EF2000 Intelligence Report
By: Author Unknown
Date: 2000-03-30
EF2000 Intelligence Report Part I
This document contains additional
specifications and procedures not covered in the original
EF2000 documentation. This information is derived from
personal experience and occasional contributions from the
internet conmmunity. In alphabetical order, the Guide was
written by Clark Janes, Len Hjalmarson, Don Mappin, Steven
Chmura, and Gary Lloyd Ward, and editted by Len Hjalmarson.
**Note: For system configuration, block revisions, and
notes on Campaign Mode see the Addendum
Table of Contents
Note: This is an active table and you can click on any
heading to go directly to that section...
1.0 EF2000 Avionics
2.0 Combat Tactics and
Weapons Deployment
3.0
Threat Intelligence
4.0
Norwegian TOW Operations and Intelligence
Ground
Crew Maintenance Addendum
1.0 EF2000 Avionics
This section contains information regarding the performance
and operation of the EF2000 block 2.02 aircraft, including
the ECR90 radar, DASS, and MFDs.
1.1 Using Radar
This section covers information regarding function of radar
and avionics not covered in the EF2000 contractor
documentation.
1.1.1 General: the ECR90
The ECR 90 is distinguised by its ability to portray a
complex air picture in a simple graphical way. Furthermore it
automates many functions that used to require pushing a lot
of buttons. The ECR 90 is also integrated with an IRST (Infra
Red Search and Track) system, which is able to track targets
passively, and can supplement radar data when enemy jamming
is in use.
The ECR-90 is a highly automated, track-while-scan capable
radar and signal processing system. As a "tactically
adaptive" system, the way the radar processes data adapts as
the tactical situation changes. The system automatically
increases its scan range to track the six highest priority
targets and also expands the horizontal coverage to maximize
the scanned width. Weapon lock-on to the highest priority
target is provided immediately.
If time is available, the pilot may alter the scan range,
target lock, and target prioritization if desired. The radar
display also provides information on friendly weapons
allocation so the pilot knows which targets are already under
attack by his wingmen.
About the only parameter the pilot must control is scan
elevation and three elevations are available: upwards,
straight ahead, and downwards. The radar scan is extremely
quick because it is done digitally via a phased array. Thus
no scan bar adjustments are necessary. The ECR-90 always
provides the physically maximum scan coverage
automatically.
1.1.2 Display Modes
The ECR-90 has three primary modes for displaying air track
data. The default mode, Horizontal Mode, provides a "top
down" picture of the six highest priority tracks. Since this
orientation is similar to the JTIDS map overlay it is the
most intuitive to understand and provides range and bearing
information.
This mode is generally used to setup an intercept heading and
to monitor effective weapon's range with respect to each
target. Note that the weapon's effective range bar is
dependent on the currently selected target. The bar may
indicate one target is out of range but if you select another
target the bar may grow to indicate this target is within
range.
The second display mode, Cross-sectional Mode (Boresight
Mode), shows the tracks as viewed directly forward. Centering
a target in this mode will place the target roughly in the
center of the HUD. While this mode is unable to display
target range, it does provide accurate information on how
well the radar cone covers the target. This is important to
know when you attempt to bracket an incoming target without
losing contact.
This mode shows you how far you can turn away from the target
while maintaining radar coverage. Along with vertical and
horizontal bearing information, this mode also provides the
altitude data missing from the Horizontal Mode.
The third display mode, Side Elevation Mode, displays track
data as viewed from the "sideline at the 50 yard line." Your
position is at the left side of the screen, and the radar's
current maximum range is at the right side. This mode shows
you range and relative elevation of the tracks but sacrifices
bearing information.
The scan angles in the bottom left corner indicate which
elevation/range is being used. The top number indicates the
maximum range setting while the lower number indicates the
elevation angle of the center of the radar field of view.
In all modes target tracks are shown as squares. Red squares
are enemy aircraft and green squares are friendly aircraft.
Enemy tracks are prioritized with the letters "A" through
"F." Track "A" is the first track you should engage while "F"
is the last track you should engage in general. Other
considerations, mentioned above, affect this prioritization
depending on the priority control setting.
The radar is currently locked onto whichever track has a
dotted outline. Tracks with "X"'s through them are
"allocated." This means that an allied aircraft (possibly
your wingman) is or has targeted a missile on that track. Use
this information to avoid reattacking the same target and to
ensure all targets have been attacked with a missile.
