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发表于 2005-5-20 11:06:41
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<b><U><FONT face="Arial CE">BFM mechanics</FONT></U></b><FONT size=-1>
All aircraft can execute only three basic maneuvers: roll, turn and accelerate. All other maneuvers are simply combinations of these. Roll is used to position your lift vector. The nose of the aircraft will turn in the direction of the lift vector once you put some Gs on the jet. Offensive BFM involves turning your jet to solve aspect, angle-off, and overtake problems created by the bandit's turn. Unfortunately, this is not an easy task. You must know precisely where and how to turn in order to solve these problems successfully and stay behind the bandit.
</FONT><B><FONT face="Arial CE">Turn rate and radius
</FONT></B>
<img src="http://www.voodoo.cz/falcon/O220.JPG"><FONT size=-1>Two characteristics of a turning aircraft that a fighter must understand are turn radius and turn rate. Turn radius is simply a measure of how tightly your jet is turning. If you were looking down on the aircraft as it turned, turn radius would be the distance from the center of the turn circle to the aircraft, measured in feet.
The equation for turn radius is: TR=V2 /gG
V is the aircraft's velocity in feet/second. Little g is gravity and big G is the G force the aircraft is pulling.
It is not important to understand how to compute turn radius, but it is important to realize that velocity is squared in the equation and that the equation also includes aircraft Gs. The more Gs you pull, the tighter the turn.
Turn rate is another important characteristic of turning the jet. Turn rate tells how fast the aircraft is moving around the turn circle /how fast the plane is moving its nose/. Turn rate is measured in degees per second and is also dependent on Gs and airspeed.
Turn rate = K G/V
K is a constant, and big G and V are the same as in the equation for turn radius. This equation tells the fighter pilot that the most Gs can pull, at the lowest airspeed, gives him the best turn rate. Turn rate is very important in BFM because it measures how fast you can put your nose on the bandit. Since you have to put your nose on the bandit to shoot missiles or the gun, you need a fast turn rate.
You will never master BFM unless you can control your airspeed. A good overall combat airspeed is 400 - 450 knots. If you fly faster when you are trying to turn, your plane will have a very large turn radius and slow turn rate. If you fly slower than 400 knots, your turn radius will be small but your turn rate will go down because you can't achieve high Gs at a slow speed.
In an A-G configuration /with bombs or Mavericks loaded/ or in the presence of SAM's, you want to keep your speed up to at least 550 knots. If you start turning when you are loaded with bombs, you will soon bleed down your airspeed to the desired fighting speed of 400 - 450. If you are flying an air-to-air intercept and are going to turn and fight, then you should enter the "merge" /within visual range or WVR/ fight with your airspeed at 450 kts.
</FONT><B><FONT face="Arial CE" size=-1>Acceleration</FONT></B><FONT size=-1>
Acceleration is how fast you go faster. It is very important because BFM usually results in energy bleed off and a fighter must be able to regain this energy by acceleration. The best way to accelerate is to light the afterburner /AB/, roll the wings level with the horizon, and head for the ground in about 20 deg of dive.
</FONT><B><U><FONT face="Arial CE">Falcon offensive BFM</FONT></U></B><FONT size=-1>
This part discusses specific offensive, defensive and head-on Falcon maneuvers.. In an air-to-air fight, you are forced to execute specific maneuvers in response to the bandit. In offensive maneuvering, BFM must be performed when the bandit turns into you and creates aspect, angle-off, and range problems. The BFM that you can actually execute in F-16 is constrained due to limits on what you can see in the simulation. The bandits in the simulation are difficult to see until they are at very close range. Outside 3,000 feet it is very difficult to tell what the bandit is doing and to judge the geometry of the fight. Because of this, most fights with the bandit result in a confusing "fur ball" of high speed passes and missile engagements at ranges greater than one mile. You know you did good when the bandit blows up, but you're not sure what happened or why. In this section, we discuss methods for going through the basic BFM steps: observe, predict, maneuver and react. We will also highlight some simulation "work arounds" that will help you execute the offensive BFM needed to win.
