Manoeuvres Flashcards

1
Q

DRTS

A

Loaded roll to wings level.
Using moderate buffet, pitch up to ~60 degrees - actual nose up depends on speed.

If Hostile:

Continues Turn: Barrel roll behind into their CZ.

Stays low then rolls and pulls towards your CZ: Continue rolling pull to put LV on his CZ - leads to rolling scissors.

Performs their own DRTS: Bleed speed and pull towards his CZ - leads to flat scissors. Call intentions before parallel fuselages.

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2
Q

Turn Circle Entry

A

Take a FOX 2.

If outside the hostile’s TC: Drive to the hostile’s CP.
If inside the Hostile’s CP: Drive to the hostile’s POD.

In both cases: manage energy to ensure less than 350kts (CF Limit) and less than M0.7 (RTS mod buffet limit). Ideally, arrive at 340kts.

Set your LV to the hostile’s low wing, in readiness.

When you get a rapid increase in SLR, or Hostile reaches canopy bow/ 10/ 2 o’ clock position:
Perform an Offensive Break.

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3
Q

Offensive Break

A

Ideally, set up at 340kts (less than CF limiting speed, or Mod Buffet Mach limit).

Just before the SLR increase, set LV to hostile’s low wing.

When you see:
SLR Explosion
or
Hostile reaches canopy bow/ 10/2 o’clock position:

Enter a max rate turn using full power, CF and Mod Buffet.

Bleed to and capture 330kts. Maintain using light buffet.

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4
Q

Low Yo-Yo

A

Used when stuck in lag with ht below.

Check ht above base.

Overbank to place LV about 20 degrees below hostile.

Maintain mod buffet to sustain 330kts.

You will close on the hostile. Once the hostile reaches the “Offset Kill Picture”, place LV on hostile’s low wing, and pull him into the HUD to weaponeer and kill him.

After the shot, ease back pressure to allow you to accelerate.
When on hostile’s POM, and SLR increases, resume a full power, light buffet turn, maintaining 330kts.

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5
Q

High Yo-Yo

A

Perform a roll to place LV above the hostile.
Note: Cse Manual says loaded (light buffet) roll. Freddie says an unloaded roll to make it as rapid as possible.

The greater the potential flythrough, the more the LV needs to be raised above the hostile. Use a maximum of 90 degrees. Pull the nose up using mod buffet.

Rapid change is SLR away from your aircraft indicates increasing NT sep.
When this happens, place the LV on the hostile’s low wing and pull to the light buffet to get back onto hostile’s TC.

Note: Freddie says roll LV back onto low wing as soon as initial pitch up complete, otherwise you will have been too slow.

Low yo-yo as required to regain kill picture.

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6
Q

Misaligning Turn Circles

A

Used when stuck in lag with no height below.

Unload to zero g for 3-4 seconds (or until you are looking up hostile’s tailpipe - I.e. you are in the hostile’s 6 o’clock).

Then begin the pull again. Use very light buffet to sustain the extra speed you gained during the unload (up to 330kts).

When hostile reaches the kill picture, squeeze to the mod buffet, weaponeer and kill him.

After the shot, ease the pull to maintain speed. Continue the turn - misaligned turn circles will present you with another shot opportunity after 360 degrees.

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7
Q

Offensive Guns Jink

A

Control overtake using the following:
1st: Airbrake
2nd: Throttle modulation
3rd: Lag. If this is required, unloaded roll towards POD, and then pull to mod buffet. Capture 160kts by going full power when you see speed decreasing through 180kts. Then break back onto the hostile’s POM.

And roll LV to match hostile’s new POM.

Pull the fixed cross ahead of the hostile to bring the LCOS pipper to bear.

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8
Q

Offensive Snapshot Guns

A

Max performance turn using full power and moderate buffet.

Match the hostile’s line with the gun cross - use the hostile’s height above the horizon to assist.

Open fire as hostile reaches the canopy bow.
Close once the hostile approaches the top edge of the hud.

Immediately reverse.

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9
Q

Defensive Break:

A

Simultaneously:
Place the LV on the hostile’s upper wing and pull to mod buffet.
Crack the throttle.
Dispense Flares.

Hold mod buffet for as long as the hostile’s heater nose remains on. Dispense flares every 5 seconds.

Regain once heater nose off.

No height below:
Full power.
Ease to just off the light buffet to allow aircraft to accelerate.

If you have height below:
Place LV below horizon - place hostile about a coke can above the horizon.
Use light buffet to allow aircraft to turn and accelerate as you descend.
Capture 300kts.
Transition to BH as required.

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10
Q

Initial actions after hostile disappears into 6 o’clock with HCA less than 90 degrees.