1.1.3 Target Prioritization
Modes
As mentioned above, the processing system filters out all but
the top six priority targets. In normal air-to-air operation,
this is generally the first six targets you will merge with
(i.e., the six targets with the lowest time-to-go before
intercept). There are two other prioritization methods that
you must know when to activate.
If you are on a barrier or CAP mission, it is your job to
interdict any intruding bombers or strike aircraft. The
Russkies don't take ground with interceptors, they take
ground with troops supported by bombers and strike aircraft.
Activating the "PRI" mode in air-to-air mode changes the
track filtering and prioritization to instead focus on likely
bomber and strike aircraft tracks before interceptor tracks
to help you isolate and attack intruding ground strike
aircraft.
If you do not use the "PRI" filter, your radar may never show
you bomber tracks if there are six interceptors heading
straight for you. The bomber tracks would be filtered out in
favor of the lower time-to-go interceptor tracks. A word of
caution: "PRI" mode may prevent you from locking onto some or
all targets in some situations. If you are having trouble
locking the radar on a desired target, turn off "PRI"
mode.
On anti-ship strikes, activating the Sea Eagle radar mode
filters out all air contracts and prioritizes surface ship
contacts so that they may be attacked quickly. The only
display mode available in this priority mode is the
"Horizontal Display Mode" since you do not need altitude
information for sea-level targets.
Select the prioritization method as dictated by your mission
goals, but remember to switch back to normal time-to-go
(default) prioritization if you need to defend yourself
against interceptors.
1.1.4 Radar
Performance
Enemy ECM or terrain masking can interfere with your radar as
it detects and tracks targets. Common phenomenon include
disappearing tracks, jumping tracks, or scrolling tracks.
Tracks will disappear and reappear as targets pass behind
terrain. Tracks can become jittery as enemy ECM floods the
medium with misleading echoes.
Your only recourse is to wait for target to reappear from
behind the obstruction or close the range so that your radar
may "burn through" the ECM interference. Climbing higher and
switching your scan downwards can sometimes improve your view
into distant valleys and fjords.
1.1.5 Defensive Use of
Radar
The ECR-90 is also capable of detecting incoming missiles in
its field of view. While active radar missiles can be tracked
by their emissions on DASS, only radar can track incoming
passive missiles.
Tracked missiles are shown as orange and yellow dots on the
radar and DASS displays. Orange dots are heat-seeking
(passive) missiles, and yellow dots are radar homing (active)
missiles. Note that missiles can only be tracked by the radar
if they are in front of the aircraft.
1.2 Current Operational
Deficiencies of the ECR-90
The Block 2.02 version of the ECR-90 has one current
deficiency. The lock-on capability is limited by the
currently selected weapon. The radar cannot be locked onto a
target beyond 14 miles away unless the current weapon is some
kind of ata missile. No HUD target box will appear, no target
speed information will be displayed, and no targeting
commands can be handed to your wingman in this case. The
contractor, DID, Avionics Division, has been notified.
The ECR-90 is a Pulse Doppler radar, and it cannot see fast,
low level enemies crossing its path at 90 degrees. These
contacts may vanish at times. Furthermore, large contacts are
easier to see than small ones.
1.3 Radar, JTIDS, DASS and
Stealth Issues
1.3.1 JTIDs and Stealth
Issues
Every time a pilot uses radar, he broadcasts his position to
every passive radar receiver for miles. Because of this,
stealth technology and AWACs come into play.
JTIDS stands for the Joint Tactical Information Distribution
System. Use JTIDS in preference to radar to get an overall
tactical picture of the area. JTIDS will display all hostile
aircraft, ground mobiles and ships detected by AWACS and
JSTARS.
Emissions play a large role in the likelihood of the enemy
intercepting you. Keep your radar and ECM disengaged as long
as possible. The Defensive Aids Sub System, or DASS should
also be disengaged when maximum stealth is required or set to
its shortest range, since it will automatically dispense
chaff and flares, creating a much larger IR or radar target
when these defenses may not be necessary.
Under normal flight conditions you will want to keep your
DASS set to on, and zoomed out to about 30 miles. DASS will
warn you of IR threats in the front field of view for 170
degrees, and of radar emissions and locks to a full 360
degrees. Remember to zoom DASS in to min range under near
threat or dogfight conditions to improve your SA. Whenever
AWACS is unavailable, you will want to engage DASS at maximum
range for earliest warning of possible threats.
