King Kong with a noose around my nuts could not drag me
down to low altitude again. - Capt. Chris Hill, F-15E
driver during the Gulf War.
In this first of a series of articles, we'll take a look at
Mission Planning within the campaign structure and single
mission options of Jane's F-15.
The quote reflects the general feeling during the Gulf War
that for certain sorties, potential SAM threats were
actually preferred over the great volume of barrage AAA
that was being thrown their way. Traditional F-15E doctrine
prior to the Gulf War reflected the fact that the preferred
method of attack was fast and low. Unfortunately this
method of attack brought them in range of an unexpectedly
high AAA threat. The lessons learned during the first days
of the Gulf War changed the thinking of air planners, and
as a result, sorties were flown at higher altitudes to
avoid ground-based AAA.
Mission planning, more commonly referred to as the "frag
order", is critical in determining the best way to take out
a target. Targets are identified, routes are assigned,
ordinance is selected, additional assets (flights) are
coordinated, and flight crews/aircraft are chosen for the
mission at-hand. This process is akin to an orchestral
performance with each element following the score
meticulously.
F-15's frag order is the MISSION BRIEFING section. This
section supplies a wealth of information for flight
planning and gives the pilot the opportunity to modify key
mission parameters. I cannot stress this strongly enough:
it is important to become familiar with the mission
briefing for each mission to the point of memorization.
Because key frag order information cannot be recalled
during flight, it will be important to have this
information available - either by memorization, or in my
case keeping copious notes. I like to think of this as my
pilot's kneepad and I have it at-the-ready during my
flight.
The MISSION BRIEFING is made up of several main sections:
· Briefing
· Mission Map
· Intelligence Information
The following subsections are available within each
section:
· Airframe Select
· Flight Crew Select
· Arming - Select Loadout
· Targeting
Briefing
This area includes most of the mission description text.
Key points are usually touched on:
Mission Background - usually a summary to key points
Package - how many aircraft in your flight
Supporting Aircraft - CAP flights, Refueling, AWACs,
JSTARS, EW/SEAD, etc.
Preferred Formation - recommended formation for attack
run
Callsign - fight's ID
Time on Target (TOT) - the time you should over-fly the
target waypoint
Bullseye - location of "Bullseye" for target/bogey
reference
Weather - meteorological (Met) report
Expected Threats - possible ground and air threats
Rules of Engagement (ROE) - be care of missions that
specify restricted ROEs
Targets - target type
Recommended Loadout - recommended ordinance
Mission Map
Since F-15 doesn't have the ability to recall the mission
map in flight, it behooves you to study the mission map
beforehand. Is there a Bullseye available? AWACs and JSTARS
will identify target location and incoming bogeys by their
relative proximity to the Bullseye. Where is the Bullseye
in reference to the target waypoint?
Look closely at the mission map. How many waypoints are
there? Though the mission map does not label waypoint
numbers, you can simply follow the flight path and count
the number of WPs. Pay particular attention to the initial
point WP (IP - the WP preceding the target WP), the target
waypoint, and the egress (exit) waypoint. If refueling is
necessary, make sure you know which WP the refueler will be
orbiting. Additional flights may form on your flight at a
certain waypoint too.
The DATA Up Front Control (UFC) key is an important
reference when trying to follow the mission parameters. I
regularly use it while I am transiting locations. It gives
the pilot a wealth of information including next WP number
(plus the ability to switch between WPs), recommended speed
and altitude, current time, Estimated Time
Enroute/Estimated Time of Arrival, and Fuel Remaining.
The recommended speed and altitude I find are very
necessary as the mission planners have probably calculated
the necessary Time-on-Target (TOT) and have designed the
speed/alt settings to meet the mission criteria. Miss your
TOT and its likely that supporting aircraft may not
coordinate properly.
Also, take note of any airbases along your flight path.
These can be used in the event of mechanical or battle
damage. You can locate certain airbases by using the TACAN
channels. TACAN identifies not only ground objects, but
airborne ones as well. If you ever get turned around and
need to locate and airbase or airborne refueler, TACAN can
point the way home.
Don't forget you have the ability to add and delete
waypoints to the mission. This may be helpful if the
default mission WP profile doesn't allow for enough time or
a proper angle during High Resolution Map (HRM) generation.
