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EricJ

SF2 Series DACT Reports And Related A2A Discussions (Game only)

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I've been in that situation last month, where I was on the Desert Storm map and I had engaged... oh two or three Mig-23s and due to their luck was Winchester. So I then had another wave of four to six coming down on me, and I still had to get to the target... Hit the burners, dropped the bomb, hit the target. Then I turned tail (I think I had two 'winders left over) and hit the burners some more for quite a bit. I had range advantage as far as speed so I flew on at a cozy Mach 1.24 until I felt it was "safe" and they turned along their patrol route.

 

But I have a good and a bad short DACT session on missions.

 

Good one: Was doing a strike on the Desert Storm map in the Bucc and I had a Mig-23 a few miles ahead of me, bearing on me, but I think he was entranced with my escorts. So I nose up, unleash my only 'winder and smoke him. After that I was winchester, dropped my bomb and skimmed the earth until it was safe.

 

Bad one: This goes under the heading "Push to your target instead of going Top Gun" in which I had a flight of Mig-23s off to my two o'clock and decided to bag one. Well I did, but his buddy shot me down too, so it was kind of pointless to try.

 

Takeaways: I can ascertain the Jay Bird has a minimum detection altitude of approximately 300 feet or lower (without digging in the data.ini) and should have just moved on. Tactical patience... but I did eject, which is my only saving grace I guess...

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Since defensive combat maneuvering is part of air combat maneuvering in general, and "Bug Out" maneuvers and TTP's have been developed for the express purpose of getting the hell outta dodge with your life and your jet, I certainly wouldn't mind hearing about it, Slarti!

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Okay I will run with it and see what happens... I will be doing stock sorties as this gives a better setup as you don't know whats running at you but I will be using the NATO IV mod so that it covers all areas ie SAM's as well as counter air and the Jet to be used... we all know which it will be it... The Buccaner as that way there is no burner just to plain run from the bad guys and will allow me to test against even the more modern jets ie Fulcrum and Flanker... offensive bomb loads as well as standard load outs 1970's just wall to wall bombs and rockets... 1980's bombs jamming pod single mid era Aim-9 a G would be the correct model but we will see what we have to play with... Thats the plan anyway and we all know what happens to the plan on first meeting of the enemy... :lol:

Edited by Slartibartfast

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Honestly using the older model jamming pods tends to be useless so I just use more offensive or defensive stuff...

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I know about the pods but I will be trying to stick to the loadouts as best I can mission is to get bombs on target with a non-fighter or attack type (no guns etc)... might even throw the A-6 in over Vietnam...

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3 fights today.

 

Fight #1 F-14D Super Tomcat v 2x Mirage 2000S-5

 

Loadouts

F-14D: 2x AIM-7M, 4x AIM-9M, gun, 75% internal fuel, no tanks

Mirage 2000: 2x R-530D, 2x R-552, gun, 100% internal fuel, no tanks

 

The F-14D is widely considered to be the ultimate form of the Tomcat; heavily updated radar, advanced IRST, ASPJ that gave the Turkey the level of ECM it needed to effectively go "feet dry" and an otherwise greatly updated avionics suite, combined with the GE engines of the F-14B. One thing: all that extra stuff adds about 2000 pounds to the base weight of the F-14. I've noticed after a few trials, especially after shooting off my AIM-7s/-54s that it really didn't make much of a difference, but every pound counts. The new HUD really helps to get precise readings of speed, g, the Vc, etc. Fight time was 2 minutes, 23 seconds.

 

This fight would have been fairly benign as my first encounter with the -2000 flying the F-14B, but for my missiles going awry early on, which made combat against -2 interesting. Standard start, 8.8g turn into the threat at 16,000 feet, slight nose-low. The Mirages do the standard "bait" move, but I know that the -2000 can get on my tail quick, like an F-16, so I forget about the bait and go for the attacker. Fire 2x AIM-9's his way as he is still about 2 miles off the nose, and he begins evasive maneuvers. I figure I've got this one in the bag, and begin to look for his wingman, but notice there is no explosion noise. Uh-oh! Pull hard back into the first Mirage. He hasn't completely gotten to an advantageous position, indeed, he had just finished fooling the second missile, and I get nose-on within seconds. 2 more AIM-9's (since I know now that his wingman is pretty far off and I can probably kill him with Sparrows) and the third hits, while the fourth went stupid. Just the AIM-7's and gun now.

 

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I begin searching for the second Mirage, pulling to my right and selecting ACM mode. As we close (I can see his radar on the RHAW gear), I'm getting worried as the "CW" comes on, and my APG-71 isn't getting a lock. Turn on the ASPJ, and realize my Sparrow solution isn't going to work...I begin trying to beam his radar when I finally get visual on him. He is above me, nose on. Change of plans, need closure! Pull back into him in a 9g+ turn, burners lit. As he rolls, I don't know why he hasn't shot, but he is definitely pressing hard. As I pass under him, I pull pure vertical and hope to curl over him and maybe lance him with a Sparrow, but the -2000 driver decided to come upstairs with me. I continued nose low after coming over the top, and realized I needed speed or this guy was gonna eat me alive - burners and blow through his altitude.

