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Flight Geometry and ACM: Part II

Realism in instruments! The ME262 Panel From Fighter Duel II
MAKING IT WORK FOR YOU
Ok so how can you get the sort of geometrical advantage that pilot A has
in FIG 2. Well almost any out of plane manoeuvre will do it. For example
a lesser known advantage of performing a largish high Yo-Yo is to create
just this kind of geometrical advantage. Take a look at Fig 4.
In this example pilot A and B start with the flight path as shown in
FIG1. Pilot B can close the 60 degrees by using a high Yo-Yo to alter
the geometry of his flight path. He knows that getting the outside
circle will lead to a snap shot. The effect of the high Yo-Yo is to cut
across the circle and create the situation shown in FIG5 some moments
later. Pilot B now has a shot, even though he may not have gained any
angles.
In this example you have seen that a pilot with some sixty degrees to
gain achieved a snap shot simply by altering his flight path. Don't get
too excited though because the defence is fairly simple. In order to
avoid this kind of trap Pilot A can simply do a high Yo-Yo of his own.
Of course he may not realise the danger, but good pilots do this
instinctively without knowing exactly why. However there are many good
pilots out there who will still be caught like this through ignorance.
The important thing to remember is not to try this if you are in the
position of Pilot A. If you do, the whole thing will work in reverse,
and Pilot B will get the snap shot on the following flight path
intersection. You will in effect have been the architect of your own
demise. Similarly this is the main reason for becoming stuck in a
lufbery with a bandit just off your six. It can be very dangerous to
attempt a vertical manoeuvre in defence since going high or low may give
this type of geometrical advantage to the bandit. Take
You will see that pilot A has attempted to use a vertical move in
defence. He has now allowed pilot B to use the geometry of his flight
path to get a snap shot. Pilot B has achieved this by pulling up early,
instead of driving to his opponent's six, and thus created an off-set in
the turn circles. In this example you can see that Pilot B is almost 90
degrees off, but pilot A has handed him an easy kill. This is the fate
of so many pilots who try to use the vertical in defence. Remember also
that low vertical manoeuvres are as bad as high ones. The Split-S would
result in the same situation as shown, but with the circles drawn
downwards instead. This type of mistake leads to more "Position
Principle" kills than almost any other. Very often the unwary victim
will die at the very top or bottom of their loop, as the positional
advantage is greatest. I know that many flight sim' pilots have been on
the receiving end of this type of mistake, now you know why.
I'm not saying that a vertical move will always get you killed, far from
it. The situation in figure 4 does require a certain amount of turning
room. Very often that turning room will not exist, you need to be aware
of the bandit's range as well as his position, the closer you are the
more likely it is that you will survive. This is something you need to
develop a feel for.
DOES IT ALWAYS WORK
Another major factor in achieving this kind of kill is weapons
effectiveness. In some simulations, lethality is a vital consideration.
Because of the variety in the effectiveness of weapons, deflection shots
like those I have described are either easy or hard to kill from!
However in many simulations, deflection shots as a result of the
geometry described here, will always be advantageous or even deadly.
Even in those simulations where deflection shots are more difficult
these considerations will still be of some importance. In "Art of the
Kill" Bonanni talks about passing up the deflection shot by not turning
early and instead driving for the elbow. Real pilots do that because
deflection shots are difficult to get in real life and the price you pay
for missing is an overshoot, the reward, only another difficult snap
shot. As a flight sim' pilot with more lives than a cat, I will take
those difficult shots.
Weapons effectiveness is modelled very differently from sim' to sim'.
Indeed some simulations even use different modelling for different modes
of play. Generally though Guns are becoming much more realistic in
modern sim's. In any case the degree to which you apply these principles
will depend upon the extent to which you are able to use deflection
shots in the simulation you are flying at the time. It will also depend
to some extent upon your own gunnery skill, more so in sim's with
realistic hit bubbles, less so in sim's with larger hit bubbles. For Air
Warrior, Su-27, Warbirds and EF2000 these methods work very well.
FIRST THINGS LAST
I will explain how this kind of geometrical advantage can be gained from
a merge. Many engagements begin this way, so it might seem strange to
deal with this last, however you will appreciate the theory having now
understood the position principle. In this example I envisage a
situation where you have been denied the separation for a lead turn and
are about to pass a bandit in a head on merge. In this example one pilot
enters the merge above corner velocity and will therefore use the
Immelmann. The other pilot is in a low energy state and will therefore
perform a low slice. If you were to guess that the pilot with the higher
energy state should win, you would be correct, but let's see why.
In FIG7, time 1 shows the merge, time 2 shows the pilot on the left
going into an Immelmann and rising vertically out of the paper at you
while the other pilot goes into a low slice. Time 3 shows the high pilot
adjusting his flight path and following in the same direction as the low
pilot. Normally this would be a bad thing to do because the high pilot
has given away his turning room. However this is exactly what will get
the high pilot the outside circle. The large amount of vertical
separation in this example will prevent the low pilot from taking
advantage of the turning room. At time 4 the high pilot has managed to
gain the outside circle and with only a small angular advantage will
still be able to make a kill from this geometry. He will in effect now
be in the same position as pilot B in FIG 5. This will work in most
sim's and even if you are unable to get an outright kill, you will get
another high aspect snap shot every 360 degrees.
CONCLUSION
What I hope I have done in this work is to explain how you can appear to
be out turning a bandit without actually having a turn rate advantage.
You are able to do this by using geometry! If you depend upon turn rate
alone you are going to finish too many missions under the silk watching
your opponent doing victory rolls. Turn rate alone is the tool of the
pilot with "G" for brains, while geometry is the weapon of the ACE. One
of the biggest barriers to good ACM for new flight sim' pilots is
achieving the three dimensional awareness that can make the use of
geometry possible. That means being able to visualise this kind of
geometrical pattern in the space around your aircraft during combat. I
hope you now see how important this geometry is. If so you will have
already taken those first big steps to becoming a great flight sim'
ACE!
THINGS TO COME
Explaining more fully how to use geometry to your advantage deserves a
more complete treatment. Because the nuances of application for each of
the many manoeuvres that can lead to a positional advantage require a
much larger and detailed work, I intend to elaborate in the future. It
is too early to say where any further exposition will appear, so keep
your eyes open for books or articles with my name in the credits.
Check Six!
Leon "Badboy" Smith
Main
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