Intelligence Information
This section gives the pilot a listing of anticipated
ground and air-based threats, at least the ones that they
know about. Intelligence is by no means perfect and you
should expect the unexpected. That being said, you can
probably count on the threats listed in the Intel area
showing up. Make sure you've reviewed in your mind how to
counter the anticipated threats.
Airframe Select
Although you have the ability to select airframes during
mission planning, it doesn't have a significant impact on
mission or campaign performance. This may be an area for
further improvement for F-15, as the airframes used during
a campaign will no doubt require overhaul, maintenance, and
improvement during the course of a protracted war. The
ability to schedule maintenance, rotate airframes, and
possibly cannibalize aircraft for spare parts would be a
nice addition for resource management, but doesn't exist
quite yet.
Flight Crew Select
Like the Airframe Select section, you have the ability to
rotate flight crews. Beyond that, there doesn't seem to be
much use for this feature. The designers may have intended
this to reflect crew experience and performance in their
Artificial Intelligence (AI) calculations, but it doesn't
appear to be included at this point. Further modification
to this area would again improve the campaign's resource
management capabilities by allowing the player to optimize
mission performance. The more sorties a crew flies, the
more experience they gain, and as a result the better they
become. Then you could spread the wealth around, or save
the best pilots for the hardest missions. We'd need to see
the sorties/kills/shacks on a kill-board menu to manage
this.
Arming - Select Loadout
The Mission Briefing should give you the rundown on what
ordinance to select for the mission. By default, F-15
places 4 Mk84s, 2 AGM-65Gs, 2 AIM-120A, 2 AIM-9Ms, M56 gun
ammo, plus FLIR and IR targeting pods. While this may be
adequate for most missions, it may not always do the job.
Follow the recommended ordinance selection in the mission
briefing. Make sure you are aware of the target type,
flight range (if extra bags of fuel are required) and
expected threats during the mission.
Does your mission require a FLIR or Target IR pod? If not,
it may be better to leave them behind. In campaign mode,
especially for the Iraq campaign, these are precious items
and should not be risked.
Targeting
Close investigation of the target's location is important
to mission success. This is magnified when the target is
located within the confines of other objects, such as a
large city or airbase. Even with a high resolution map, it
may become difficult to distinguish the mission objective
from other targets of opportunity. Although your wingmen
generally are smart enough to find their designated target,
you must search for it manually. During target review,
identify large objects with distinguished shapes that
surround your primary target such as large buildings,
runways, or bridges. You can then use these objects to
orient yourself relative to the large object's location.
Remember, you have the ability to re-designate targets
among your wingmen. You could do this if you have every
confidence in your abilities to hit the target, but want to
make sure that the other targets are hit as well. Given the
number of mission objectives, it may be prudent to
designate a particular objective to more than one aircraft
in your flight - someone may get shot down prior to
ingress.
One final note: there is nothing that prevents you from
training for a particular mission. Real F-15E pilots will
rehearse an attack plan, possibly several times. This
becomes even more important when the route chosen, the
ordinance selected, or the ordinance delivery profile is
different that what you are use to. You can practice the
mission by either using the TRAINING area, or building an
INSTANT or custom mission.
Ordnance Delivery Profiles
"I had never flown an eighty-one thousand pound jet before,
and we were surprised when we started taxiing. We felt a
thump, thump, thump underneath us. We were concerned until
we realized that all that weight standing on the tires had
molded a temporary flat spot on them" - F-15E Pilot, Capt.
Bill "Moons" Mullins
In Part I we discover how to properly plan a ground attack
mission. In this article we'll take a closer look at the
proper way to accurately "shack" a target.
The F-15E is currently rated to carry a variety of bombs -
these include both precision guided munitions (PGMs) as
well as dumb gravity bombs. Prior to the Gulf War, the only
bombs rated for the F-15E were the Mk82/84 series. The GBU
10/12 were rushed into compliance during the early days of
deployment as were the Mk20 cluster bombs.
The F-15E was not rated to use the AGM-65 Maverick or the
AIM-120 AMRAAM missiles during that period - something to
keep in mind for you realism-based freaks. Also, contrary
to popular request, the F-15E has not been rated to handle
the AGM-88 HARM missile - sorry guys, SEAD missions will
have to be left up to the Viper and Hornet drivers for the
time-being.