A

Disappears into 6 o’clock with HCA less than 90 degrees:

Initially:
Tighten down to try and bring hostile back out of 6.
With height below, fly 5 degrees ND and use light buffet to maintain 300kts.
If still no Joy after 5 seconds, action Full No Joy Gameplan.

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11
Q

Initial actions after hostile disappears into 6 o’clock with HCA greater than 90 degrees.

A

Hostile unable to bring nose on - turn circles misaligned.

Continue best rate turn at 300kts.

Look to regain tally as hostile comes back out of 6 o’clock or goes vertical.

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12
Q

No Joy Gameplan.

A

Call “C/S, No Joy”
Break to the hostile’s last known position using moderate buffet - use height below to regain/ maintain 300kts if possible.
Anticipate level at base height. From here look level and above behind your 3/9 line in the direction of turn.
Keep flaring every 5 seconds.
Try and flush hostile out of your 6 using moderate buffet, then regain.

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13
Q

Defensive Low Yo-Yo Counter.

A

Anticipate the hostile performing a low yoyo.
Check height above base.
Overbank and increase pull to moderate buffet.
Place and hold the hostile about a coke can above the horizon.
Level when the hostile levels and his heater nose comes off.
Once hostile’s heater nose is off, regain and sustain 300kts.

Repeat each time the hostile low yoyos. Monitor BH.

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14
Q

Defensive Snapshot Guns.

A

Recognition:
Single Circle Fight
Hostile matches POM.
Hostile turning inside your circle.

To execute:
Unloaded roll LV to 90 degrees (?) to hostile’s POM.
Achieve this by putting wingtip on hostile.
Pull to the mod buffet.
Once line is broken, loaded roll (mod buffet) to put LV on hostile and tighten down to maximise closure.

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15
Q

Defensive Guns Jink

A

Anticipate:
In range
POM matched.
Taking lead.

To execute:
Rapidly unloaded roll to plave LV at 60-90 degrees to hostile’s POM.
Full power.
Pull to Mod buffet.

Repeat each time hostile matches your POM.
Keep speed above 200kts. Mean speed: 230-250kts.

If hostile drives for lag: Roll LV 30 degrees to hostile’s POM, pull mod buffet and select Idle and airbrake.

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16
Q

Flat Scissors

A

From a position where you have rolled towards hostile and you find yourself in a developing flat scissors:

Call intentions before parallel fuselages.
Reduce speed to 160kts, use light buffet and about 30 degrees AoB.

Reversal Cue and actions:

Winning: Hostile crosses nose laser beam. Keep doing what you’re doing. Consider snapshot guns. Try and get in phase.

Neutral: When you and hostile cross. Keep going or try and convert to radius if HCA high by extending last leaf and using height below to accelerate to min radius speed - 220 to 240kts, then try and win single circle fight/ get snapshot guns kill.

Losing: Hostile crosses tail laser beam. Change the fight by high by extending last leaf (delay reversal). Then convert to a rate fight by conducting a Rate to Base:
Overrotate LV to bring nose down to 60 degrees ND (less of close to BH).
Hold just off the light buffet to allow aircraft to accelerate.
Approaching 270kts, use mod buffet to achieve 10 degrees ND, capturing and sustaining 300kts.
Transition at BH and sustain.

17
Q

Single Circle Fight

A

From a DRTS, where the hostile has come up, with high HCA:
Use height below to accelerate to min radius speed: 220-240kts.

Reversal cues:
Winning: Hostile crosses nose laser beam.
Neutral: When you and hostile cross.
Losing: Hostile crosses tail laser beam. Change the fight by high by extending last leaf (delay reversal). Then convert to a rate fight by conducting a Rate to Base.

18
Q

Rolling Scissor

A

Hostile will have stayed low then put their LV on your CZ after your DRTS, leading to a rolling scissor.

At bottom of the roller, perform a DRTS, then re-set LV onto hostile’s tailpipe/ in lag. Ideal speed at bottom about 260-270kts.

At top of roller, consider putting LV in lead (ahead of hostile’s nose) to get in phase/ reduce time to kill.
In reality, Fred says stay in a little bit of lag, other wise you will start losing.
Ideal speed at top is about 120kts. If you are below BH+5000ft at the top of the roller, you will need to put LV in lead to save BH.

Transition to flat scissors if you are losing or you have to take lots of lead to preserve BH.
To execute:
Transition at top of your DRTS, by keeping nose above horizon and LV in the hostile’s high 6 o’clock. The hostile will “fly through” thousands of feet below you. Reverse.
Keep your nose high and aim to capture 160kts, 30 AoB and light buffet.
Transmit intentions.

19
Q

Neutrals: Lead turn/ 2 circle merge, single circle merge, vertical merge, counter a hostile going vertical.

A

Answers coming soon!