Beware of over reliance on DASS to bail you out via its
automatic dispensing of chaff and flares. When you have an IR
inbound at relatively short range, especially if you know the
launcher to be an SU27 or MiG29, you MUST dispense flares
manually when the missile is under 2 km (see threat avoidance
below).
Flying under 150 feet will often make you invisible to enemy
aircraft and ground radar even on flat terrain. Its also
quite a rush! Remember to use terrain masking to advantage
wherever possible, flying down fjords or valleys (although
valleys seem to be great places for SAMs…)
Keep your wingmen in formation (that is, hold off switching
to the attack waypoint or issuing engage) to make them stay
low with you until you are discovered or ready to attack.
Once your wingmen are released they rarely fly under a few
thousand feet.
Similarly, if you are approaching a target very high (35,000
feet plus) and the IP is very distant from the target (100
miles+) switch to Heading AP prior to reaching IP in order to
hold your wingmen in tight formation and minimize your radar
signature. When 90 miles or less from the target switch to
the IP waypoint to call IP and Running In.
1.3.2 JTIDS/AWACS
- Prior to revision 2.02 these systems provided only
general position and not gross classification of the
targets that they see. However, the ability of the AWACS
and JSTARS to transfer data through high coded high speed
digital communication directly to the onboard flight
computer has now been added, as per the actual aircraft.
- JTIDS provides a link to all major sensors operating in
the battle environment and integrates them into one
picture. All enemy elements are displayed and the
functional identies of particular aircraft is discerned.
Thus, tankers, AWACS, CAP, Escort and Strike Forces are
variously identified by the color of the dot in the center.
- Aircraft symbols with no tails represent helicopters.
- See 3.2.5 below in case of loss of AWACS link.
1.3.3 DASS Operation
- The Defensive Aids Subsystem represents the pinnacle of
achievement in electronic warfare for single seat aircraft.
it integrates key electronic components into a single
suite, including RWR, ECM, chaff/flare dispenser, laser
warner and missile approach warner.
- DASS range is selectable from 15 to 60 miles. DASS
estimates range of all threat contacts, and should be
considered only an approximate indication.
- Red crosses represent ground based threats. Small
yellow squares represent incoming radar guided missiles.
Orange squares represent incoming IR missiles. Small red
squares represent air threats.
- Code numbers identify the type of aircraft or system
that is tracking your aircraft. Threats which have been
jammed flash on and off.
- No.1 represents radar from MiG-29, MiG-31, Su-27, Su-33
or Su-35.
- No.2 represents radar from Su-34, MiG-27 or MiG-21.
- No.3 represents radar from a SAM site.
- No.4 represents ship based radar.
- No.5 represents an Early Warning ground based station.
- No.6 represents an AWACS based radar.
1.4 Navigation System
This section contains information useful for navigation,
including NAV and Landing HUD and Autopilot. Note that the
navigational system is an onboard database of map coordinates
and is separate from the autopilot system. The autopilot
reacts to waypoints selected by the navigational system.
- The tower will not grant you taxi clearance or takeoff
clearance unless your waypoint is set to #1.
- The ATG HUD can be used to determine waypoint, TTG, and
DTG.
- If you see an "R" next to the current waypoint on the
ATG HUD it indicates your filed flight plan specifies
joining a refuelling tanker near this waypoint. Fly to the
tanker nearest this waypoint.
- An "I" next to the waypoint indicates the point where
your wingmen are to split off for separate runs during a
strike mission. Do not cycle the waypoint (or allow the
autopilot to cycle the waypoint) beyond this waypoint
unless you are ready to split up your flight!
- An "L" indicates the flight plan waypoint where you
have filed to land.
- Be careful when cycling through the waypoints on your
navigation gear. Other flights such as your escort and your
wingmen monitor your waypoint selection and may react
unexpectedly as you cycle the waypoints. For example,
escorts fly to your currently selected waypoint in order to
keep in synch with any flightplan changes you may make
during the mission. Your wingmen initiate individual attack
patterns when you cycle through the target waypoint. It is
recommended you do not cycle through your waypoints
prematurely.
1.5 Autopilot
This section contains tips on using the autopilot gear.