 

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The Mirage was coming down from above me in a shallow nose-low turn, but I didn't have the airspeed to effectively fight him (I was just below 200KIAS and gaining speed). I put on about a 3.5g defensive turn so that my engines and gravity would build airspeed, while not entirely sacrificing position for speed alone. I got through 300KIAS and got the "g" up to about 5 so as to keep accelerating. The Mirage tried a hard nose-low turn into me, so I pulled a bit harder - by this time, however, I had more than 420 knots available, and got about an 7.5-8g defensive pull on the Tomcat, causing the Mirage to break off his attack, and costing him a LOT of altitude. I now pressed the advantage. The Mirage made his fatal mistake by reversing his pull and coming back towards me. He may have done this to avoid the ground, but I don't think he was THAT low (probably 2000 feet). I reversed, got on his tail, and then...he stopped maneuvering? I could see what he was trying to do; the Vc increased, and I had about 520KIAS on the Tomcat, as the Mirage slowed down. The problem with his attempt to make me overshoot was the fact that he only slowed and did not maneuver. GUNS! Splash 2!

 

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Takeaways: Had the second Mirage fired at me from a distance, he could have put a lot of hurt on my jet. I would say that the ASPJ did its work well, but we were entirely within about 5 miles throughout the fight, maybe just over following the initial separation, so the jammer wasn't going to be THAT effective. For whatever reason, he didn't shoot when he had the chance and that's what cost him the victory. On my side, putting all 4 AIM-9's at one target wasn't the best solution. This limited me in the second half of the engagement, in spite of the fact that it came out in my favor. I must say, I've been enjoying the F-14D.

 

Fight #2 F-5E Tiger II vs. 2x Super Mystere B2

 

Loadouts

F-5E: 2x AIM-9M, gun, 100% fuel, no tanks

SMB2: 2x AIM-9P-5, gun, 100% fuel, no tanks

 

I did this fight to see how a light weight fighter takes on the SMB2; as I saw, the F-4 had some difficulty close in (i.e. I got killed a lot and lost 4 of 5 fights), while the fourth-gen F-14 predictably handled better (no losses). What about an F-5? This lightweight fighter is more maneuverable than an F-4, but does not have the wing loading of the SMB2 (82lbsf vs 57lbsf), though it does have moderately better thrust to weight (SMB2 about .50:1, F-5 .65:1). The Tiger does have the ability to "snap" its nose around, especially at slow speed. I found during the fight that I need to work on this. Since there were 2 of the SMB2's, I didn't feel bad about taking AIM-9 "Mike" (all-aspect) Sidewinders. Fight time was 2 minutes, 19 seconds.

 

This fight started in the left turn, about 6g pull into the threat. The SMB2's used the bait tactic, but -2, after seeing I was initially turning for -1, reversed and began coming nose-on PQD! When I saw this, I figured what a good opportunity to kill this guy. He's about 2 miles off the nose, about 2000 feet above me (no desert to interfere with the seeker head, and the sun was to my back), and now is nearly nose-on when I get tone. Fox 2! -2 tries to pull up, but to no avail, and he detonates off my nose. Now time to deal with -1, who had continued his press toward my six.

 

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I begin pulling to make a "two-circle" fight, but notice that this guy's nose is getting uncomfortably close, so I pull a bit harder on the stick, hoping to cut off his -9 "Papa's" seeker. It works, but it also departs the F-5. The SMB2 continues closing and I figure I'm done, but the erratic movement of the F-5 airframe spoils his gun solution and he overshoots. I put in some good left rudder and push the stick forward with a bit of left lateral, which apparently got some part of the F-5 to catch wind and kicked the nose down, still not fully in control. Bit more rudder work and the F-5 recovers, nose low.

 

I check for the SMB2, putting very low "g" on the F-5 to keep it from hitting the ground, but able to build speed. He's coming around onto my six, having continued to press the attack as I fought the Tiger for control. I have a little speed now, and continue my slow turn, but the SMB2 is getting into a firing position. Okay, I don't have the thrust of either the F-4 or the F-14, and looping is a risky move, but the SMB2 doesn't have the thrust of my F-5. I gotta take the chance. Pull vertical, but not pure; rather, with a moderate right turn. The SMB2, having tried to match my lower speed for a gun shot (I assume) doesn't have the ability to follow, and overshoots. Now, I'm offensive! Come back down and spot the SMB2 in a shallow right-hand turn. I put a bit more "g" on the Tiger and the -9 Mike gets tone. I fire and the SMB2 pulls hard into me, but as before, this does not work (no flares probably helps) and the SMB2 goes down.