</FONT><B><FONT face="Arial CE" size=-1>Flying to the elbow</FONT></B><FONT size=-1>
Offensive BFM is necessary because a bandit in fear of dying will turn his jet at high Gs. To solve the BFM problems created by this turn, you must execute a turn of your own with the objective of flying your jet to the elbow. The key to F-16 offensive BFM is knowing when and how to execute this turn. If you are behind a bandit, remember the objective is to kill him and not put on an airshow at his 6o' clock. The first action to take when you have a bad guy in or near your HUD is to shoot something at him. If you can't shoot because the bandit starts a hard turn into you, then you must execute the following steps to get control of him and start shooting again.</FONT><P><TABLE cellSpacing=0 cellPadding=0 width=750 border=0><TR><TD width=749><img src="http://www.voodoo.cz/falcon/O222.JPG"><FONT size=-1>1. Use the HUD, the Radar Scope, and the Threat Indicator to observe the bandit. If you cannot determine the bandit's turn direction by looking out of the HUD, look at your Threat Indicator. There you will see the bandit moving around the circle, either right or left.
2. When you observe the direction of turn for the Bandit, predict his movement across the sky and start a turn in the same direction. For example if the bandit moves to the left in your HUD or on your Threat Indicator, you turn left.
3. When you see the bandit turning out in front of you, ask yourself this question: "If the bandit keeps turning at his present rate, will his nose come around to point at me before I can close with him?" If the answer is yes, you are outside the bandit's turn circle and you are not flying offensive BFM - you are flying head-on BFM. You cannot solve aspect, angle-off and range problems when you are outside the bandit's turn circle. The reason is simple: no matter what you do, if you are outside his turn circle, he can always point at you and force a head-on pass. The illustration above shows a Falcon both inside and outside the turn circle. For now, assume you are inside the bandit's turn circle /the bandit's present turn rate will not bring his nose around to point at your jet/.
4. From inside the turn circle, maneuver to place the Flight Path Maker out in front of the bandit /lead pursuit/, start pulling 5-7Gs, and adjust the airspeed to gain 50 knots of closure.
5. Now, you must observe the movement of the bandit in your HUD to determine how to react. The bandit will do one of three things in relation to your FPM.
* If the bandit stays in the same spot in the HUD, you are matching his turn rate and will close the range and fly to the elbow. Just keep doing what you're doing and prepare to strike a blow.</FONT></TD></TR><TR><TD width=749> </TD></TR><TR><TD width=749><img src="http://www.voodoo.cz/falcon/O223.JPG"><FONT size=-1>* If you pull the FPM to lead and the bandit moves rapidly across your HUD and back under your nose, ease off the G and let him fly back into view. In this case, you are pulling too much lead for the bandit's present turn rate. Once you regain a "tally ho" /visual sighting/, put the FPM behind the bandit in lag pursuit. When the range closes, the bandit will start moving away from you in the direction of the turn. When this occurs, pull the your nose back to lead pursuit and again get ready for a gun shot. In both of the above cases you may pass through Sidewinder parameters.
* If the bandit moves through the FPM and you go from lead to lag pursuit, you are not matching the bandit's turn rate and you will overshoot. An overshoot is when you fly past the bandit and are in danger of going out in front of him. The picture above shows a bird's eye view of an overshoot situation. The solution to this problem is to turn the Falcon as hard as possible and check your airspeed. If you are over 450 knots, you will overshoot the bandit every time - remember that velocity is squared in the rate and radius equations. If you do
overshoot, don't worry; keep turning in the direction of the bandit and you will get behind him.</FONT></TD></TR></TABLE></P><P><FONT size=-1>All the above steps are designed to get you to the elbow of the bandit. You must be aware of your airspeed and closure at all times when flying these maneuvers. In the F-16, we have a saying: " Fight BFM with both hands." This means that you must not only move the stick but also the throttle when you are fighting. Failure to do so - in either the real jet - will send you riding that big thrust engine right on past the bandit into a gross overshoot.