- On slower systems you may wish to pause the simulation
while you change the settings on the autopilot. Keys and
buttons will remain operational even when the game is
paused. If you do not pause the game be sure to at least
deactivate the autopilot before you alter its
settings otherwise your aircraft may react violently to the
changing values.
- It is also advised that you fly the aircraft into the
desired autopilot settings before you activate the
autopilot. This is smoother and more efficient than
allowing the autopilot to handle a 100kt speed increase or
1000 ft climb for example. Large changes in speed or
altitude are handled roughly by the autopilot by engaging
the afterburners unnecessarily. At high altitude, the
autopilot can also sometimes end up in pitch oscillations
about the level because it reacts too slowly in the thin
air. Level the aircraft out manually then reengage the
autopilot for quickest results.
- Autopilot settings can be changed quickly by pressing
and holding the buttons.
1.5.1 Waypoint Mode
- Use this mode for automated flight along your
predefined waypoints. The autopilot will automatically
change to the next waypoint upon reaching the current
waypoint. Note that the current altitude setting is carried
over to the next waypoint.
1.5.2 Heading Mode
- Use this mode to stay on a particular heading
indefinitely. This mode is useful for holding courses not
in your original waypoint flight plan (such as a dodge
around unforseen enemy forces).
1.5.3 Autotracking Mode
- This mode uses the currently selected radar target as a
"homing beacon." The autopilot will steer the aircraft
towards the target. While it can be used to reorient
yourself towards a lost target during combat, it should be
noted that this method of intercept is at best inefficient
and at worst quite dangerous.
- By merely pointing the nose at the current target,
intercept will be slower than what could be achieved by
pointing ahead of the target's path (where it will be in
the future). Pure pursuit may also lead you into the guns
of another opponent or into high terrain.
- It is possible for the novice to use this feature to
point his missiles in the general direction of the target
during training, but coupled with the limitations of the
autocannon against maneuvering targets (the cannon pipper
does not always compute enough lead) results will be
suboptimal in combat against equal adversaries.
- Some beginner pilots use this mode to close with their
tanker. As mentioned above, the closure path will be
suboptimal but it may the only way a beginner pilot may
find the tanker. Use it, but learn quickly to do better
without it.
1.5.4 Autothrottle Mode
- This mode allows the pilot to "hand off" speed
(throttle) control to the autopilot while manually managing
aircraft orientation. It is the airborne equivalent of an
automobile's "cruise control."
- This mode is used most often in non-combat navigational
situations such as tanking and landing. Again the results
are suboptimal, but the beginner pilot may benefit
initially from the reduced workload provided the pilot
is acutely aware of when to turn this system off! As
tempting as it may be to allow the plane to maintain its
own speed it is all too easy to find your plane driving
itself into the runway or a tanker before you can disengage
the system! Be careful!
- Some beginner pilots find setting the autothrottle at
140 to 150kts in the landing pattern useful in avoiding
stalls and overspeeds. Some beginner pilots find setting
the autothrottle at 309-319kts during final linkup with a
tanker useful to maintain a steady closure rate.
1.6 Other Controls and
Displays
Note that all MFDs may be seen in conjunction with the fwd
view by using SHF F1.
1.6.1 Right MFD
- The right MFD is used to display the current mission
orders and is now upgraded to include expected
Time-on-target for strike missions.
- AP in four modes is set from this display. Note that
these modes have strategic value and can be set in advance
for particular purposes as well as adjusted without
reference to the display.
- Fuel management and engine status are also available on
the right MFD and you will refer to this display when fuel
economy becomes critical.
- Note that since revision 2.01 DASS is on whether
showing on MFD or not. You must use the D control to shut
down DASS.
- System status also appears on the right MFD, including
specifics on any warnings that are generated.
1.6.2 Left MFD
- The left MFD is used to display radar. SHF M brings up
the HUD repeater, however, range and azimuth are only
displayed on the actual MFD.
- The left MFD is also used for Maverick targeting.
Zooming in can make lock easier, but unlike the actual EF2,
you must maintain lock in order for your weapon to impact
the target.
1.6.3 Map MFD
- The map MFD links the EF2 to the tactical environment
and as such is the most important piece of onboard
survivability equipment along with DASS.
- The map MFD is also the TIALD and is used for
targetting A2G laser guided ordinance.