 

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Takeaways: Again, I need to spend more time in the older jets. The F-5 is certainly a little monster when handled well, but I need to get that handling down better, so that I don't depart the jet during an aggressive press - find the slow-speed sweet spots and know the limits of hard press versus over-press. I will say that I was happy I could defeat the SMB2 in close with an older generation fighter.

 

Fight #3 F-8J Crusader vs. Kfir C2

 

Loadouts

F-8J: 4x AIM-9H, gun, 100% fuel, no tanks

Kfir C2: 4x AIM-9H, gun, 100% fuel, no tanks

 

This fight was an attempt to see how well I could handle the F-8 against a slightly newer fighter. The Kfir C2 has added canards to provide better control to the basic delta airframe. It has better thrust to weight ratio (.78:1 vs. .62:1) and better wing loading (61lbsf vs 77lbsf) than the F-8J.

 

Starting with about a 6g turn into the threat, which bled to 5.5g, then 5g, we were in a one-circle that the Kfir was winning. I put a bit more "g" on to try to even the circle out (about 6.5g), but couldn't sustain it, so chose to go nose low. I dove, and the Kfir continued horizontally, nose-low, so I pulled up, hoping to have enough energy to get on his tail, but the Crusader burnt too much speed in the climb, and the fight went back to being a one-circle, this time descending (now below 10,000 feet). This was taking too long, so I reversed to turn the fight into a two-circle, but with too little airspeed to press my advantage. Initially, it looked like I was getting nose-on first, but the Crusader ran out of speed and was then inching its way towards the Kfir, who was above and rolling in for the kill.

 

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Putting the stick in my lap, I just hopped to force an overshoot, and then to run to gain some speed, when to my fortune I realized that the Kfir, now having overshot, was in way too steep of a dive, and although with better energy than me, still not enough to build up enough "g" to effectively pull out before hitting the ground. SMACK! Fight's over! (Of note, we weren't super low, the Kfir probably came down from about 3,000 feet, as I was at about 2000 when he made his attack; the screenie makes it look lower).

 

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Takeaways: In spite of the fact that I ended the fight alive, this is not the outcome I truly wanted...I didn't really win this fight. It was more so a desperate pull to force an overshoot at low altitude that caused the Kfir pilot to kill himself, rather than good energy management and positioning that would have resulted in me shooting him down. In this case, I can at least say that I beat him down on energy enough that he wound up in a dive he couldn't pull out of and crashed, so there was at least some good takeaway. That and I didn't get shot down. I'll take that.

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Me: F/A-18F w/ 1 x ATFLIR, 4 x GBU-12, 3 x AIM-9X, 2 x AIM-120C, one tank, full gun (plus Escort flight)

Opposition: 4 x Mirage F1 w/ 2 x IRIS-T and 2 x Super 530F and one tank

 

Was doing a strike on Kharg Island when on the overhead map it showed a flight of four Mirage F1s heading Southwest. So once I got in range I opened up with one AMRAAM since it looked like where I was going, they were going too. It flew true, however only damaging the lead F1 (or one of them anyway) forcing him to turn into me. After watching him and realizing he wasn't shot down, I fed him another AMRAAM, this time it hitting him nose on. One of his buddies locked me up and shot a Matra Super 530 at me, missing due to jinking. Seeing another Mirage coming in (perhaps it was the same one) I targeted him and fed him an AIM-9X, after jinking around and getting my bearings (Bermuda Triangle Syndrome, it was foggy and when pulling G's I nearly blacked out, disorienting me until I got oriented properly) after getting disoriented, I turned into the Mirage, feeding him a 9X. He ate that one as he was turning into me and another one fired an IRIS-T at me and only damaging me, but I was still flying. I targeted him and fed him my second to last 9X but it went Stoopid so I fired my last one. By this time my escort birds were in the vicinity so it got real interesting (the only two screenshots below) when I heard a Fox Two call (pucker factor way up) but the last 9X hit and the escort bird got the coup de grace as I only hit the Mirage. I did try some half-hearted attempt at gunning him down but I think it just scared him (noticed that with an F-4 one time) before he was killed.

 

Takeaways? Since this was more of a mission oriented DACT it pays to focus on what matters first and where you are and to also be aware of your surroundings, and again when facing multiple opponents, move move move. Attention to detail is important when targeting and letting loose IR homers in the vicinity (and them letting them loose in the vicinity of you). But it shows that some sort of tactical patience works and rapid target acquisition and termination are the keys to success.

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Edited by EricJ

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Me: F/A-18F w/ 1 x ATFLIR, 2 x AGM-65E, 2 x AGM-154 JSOW, 3 x AIM-9X, 2 x AIM-120C

Opposition: F-7M Airguard Stand-In with 2 x PL-5s... I think

 

The fight started off neutral and since Operation Darius is off and running I decided to keep my loadout to what I'm used to fighting with. Anyway the F-7M isn't terribly difficult to fight against, just remember that it's a derivative of the MiG-21 and to expect it to fight like one, and you won't be disappointed. It got me in an energy circle for a couple of turns and after nosing up it decided to keep on for a few seconds and tried to force me to overshoot. I applied the speedbrakes and decelerated (which the stock Fox Super Hornet doesn't have a problem doing). After letting him get cocky I fed him a 9X, shooting him down (which it took a bit for him to splash in the water) but otherwise it was fairly straightforward.