If you are an experienced simulator pilot or a non-F-16 fighter pilot, you will notice that our discussion of offensive BFM did not have a single word about high yo-yos or any other out-of-plane maneuvering. In the F-16, you can kill the bandit faster and stay out of trouble longer if you only fly lead, pure, or lag pursuit as described above.
</FONT><B><U><FONT face="Arial CE">Falcon defensive BFM</FONT></U></B><FONT size=-1>
You are not sure what went wrong, but there he is - a blood-hungry National Socialist at your 6 o'clock. Before you reach for the ejection handle, let's discuss your options. Defensive BFM is a very easy concept to grasp in the F-16. A will to survive is the most essential ingredient needed. The geometry of the defensive fight is very simple, and the maneuvers are equally straightforward. You must be able to execute them, however, while you are under pressure and enduring the physical duress of violent, high-G maneuvering. Defensive maneuvering requires patience, stamina and optimism. Keep asking yourself, "Self, am I still alive?" If the answer is "yes" - keep fighting.
</FONT><B><FONT face="Arial CE" size=-1>Maneuver and ECM</FONT></B><FONT size=-1>
The first thing you need to do defensively is to create BFM problems for the bandit. You know how difficult it is to stay behind a hard-turning bandit; to give the enemy the same trouble you had, execute the following procedures for these defensive situations:
<B>Missile Launch:</B> Pay close attention to the Threat Indicator; if you see or hear a missile launch indication at any time, stop what you are doing and execute the following procedures:
1. Dispense chaff and flares and turn on your jamming pod /ALQ-131/ if you have one.
Don't try to figure out which type of missile the enemy is firing /radar or IR/. You will have plenty of time to ponder that in POW camp if your defensive reactions don't work.
2. While you are using your countermeasures, you must also put maximum Gs on your jet as quickly as possible to give the enemy missile a difficult target. Again, don't sweat which way to turn; just do it.
If you get a lock-on indication before you get a launch, dispense chaff only and turn the pod on. In this case, you have more time to maneuver the jet against the bandit.
<B>Bandit on your six:</B> When the bandit is at your 6 o'clock and you get a lock-on indication or no indication, look at the Threat Indicator to figure out the direction of your defensive turn. Then execute the following steps:
1. If the bandit is on the right side of the scope, turn right; if he is on the left, turn left. In the rare instance when you actually can see the bandit, turn towards him.
2. Roll to set your wings at approximately 80-90deg of bank and start a hard turn into the bandit at maximum G. Turn with as much G as the jet will give you.
3. Next, look at the Threat Indicator and note the direction of movement of the bandit.</FONT></P><P><TABLE cellSpacing=0 cellPadding=0 width=750 border=0><TR><TD width="100%"><img src="http://www.voodoo.cz/falcon/O225.JPG">
<FONT size=-1>* If the bandit is approaching your 12 o'clock position, your turn is working. You are giving him a problem he can't solve, and he is moving out in front of you. Keep turning until he gets to your nose and your radar locks on. Then you are no longer on the defensive but are probably flying offensive or head-on BFM.
* If you turn hard into the bandit and he does not move to the 12 o'clock position on the Threat Indicator, you are in for a real tussle. First check your airspeed. If you are flying faster than 450 knots, slow down to give your jet a tighter turn circle. If you are slower than 350 knots and you are not in AB, get there. This might get you airspeed up to 450. If it doesn't and you still have external stores on the jet, jettison them.
</FONT></TD></TR></TABLE></P><P><FONT size=-1>Hopefully, one of the above steps will solve your problem and put the bandit moving near the 12 o'clock position on the Threat Indicator. If not, these is nothing more you can do except keep turning and hope he runs out of gas or makes a mistake. I wish I could give you a "magic move" that would put the bandit out in front of you, but unfortunately that move doesn't exit. Just remember that a MiG at 6 o'clock is better than no MiG at all to a confident and aggressive fighter pilot.
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