- The map overlay must be OFF in order to zoom the JTIDS
link beyond 100 miles in range.
- JTIDS, AWACS, waypoints and ground and air objects may
be selectively toggled to declutter the display.
- Enemy aircraft appear as red boxes with tails, the
colored dot in the center denoting function. Squares
without tails are helicopters.
- The map MFD is repeated to the HUD with SHF M.
1.7 EF2000 Flight
Performance
This section contains information relating to aircraft
performance, flight characteristics, fuel management, and
in-flight refueling. Note: all with reference to Block
2.02.
1.7.1 General
The forward canards and advanced flight control system allow
the EF2000 to achieve a very high angle of attack (AOA) while
remaining completely under control. In fact, the flight
control software will first process strong back pressure on
the stick as a request for high AOA rather than a severe
flight path change.
This allows the pilot to rapidly pitch up into a target
without departing the flight envelop. However, the velocity
vector may appear sluggish as it will take some time to catch
up with the nose. Take this into account especially during
landing. Make you stick inputs deliberately early until you
learn how the velocity vector responds to stick input.
1.7.2 Fuel Management
The EF2000 can carry a tremendous fuel load, using tanks in
the wing and as many as 3 external tanks. Most missions
require only one external tank. The default load is always
two external tanks, and you will normally want to trade these
two tanks for one, or use no external tanks at all. The space
is better utilized for weapons.
Should you return to base and wish to take off again, some
pilots have found that restarting engines after shutting down
results in a top up of internal tanks!
However, when you fly for maximum strike efficiency, you will
often find yourself cutting it close for the return flight.
Fuel management, and/or finding a wet bar, then becomes an
issue.
To maximize range on the return follow these steps:
- Jettison any remaining A2G stores or empty tanks. It is
best to hold a couple of A2A weapons in reserve unless you
are over friendly territory or very, very desperate.
- Set your waypoint for your home base.
- Climb at moderate throttle to 35,000 feet and reduce
airspeed to 499 knots. When speed stabilizes, check your
fuel situation again.
- If you still need to extend your range, cut one engine
and cruise at 85% throttle.
- If your supply is still insufficient, look for an
alternate landing site or find a tanker. Tankers are marked
by a white dot in the center.
- Note that fuel economy is NOT improved by reducing
throttle below 84%. On ingress I generally cruise at 28,000
feet at 84% throttle (depending on load this is about 459
knots).
- If you exhaust your reserves at 28,000 feet or higher
you may be able to coast to your base. At 28,000 feet with
no external stores you can coast fifty miles with no fuel
and maintain an air speed of about 380 knots (roughly 7%
down pitch).
1.7.3 Emergency Procedures
1.7.3.1 General
- In case of severe imbalance of the aircraft (as when
losing a large portion of the wing), you can roughly "trim"
the stick by moving the stick a small amount in the
opposite direction of where it needs to be to hold
the aircraft level, and pressing alt-c.
- Releasing the stick to the center should now hold the
aircraft closer to level than before. You may wish to take
the flight control system off-line (i.e., pause the
simulation) before trimming the stick.
- In case of severe damage to the aircraft, immediately
escape the battle area and run for any allied airfield. Do
not use time skip or time acceleration as your aircraft may
experience fatal system failures at any time after the
initial damage.
- Rule of thumb is that if you are one on one and take a
missile or guns hit you may choose to successfully stay in
the fight if you are an above average pilot. Be aware,
however, that your visibility is high, and that one vs. one
quickly becomes one vs. two.
- Note that if you have taken a missile hit,
supplementary damage usually shows up after a few minutes.
Therefore, it is usually wise to run from the fight, or if
impossible to run, prepare to eject.
- "L" evokes the autorecovery function. Use it!!
- Chances for ejecting safely are improved if you climb
above 5000 feet and slow to under 250 knots.
1.7.3.2 Damage Control
- Systems affected by cannon and missile hits
may include these:
- fuel system and tanks
- MFDs
- radar
- engines
- oxygen
- weapons systems
- landing gear
- hydraulics and related controls
- DASS
- Autopilot
- HUD
- Damage is often progressive, and secondary damage may
show up as much as one half hour after the primary effects
become evident.
- Response to damage can be as simple as shutting down
one engine and reducing throttle, or as complex as the need
to eject within a few minutes of damage occuring.
- Note that MFDs may function part of the time when
damaged. Loss may appear to be total, but sporadic function
may return.