 

Takeaways is that it's a derivative of the MiG-21 so fighting it like a MiG-21 will get you the same results.

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As above from Op Darius.

 

1 vs 4

 

F-16 (TMF) vs F-4E

 

Loadouts F-4E longrange air to air F-16 Long-range Air to Air after firing of 2 Harms.

 

This DACT was from a SEAD Sortie. Flight time was around 5 minutes at the most but it was brutal all the same. Scene 2 F-16's rolling in to kill a Hawk site F-4E's bounce from their 8o'clock and 30000ft Falcons at 10000ft Falcon 2 has gone stupid and dis-engaged leaving Mamba 1 alone. Both Harms fired and tanks dropped turn in to the bad guys lock up after dodging Sparrow 1 (Aim-7F) lock up the leader and fire a Slammer and gain a hit whilst locking his wingman and getting a miss Wingman fires 2 Sparrows at me and in reply he gets an Aim-9x in the face second pair dropping tanks and coming at me in Welded wing and wanting a fight as both fire on me evasion and chaff and I save my six. Turn back in and fire my last missile which misses as both bad guys are punching out flares together impressive to watch but I was evading another Sparrow at that point. Blow through the pair and hard 7g turn back into the pair expecting them to run both go for a circle fight and looking for me engage the lead but number 2 gets a 9P lock up going on brakes on and he zooms by lead is currently the wrong side of the turn for a shot so I engage number 2 and kill him with guns. Lead is no in trail around 8 o'clock on me I 9g turn and we circle twice he runs out of room and speed levels out to climb out of the valley and I gun him down...

 

Takeaway from this practice gun killing as in a Falcon you don't get a lot of long-range shooting. Also the new with the new setup it is harder to stay alive with multiple bandits or is it just me ? saying that I am not a Falcon driver at all I prefer the Hornet or heavier iron. Also never assume that you can win a fight because you have the latest and greatest... Pics below.

 

Slammed

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Windered

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Guns 1

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Guns baby...

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good job Slarti, though my preferred method once again is hit the deck runnin. AI still doesnt like coming down below 500 ft (tho thats down from the previously observed 1000 ft) and missles definatly lose you in ground clutter below 250 feet! most of my ACM lately comes from doing an immelman and poppin a F Sparrow at that one a$$hole in the Flogger that doesnt take mach 1.15 and 200 ft AGL for the last 5 miles as a hint i want to leave! no maybe not smart but strangely effective when you only have one mig tagalong....

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good job Slarti, though my preferred method once again is hit the deck runnin. AI still doesnt like coming down below 500 ft (tho thats down from the previously observed 1000 ft) and missles definatly lose you in ground clutter below 250 feet! most of my ACM lately comes from doing an immelman and poppin a F Sparrow at that one a$$hole in the Flogger that doesnt take mach 1.15 and 200 ft AGL for the last 5 miles as a hint i want to leave! no maybe not smart but strangely effective when you only have one mig tagalong....

Well the quote if it works and you stay alive it isn't stupid works for that one... with the F-16 killing running on the deck with the TMF doesn't help due to going mach 1 plus causes strange pitch ups so its a stay and fight time... was great fun though they made me work for it... :heat:

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general question for those that participate in here. did a mission last night, 4 CF-18 v 8 Mig-21PFM. easy enough, cakewalk mission not done with ME. it was a mission cranked out before bed, so i alt-N'd back home to land only to find my flight bounced by 4 Mig-23s over the homedrome!! took them all out as well(thank you rayethon, thank you mcdonnell douglas)but lost my #3. has anyone else seen this before? obviously it was a bit of a shock as home has been safe at the end in single missions! also i obviously shouldnt fly outta laarbruch again. :grin:

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I always script my DACT missions, so I know who is going to be there and start in the arena. That said, yes, I have used the Alt+N feature, only to get jumped en-route home on non-scripted missions. Usually stops about halfway home and indicates "Enemies Nearby!"

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Seen this one myself and it does mean that now once home you are not safe until the jet is parked and your in the Club drinking a tall cold one... :drinks:

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Ceasar, i normally fly air to mud, but felt like flyin A2A in the Hornet on the night in question. just a quick see what ya get mission. i sometimes script missions flyin crusaders or Phantoms against isreali jets just for the heck of it. call it fictional response to the Liberty strike. i know all about gettin jumped halfway home, but a fighter sweep of the home base was kinda new to me.

