
    so with small cluttered TID repeater display in pilot cockpit and in a harry to launch your missiles,
    you could overlook that a Friendly DL target is still marked as upper Unknown and shoot it!

* ACM cover up - AIM-54 is launched active, thus NO tracking TWS & STT targets at long range!!!

* TCS slaved to Radar - when TCS is in any AUTO mode, TCS lock will stay on the last locked target,
    until lock is lost due target leaving TCS gimbal limits or unlocked by RIO using HCU half action in TCS HCU mode,
    so in order for TCS to always point to the STT locked target - use TCS MANUAL mode
    (in this mode TCS won't lock a target, but always will point to STT locked target or ADL if no STT lock)

* CMS Jester Flare Mode - PILOT: DLC button releases flare, NORMAL: DLC button releases chaff

* Climb profile MIL power: just keep 5 units AOA

* Climb profile AFB: climb with 0.9 IMN until 30kft, then level and accelerate to 1.4 IMN at 30kft, then climb with 1.4 IMN

* Cruise: keep 8.5 units AOA

* Radar/Visual FIX on ST (surface target) point will just update its coordinates without any changes to INS

* Radar in Pulse Search mode can be used for ground mapping and looking for ships
 


Edited by Pegas44 (Andrey)
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Great comments, just as an addition:

The optimum AOA of 5 and 8.5 for climb and cruise are indicated on the AOA indicator as the square and the triangle for easy reference.

_images/aoa.png

Around 15-17 units AOA (the highlighted thick white bar in the middle of the AOA unit indicator, or just above it) will give best sustained turn at around 320-340knots. If you want to BFM in the F14 you should practice this to get muscle memory holding 320-340knots at 15-17 units aoa in your chosen F14A/B model for max sustained turn when you need it.*

320-340 knots at sea level is about the 6-7 o'clock position on the speed gauge, save time by not properly reading the speed dial in a dogfight but gauging it by position.

As stated a million times before, when approaching 15 units AOA start using more rudder to roll. Once you are past 15 units AOA roll quickly become more dependent on rudder rather than the spoilers and stabilizers.

*Note BFM is not just about max sustained turn, but it is good for this to be second nature / muscle memory so you can focus on the fight.

 

Edit: Having watched Puck's interview on the Tomcat this also highlights manual control of wings and 25 deg at 420 knots can give some pretty good turn rates / G's as well.

 


Edited by Sideburns
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Ryzen 5800x@5Ghz | 96gb DDR4 3200Mhz | Asus Rx6800xt TUF OC | 500Gb OS SSD + 1TB Gaming SSD | Asus VG27AQ | Trackhat clip | VPC WarBRD base | Thrustmaster stick and throttle (Deltasim minijoystick mod).

 

F14 | F16 | AJS37 | F5 | Av8b | FC3 | Mig21 | FW190D9 | Huey

 

Been playing DCS from Flanker 2.0 to present 😄

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19 minutes ago, Sideburns said:

320-340 knots at sea level is about the 6-7 o'clock position on the speed gauge, save time by not properly reading the speed dial in a dogfight but gauging it by position.

Learning the Airspeed Indicator by peripheral vision is a huge bonus.  

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