1.7.3.3 Engine Damage
- Verify which engine is on fire with the indicator light
at left of HUD.
- Shut down engine at earliest opportunity.
- Verify engine is off with guage in Status Display
(Right MFD).
- Abandon any A2A or A2G efforts and call out "MAYDAY!"
- Find a landing strip or prepare to eject.
1.8 Refuelling
This section contains information and recommendations for
in-flight refuelling operations.
- To maintain flight integrity with your wingmen, do not
request permission "to join" a tanker until you are within
1 mile. The moment you are given clearance, your wingmen
will rocket ahead of you to join the tanker. By getting
closer prior to clearance, your flight will stay tighter.
- Remember that you must receive clearance to a
particular hose before the tanker will transfer fuel.
- Most pilots approach the tanker at 100 kts closure to
within 2 miles, 50 kts to 1 mile, 25 kts the last mile, and
10 kts for final hookup.
- Setting the autopilot at 309kts during final approach
frees pilots to concentrate on positioning. However, it is
inherently dangerousto apportion any control of your
aircraft to automated systems in tight situations.
- To smoothly join on the tanker remember that you must
match speed, altitude, position, and (most often
overlooked) heading.
- To approach a tanker that is slightly to your right,
bank for a moment to the right, just enough to change your
heading to the right by a degree or two, then level off! Do
not turn so far as to be pointing right at the tanker!
- Nudging your nose just slightly toward the tanker then
levelling out your wings will be enough to get the tanker
to start drift in towards you because your headings are now
slightly different.
- When the tanker gets in front of you, bank back in the
other direction for a moment to bring your heading back in
line with the tanker.
- The same adjustments apply when the tanker is above or
below you. Do not pitch down or up enough to point at the
tanker. Pitch down or up a degree or two until the tanker
begins to move. Level out when the tanker is level with you
again.
- Contact with the hose will be made if you can get the
nose within about a five foot circle around the hose. Try
to put the nose into the basket and the basket will adjust
at the last moment to find the probe.
- To disengage the probe, retract it using the same key
that extended it.
- Do not proceed to the next waypoint until all of your
wingmen are back in formation.
1.9 Landing
This section contains information regarding landing
procedures, including locating alternate landing sites,
emergency procedures, use of the velocity vector and AOA
indicator, and alignment to runway using CFPD.
1.9.1 General
One of the toughest duties that any pilot will attest to is a
perfect landing, especially after a combat mission.
Frequently you will be bringing in your aircraft, possibly
damaged, to an airfield alive with activity both in the air
and on the ground. Maintaining your composure and calm is
paramount to successfully bring down your bird. Many a pilot
have rolled their aircraft because they simply did not follow
proper landing procedure, typically because they just
finished a heated engagement and were still "tight on the
stick."
1.9.1.1 Landing Practice
A simulator mission exists to practice landing procedures. It
is recommended that each pilot perform three landings
successfully using the autothrottle and two without. Other
landings should be attempted to simulate other combat damage
and low visibility and night conditions.
1.9.2 Preparation
When landing remember that your plane is at its most exposed
point: defenseless, slow, and vulnerable. Use caution.
Landing correctly is dependent upon three factors:
-
Speed. Coming in "too hot" or too fast can cause
your plane to roll and makes a level landing very
difficult. Coming in slow gives you greater control and
the ability to make small adjustments without drastically
altering your flightpath.
-
ROD (Rate of Decent). An aircraft is a very
forgiving piece of machinery but they still have their
breaking points. It is essential that your aircraft be
brought down with a gentle rate of decent or else your
gear may collapse upon contact with the tarmac. You will
not survive.
-
Runway. This is the one factor that many pilots
forget about. During wartime it is especially important.
While you were out on a combat mission it is likely that
the enemy launched several strikes, maybe one at your
airfield. Runways may be damaged, drastically shortening
their useable length or making them unavailable. Stopping
a plane traveling just under 200 knots takes a lot of
real estate.
1.9.3 Approach, Alignment and
CFPD
- When within 25 miles of your airfield you should begin
your landing preparations. Conduct a flight surface check.
Visually inspect your wingman and have them do the same for
you. While over a combat zone or water jettison all
air-to-ground ordinance and external fuel tanks. They will
make your aircraft harder to control at slow speeds and
should you crash, could unacceptably damage the airfield.