Slarti, with my luck a nuke would land while in the pub! (Dave doesnt fly red air does he? :blink: ) :grin:

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Ceasar, i normally fly air to mud, but felt like flyin A2A in the Hornet on the night in question. just a quick see what ya get mission. i sometimes script missions flyin crusaders or Phantoms against isreali jets just for the heck of it. call it fictional response to the Liberty strike. i know all about gettin jumped halfway home, but a fighter sweep of the home base was kinda new to me.

Slarti, with my luck a nuke would land while in the pub! (Dave doesnt fly red air does he? :blink: ) :grin:

 

When I flew air to mud in Flanker I shied away from air to air, now... years later I still prefer air to mud but sometimes a little air to air as well. But I go with scripted DACT reports because in my view it helps me get the WVR basics down and also gives me a feel for my maneuverability of my jet and weapons employment. I've got a scripted mission that I can upload (provided you have SF2:E) that you can work with that I use. Besides all of the WVR stuff has helped me greatly with BVR so I know what to do when I hit the merge.

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Ceasar, i normally fly air to mud, but felt like flyin A2A in the Hornet on the night in question. just a quick see what ya get mission. i sometimes script missions flyin crusaders or Phantoms against isreali jets just for the heck of it. call it fictional response to the Liberty strike. i know all about gettin jumped halfway home, but a fighter sweep of the home base was kinda new to me.

Slarti, with my luck a nuke would land while in the pub! (Dave doesnt fly red air does he? :blink: ) :grin:

Dave in Red Air... I know its the season of good will and miracles but come on thats stretching it a bit too much miracles only go so far... :rofl:

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Me: F/A-18F EPE with 4 x 9X, 6 x AIM-120, tank, gun

Opposition: J-14 with gun

 

Since this is my last DACT for the year, decided to check out the J-14. As modeled and "out of the box" the J-14 is fairly maneuverable, but sucks on the energy fight (heavier fighter though I haven't looked at the weights). Started with a neutral fight and using the Hornet's superior nose turning ability I was able to turn into the J-14 eventually after passing each other in the night. If the aircraft had a missile it probably would have taken a shot as I was getting radar lock indications with it (I think) roughly around the 90 degree mark or so off boresight. Anyway, in one bout earlier today he managed to go for a guns kill but no joy on his part. After that once you get behind his six he tries to force an overshoot, with the FM as it is, tends to "flop" a lot, making it look more funnier than something serious. If you want to avoid it, throttle to idle, pop the airbrakes, and feed him an IRM. I tried later on to "accidentally" overshoot but he would turn out from it, so not sure. Maybe if he had missiles then he probably would have been more aggressive, so I gave him a 9X, shooting him down, and nearly having a mid-air trying to avoid him.

 

Takeaways. The J-14 looks cool, but if you have a decently maneuverable aircraft get into his six, throttle to idle, pop the airbrakes, and don't overshoot and feed him a winder.

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Me: F/A-18F EPE with 4 x 9X, 6 x AIM-120, tank, gun

Opposition: J-14 with gun, 8 x PL-10, 2 x PL-12

 

Adding the missile equation changed the dynamics tremendously. Instead of a quick kill, the J-14 did turn into me but couldn't launch (out of parameters for all of it's weapon systems) and entered quite a lengthy circle fight which broke up after a while. When the J-14 broke out of the fight (he did it, not me though I was trying to force him to maneuver) and arced over, in which I took my first shot, firing a 9X at him near HOBS. Either it went stoopid or he defeated it with countermeasures, but it missed. So he continued south and I felt a good shot was there, so I took my second one, this time it went stoopid, hit, couldn't tell, but if it hit anything, it wasn't a critical part. Pressing for the kill he finally leveled off again, and this time feeding him my final 9X, shooting him down.

 

Takeaways. Adding a missile capability changed everything, made it more aggressive and looking back at it now, wasn't a bad fight. However some of the basics remain when it only has a gun, throttle to idle, apply air brakes, and when the shot comes, take it. It can do a pretty good job of evading a shot, but the more he's in your HUD the better your Pk against him.

 

And Happy New Year!

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HOBS (High Off Boresight Shot) shooting, the basics.

 

After flying mostly the Super Hornet I had one issue admittedly after firing numerous AIM-9Xs one issue, a sound issue. My install I have the engine noise which interferes with the "growl" of the seeker, which is your cue for the infamous HOBS shot. After testing Ravenclaw's ASRAAM on the Typhoon, which due to sound settings has no sound while in the cockpit, I finally realized that the growl is the key to performing such a feat. Meaning that at "low growl" or volume, it's searching the sky for a target, "high" growl means it has acquired the target and is locked. Kinda stupid stuff after 8 or so years of gaming with the Strike Fighters series, but... hell even vets learn something new. In any case here are some reminders and suggestions when performing HOBS shots. Target aspect is the key, the closer your nose to the target the easier the geometry of the intercept for your missile becomes. So using the example below I'm firing against an OPFOR Skyhawk (not really but it was the "bad guy"). Looking at the screenshots below you can see I'm fairly close and my nose pointed towards the ground, with the Skyhawk up higher but... after launching (second screenshot) it has enough "area" to maneuver and shoot down the Skyhawk. If you pointed your nose down and fired even though you have a lock tone it'll become a lawn dart and even thrust vectoring can't outmaneuver math. So watch your angles and check your tone, which if it becomes louder means that it has acquired your targetOther considerations to be aware of is that if the targeted aircraft is moving fast on your screen when in padlock, don't take the HOBS or any shot. After maneuvering when the screen "stabilizes" listen for the growl and take the HOBS shot and chance of a clean kill. Note there are variations on angles and I'd waste a lot of server space for all of them, but this should help with the more advanced missiles.

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Edited by EricJ

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OK, it's been a bit since my last DACT report. This one is one I've done something similar to before, F-14D vs. Su-27 Flanker-B (last time was an F-14B, IIRC), but this is the first time I've done it with the new F-14D from the Tomcat Super Pack. I also realized that with some of the modifications I've been using, I need to fix the Soviet loadouts, since the Flanker showed up without anything but guns. That said, based upon how the fight played out, I doubt he'd have ever taken a shot with his missiles, and in trade, his jet was in "clean" configuration - perfect for guns. Total fight time: 1 minute.

 

Loadouts:

F-14D Super Tomcat: 4x AIM-9M, guns, 75% internal fuel ("The Fighter")

Su-27 Flanker-B: Guns, 100% internal fuel ("The Bandit")

 

(When I started the fight, I figured "OK, this is gonna be tough.") The Fighter pulled hard into the Flanker, nose-low initially, and padlocked its opponent. The Fighter had about 8.5g on the aircraft and the Fighter then noticed the Bandit had no missiles as the Fighter turned into the Bandit. (I then thought "nevermind, this is gonna be easy!" Erm...nope, but it was quick!) The Fighter began to bring the nose high, but then noticed the Bandit had managed to get inside of its circle already, trying to get nose on for a snapshot gun attack. The Fighter was still below the Bandit a bit, with about 20 more degrees to go to threaten him. The Bandit would get first shot, so the Fighter rolled low, to try to pull under him where he couldn't see the Fighter. That didn't work, and the Bandit rolled on its back to try for the shot, so the Fighter put the Flanker onto its 3/9 line during the dive to provide a smaller target, still about 3/4 of a mile away.

 

Since the Fighter could see this wasn't going to work, it rolled back into the Flanker in an attempt to pass under him before he could get a firing solution. As the Fighter pulled, the F-14 built through 5, then 6.5g as the Bandit performed a Split-S to get on the Fighter's tail, but it seems the Bandit pulled too hard in an effort to get a snap shot, burnt too much energy and the Fighter rocketed through the vertical as the g and speed bled off. This began a sloppy rolling scissors. The Flanker began pulling up, but didn't have the energy to threaten the Fighter, while the Fighter didn't have enough energy to pull through the vertical plain fast enough for a Sidewinder shot. The Fighter came low as the Bandit came high, working the rudders to try for that heater shot. The Fighter couldn't get it, and the second iteration of the scissors began.

 

The Flanker's superior alpha again almost landed the Bandit a snap shot, but the Bandit still had too little energy as the Fighter came up through the loop. This time, the Bandit had completely burned his energy and was trying to get the jet's nose around without any smack to work with. As the Fighter reached the top of the loop, it dropped flaps to get the nose to curl around more quickly, and it did so. The Fighter got tone at about 1 mile and sent a pair of AIM-9's the Bandit's way. The November patch said "no" and the heaters took the flares, in spite of the fact that the Bandit was residing damn near under its flares, so the Fighter sent another pair out at probably 2500 feet. Flares again. On the plus side, the Flanker was now right on the Super Tomcat's nose, and the Fighter selected gun. Selecting VSL_Hi, but before the APG-71 could lock, the Fighter took a snap-shot and put a stream in front of the Flanker. The Fighter just missed a bit too far forward, so the Fighter adjusted angles and the radar spotted the bandit and locked. About a second later at a range of .3 miles, the Fighter sent a second stream through the Bandit, which caught fire and began a flat spin to the ground.

 

Takeaways: It is pretty amazing that from start to finish the fight took place in 1 minute, but as illustrated in my various fights in the F-14B, and as EricJ has stated, getting into an energy circle with a Flanker is a great way to either stalemate or loose. In this case, luck was in my favor at the start, that I noticed the Flanker had begun to get nose-on first, so instinctively, I reacted by pressing vertically trying to lower my profile for the Flanker's gun solution, and this in turn resulted in a vertical/rolling scissors fight that I won. In large regard, this is because the Flanker pilot seemed intent on using his better slow-speed handling, and did so to such an effect, that he burned energy necessary to keep himself fighting when the vertical plain was put against him. I don't believe my Tomcat ever got below 200KIAS, perhaps only after the second loop of the scissors when I dropped flaps, which allowed me enough power to press vertical, and capitalize on my positions of advantage. The Flanker did get close to nose on, on three occasions, but never close enough for a shot.