- Contact the tower on the ATF frequency and request
permission to land. If permission is refused then engage in
a holding pattern some 15-20 miles from the airfield.
Request permission at regular intervals until clearance is
given. You will be assigned a runway to make your approach.
- Using the speed break or autothrottle lower your
airspeed to 225 knots. Activate your ILS and Command Flight
Path Display (CFPD). As you approach the airfield you will
see a visual "corridor" in the sky leading to the base of
the runway. This is the flight path that you must fly
through to land your plane. A list of runway headings is
attached.
1.9.4 Gear Down and Finals
- It is customary in formation that the wing leader be
the first to take off and the last to land. Therefore once
you receive clearance your wingmen should announce
Initials. That indicates that they are breaking formation
and preparing to land. Follow the CFPD. As you near 5 miles
out engage the autothrottle and reduce your airspeed to 180
knots. At 180 knots deploy your undercarriage.
- Note: You can use F10 to padlock the airstrip in your
virtual canopy....
- Finals: at two miles and in the glidepath your target
airspeed should be 150 knots. Use the autothrottle to
achieve this. It is now that your rate of decent is
critical. Make sure that your decent rate is less than 20
feet per second. Any more and your undercarriage will
likely collapse.
- If you follow the CFPD you will reach the last box just
past the beginning of the runway, less than 100 feet from
the ground. Continue to follow your imaginary glidepath at
this point. As you near touchdown flare up a bit to reduce
your rate of decent and cut the autothrottle. As your main
gear touch down you MUST be in a level position. If not the
chances are very good that you will roll the plane.
- If you come down too hard the plane will likely
"bounce." This is an unnerving experience to say the least.
Do not panic. As the rear gear touches down again your
airspeed will drop and so will the nose of the plane and
your forward gear.
- At this point you are rocketing down the runway at a
very high speed and are in a dangerous situation. Deploy
your speed brake and wheel brake. In the instance of an
emergency where you used up too much real estate deploy
your brake chute. The brake chute is not necessary to land
but can save your life.
- Throttle back, remove brakes and taxi from the runway
in an expedient manner -- other planes are waiting to land.
Good job!
1.9.5 Emergency
Procedures
The EuroFighter comes equipped with a "zero-zero" ejection
seat that can be used safely at low altitude. In the instance
of a landing gone bad where it is impossible to recover you
may eject with a high chance of survival.
From the Battlefield: "The zero-zero seat actually stands for
Zero chance of surviving, zero chance of not becoming a
pancake.' The seats in the EF are defective, it just took too
many blokes to find this out the hard way. When push comes to
shove and you're in finals don't even bother reaching for the
handles -- you've got better things to do; like praying." -
Ace
There are four systems which when damaged make landing the
EuroFighter much more difficult:
-
Flight surfaces. When you lose a good portion of
one of your flight surfaces the EF will tend to roll'
into the damage, reflecting the loss of lift of that one
wing. Landing level while constantly correcting for this
loss of lift is nearly impossible. Re-center your control
stick adjusting for the roll to manually trim your EF for
a safe landing.
-
Autothrottle. In the instance where the
autothrottle is non-functional you will find yourself
very busy in the last 30 seconds or so. Make liberal use
of your speed brake to help control your decent.
-
Undercarriage. It is possible to have your
undercarriage damaged to such an extent that you are
unable to deploy your landing gear. A belly-landing is
highly dangerous and not advised. Eject in friendly
territory.
-
Hydraulics. Should your hydraulics be damaged not
only is there a fire risk but your gear system may not
deploy. Eject as per number three above.
-
HUD. Should the HUD be damaged then the ILS and
CFPD will not be available. All landing must be done in
the dark.' This is where experience takes over. Should
your wheel brakes fail your brake chute can be deployed
to reduce your speed.
1.9.6 Runway Headings
The runway number tells you what heading you will maintain on
final approach. Thus, if the controller calls runway 150 your
heading for touch down will be 150 degrees.
- Andoya 15/33, 03/21
- Orland 34/16
- Bardufoss
- Bodo
- Oslo 19/01
- Provincial Airfields 16/34
- Rygee 90/27
- Trondheim 09/27, 14/32
A2A Tactics and Survival
Printed from COMBATSIM.COM (http://www.combatsim.com/review.php?id=131&page=1)
|