 

Kill shot

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Flat Spin

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Edited by Caesar

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Been awhile since I wrote one of these...

 

This was a DACT without killing the bad guy as in allowing you to disengage but to complete the mission.

 

Me RF-4E HAF Slatted Wing

Loadout 3 Drop tanks Chaff pod and ECM pod

 

Enemy 2 x F-14A Iranian

 

2 x Aim-54A

3 x Aim-7E4

2 Aim-9J

Guns

2 Tanks

 

Okay this was a recon sortie flown alone with no backup and no request for backup on the Op Darius Terrain. Sorry no screenies as it got busy very very fast.

 

Take off and head for the target area about 25 miles out I got bounced still heavy with fuel bandits came down from on high they were at 25000ft to my 5000ft. Next part was easy get low and fast but keep the tanks maybe I can shake them off by forcing them to disengage but this did not work my low flying dodging the hills etc was not a problem for them they both got off an Aim-54 at me which was fun but both hit the hill behind me as I ducked over one Bandit 2 though made a mistake then and dived on me from his perch rather too steeply as well Bandit 1 came down shallow and loosed of an Aim-9J which I spoofed with Flares Bandit 2 though went to meet his maker taking his backseater along for the ride... they hit the ground at around 700kt's by this point I was down at around 100ft still on track for my target area. Bandit 1 now had problems trying to engage me down low he fired his remaining Aim-9J at me spoofing and a hard turn caused this missile to miss. I continued the hard turn and managed to get on his tail (I had forgotten how tight the slatted version of the RF-4E can turn) anyway I then sat behind him for awhile and mock gunned his butt awhile without anything to throw at him. I still had my tanks on board and he continued jinking hard trying to shake me off after about 5 minutes of this I disengaged and headed low again and ran for the pictures Bandit 1 though headed home and away from me... After this it was dodging Mr Sam and Mr Guns... Returned to base intact and all was good.

 

Okay take away not much really as I have been practising this with multiple strike aircraft which have no guns and limited AAM's and I have found that it is most effective to get on the bad guys tail and stay there for awhile eventually they bug out and go home staying low is also a good technique especially if your running heavy with bombs and use the terrain as best you can Bucc and A-6's just stay low hide in valleys as the bad guys have problems and seem to enjoying spreading their jets all over the hills with the standard smoke signals...

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Well, its been a while, but since the release of SF2:NA, I figured it would be prudent to do a DACT mission with the ThirdWire F-14A. Anyone familiar with the TMF release will realize that the TW offering is a different beast, and has an especially slow roll rate at either slow speed or at beyond 1.0M, and takes slightly longer to build g. By model, it seems closer to the pre-Block 90 airframes produced before the OT&E process identified fixes that would need to be made in later blocks of the F-14, though it does have the maneuver flaps and slats of the Block 90 and beyond Tomcat.

 

The opponent in this case was the MiG-29A Fulcrum. Because I've found the Fishbed and Flogger to be relatively easy to splash in single missions, and of little match in 1v1 engagements, I decided to test the TW Turkey against another Fourth Generation aircraft. It is not shocking that the Fulcrum is not an easy opponent to defeat, but it is far from impossible, even for the underpowered "A-minus" Tomcat.

 

Loadouts

F-14A Tomcat: 4x AIM-9M, gun, no tanks, 75% fuel

MiG-29A Fulcrum: 4x AA-8, gun, no tanks, 100% fuel

 

This fight started as a typical two-circle engagement, which took the F-14 a second to get into the turn as I had to slow it enough to get the spoilers out. Rather than trying to load 8-9g and go for a straight nose-on face-shot with heaters (especially with the November+ level), I put about a 6g turn on the jet to keep my energy around 400KIAS. The MiG was going to get nose-on first, but he was unable to get a shot off. As we passed, I was a little lower on energy than anticipated, having allowed the "g" to build slightly in the turn. As we passed, I pressed into pure vertical in hopes to be able to shoot the MiG in the tail as he turned horizontally. The F-14's anemic TF-30's didn't keep the power up well, and I dropped flaps at the apex of my loop to try to force the nose around more quickly. It took a minute for the flaps to catch, and both the MiG and I were getting nose-on at nearly the same time again. I was at about 25k feet at this point.

 

As before we passed each other without taking a shot. The MiG pulled into me, and I rudder rolled the Tomcat into the MiG's plane of turn, while pulling on the stick. What ensued was a descending flat scissors that lasted about four iterations. After the second iteration, I pulled a bit on the stick to add a vertical and rolling aspect to the scissors. We broke through 18k feet and I was beginning to see an advantage. By the third iteration and at about 16k feet, I was at a distinct advantage, and as the MiG pulled into me for the fourth, I was very slightly off of nose-on for a shot.

 

The MiG took this opportunity to try to run, diving for the deck and tapping burner, but with only about 30 degrees of turn left, flaps down, I got nose-on the MiG. Knowing how effective the flares are, I sent all four of my AIM-9's in the Fulcrum's direction. Two of the heaters hit their mark, and the MiG caught fire. Knowing that the AI rarely stays alight, I pursued, raised my flaps, and noticed that the MiG had put itself out. Unfortunately for him, his fuselage was shredded and his left engine was non functional. The MiG pulled hard right to try to shake me, but I had the energy to follow his turn. He stopped, did a hard negative-g push, then rolled left. At this point I sent a burst of gun fire in the Fulcrum's direction. The burst hit, taking more parts of the MiG, but failing to kill him. With the MiG listing left, I sent a second burst of fire in his direction and destroyed the Fulcrum.

 

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Takeaways and general impressions:

 

The new TW F-14A handles quite well at between 320 and 450 KIAS in terms of roll rate and pitch. Generally, the aircraft will sustain 5-7g in this region at 10k feet or below (and about 53,000lbs) or 4.5-6g at 15-20k feet. At 400 KIAS+ the TW F-14A will pitch hard if you put the stick in your lap and peg the accelerometer in a better than 10g, fast energy-burning turn. To improve roll rate, the best thing to do is to use your rudders, and at slow speeds, to snap roll the aircraft by using rudder opposite lateral stick. Don't let the jet above ~.95M in a fight, or the spoilers will lock down and heavily decrease roll rate. I've also noticed that using the flaps (as with the TMF Tomcat, but perhaps more so) can get the TW F-14A to curl inside of its opponent and either deny a shot, or land a position of advantage that the opponent did not think would open.

 

In other DACTs against the MiG-29, I've found that in a tight turning fight, using the "Big Boys" (flaps) at very slow speeds can repeatedly deny the MiG a firing solution from a position of advantage, and counter to put my F-14 behind the MiG, but at such slow speed, the low roll rate is a heavy disadvantage for the F-14 and takes a bit of thought and skill to overcome, but I can say that after 5 DACTs against the Fulcrum, I've managed to get the better of it every time in the Tomcat. In the end, even with its disadvantages, I've found the ThirdWire F-14A Tomcat to be more than able to hold its own in a dogfight even against newer opponents.

 

Good hunting!

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Me: F/A-18F EPE with 4 x AIM-9X and 6 x AIM-120, gun, tank

Opposition: F-14A Thirdwire with 2 x AIM-9L and 6 x Sparrow

 

Started off neutral and ended up in a maneuver fight. Compared to the MF F-14 the TW model has better energy management, to a degree. We overshot but both of us failed to fire a weapon at each other. So I turned into him hard and blacked out for a few seconds. I've noticed the second time that the TW F-14A can get into a six position despite my better maneuverability but takes too long to make a shot and I always pull out of it. I turned into him and then he entered a slow turning fight, with me trying not to overshoot. If I wasn't then yes I would have and he would have probably gunned me down, so instead I used my airbrakes and throttled to idle. This put him in front of me and inverted I fed him a 9X, killing him.

 

Takeaways: The newer FM makes the Tomcat a tough opponent but if you stay aware of his capabilities then you can end up behind him and when he levels off with little energy it doesn't take much to shoot him down.

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Me: TW F-14A (77) with 4 x AIM-9M, no tanks, gun

Opposition: TW Yak-38 Forger with 4 x Atoll

 

I did a similar fight previous to this one as I was just curious on how the TW F-14 compared to the MF bird, and I have to say that the TW bird doesn't have as much weight. Maybe because I have an A version compared to the heavier versions (maybe, feels lighter). Anyway the fight started off neutral with the bogey engaging me in a turning fight which needless to say, the Forger isn't the most maneuverable jet in the Russian inventory during 1984 timeframe. THe first engagement was fairly quick, lasting less than a minute while this one I intentionally drug out. In the first engagement I turned inside pretty tight, locked on with a winder (9M) and shot it down. Going with a lighter load it was just the same but the thing is watching your speed again. With higher performance aircraft its always hard to want to turn and burn, in which with the Turkey I don't drop flaps like Ceasar does but I tend to just let drag and weight do that along with engine management. Then again when you're used to automatic settings it's really hard to think about flap use when all of the time you have a computer doing it. In any case it's not a fault, just a habit. On the second bout the Forger turned and wheeled around and I saved myself from taking a shot, once because he was flying across my HUD so it would have been pointless to fire. Once the Forger at low level leveled off he decided to climb to come around on me. At that time I had a clear shot and took it, with the 9M tracking and killing the Forger.

 

Takeways... Since I'm not a Turkey driver I can't say that the TW turkey is better, it definitely feels lighter but then again using the afterburner in my case keeps my energy going, not necessarily high since my wings were outstretched (meaning low energy state). However, force of will usually will help you in most situations against this opponent. If you're truly scared of the Forger then shoot him down with a Pheonix or Sparrow at long range.

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