Each type of ordnance has its own unique delivery and blast
characteristics. Even so, you can break down the types of
bombs into the following categories that reflect
delivery/blast profile:
Mk series (82/84)
BSU series (49/50)
CBU series (52/58/71/87/97 + Mk20)
AGM series (Mavericks)
BLU series (Durandal)
GBU series (10/12/24/28)
GBU-15 series
Given that the REFERENCE section of F-15 provides a wealth
of information, I won't go into to much detail on the
characteristics of each sub-type of munition. The WEAPONS
ADVISOR is a good place to start to understand what types
of ordinance will destroy the target you are tasked with
destroying. I've also found that Tom Clancy's book "Fighter
Wing - A Guided Tour of an Air Force Combat Wing" is a good
source to better understand the types of munitions
available today.
Each bomb series type can be dropped using at least one of
the four types of target designation methods:
Marking a target that appears from a reflected ground
radar image
Designating a visual target by using the HUD/mouse
combination to place the HUD in command
Performing a "snapshot" quick release on a visual
target by using the CDIP targeting mode
Designating a target viewed through the Targeting IR
Pod
Mk Series
By far, the most common bomb delivered in the Gulf War was
the Mk series of dumb gravity bombs. Fully 63% of all
unguided ordnance and 60% of the entire munition count
dropped on Iraq were of the Mk slick (low drag) series.
Most missions, if planned carefully, can be conducted
successfully with either the Mk82 or Mk84 bomb. When
resources are tight such is the case in the Iraq campaign
the plentiful nature of the Mks should not be overlooked.
The Mk series of munitions is the F-15E's bread-and-butter,
let's learn how to spread it around.
I conducted tests to determine the lowest altitude that the
bombs can safely be dropped. Though these tests may not
model real life bomb fragmentation patterns and blast
damage, this is what I found:
With a LAYDOWN (level flight) profile: Mk82 (500lb)
minimum AGL drop height - 700 ft @ 450 IAS.
With a LAYDOWN (level flight) profile: Mk84 (2000lb)
minimum AGL drop height - 850 ft. @ 450 IAS.
In other words, don't go below these recommended minimum
heights or you risk damage to your aircraft. If you perform
a DIVE profile on your attack run, you'll need to give
yourself some extra altitude to pull out of the dive before
the bombs explode.
You can designate targets for the Mk series using any of
the four targeting methods mentioned earlier. All three
bombing modes are applicable for the Mks: CDIP, AUTO, and
AUTO LOFT work for bomb delivery. Choosing which targeting
method and bombing mode is most appropriate depends on your
planned attack profile.
I've found that marking a target using an HRM patch map or
using the CDIP mode works best. If you choose the patch map
targeting method, go for the AUTO bombing mode, it's more
accurate. Make sure you've set up your bomb release
quantity and interval to effectively cover your target.
Stay tuned for more details in this area.
BSU Series
The BSU series employs a ballute air-inflatable retarding
system that slows the bomb down so the aircraft can escape
the blast fragmentation envelope. The ballute differs from
the traditional "snakeyes" - the earlier retarding system
that used spring-loaded fins to slow the bomb's forward
progress.
The BSU series is great when a high launch profile is not
recommended, such as in a heavy-threat area. Low and fast
is the name of the game for dropping the BSUs.
I conducted tests to determine the lowest altitude that the
bombs can safely be dropped. Though these tests may not
model real life bomb fragmentation patterns and blast
damage, this is what I found:
With a LAYDOWN (level flight) profile: BSU-49 (500lb)
minimum AGL drop height - 65 ft @ 500 IAS.
With a LAYDOWN (level flight) profile: BSU-50 (2000lb)
minimum AGL drop height - 110 ft. @ 500 IAS.
You can designate targets for the BSU series using any of
the four targeting methods mentioned earlier. All three
bombing modes are usable for the BSUs: CDIP, AUTO, and AUTO
LOFT work for bomb delivery, though the AUTO LOFT approach
is rendered less effective due to the reduced glide
characteristics of the BSU. Choosing which one is most
appropriate depends on your preferred attack profile.
We'll discuss these methods in more detail in the next
article "Attack Profiles".
Note** Bombing modes will be covered in detail in the
Attack Profiles article, but a little tidbit to keep you
out of trouble: AUTO LOFT bombing mode has been identified
as having errors in its implementation. Most notably the
ESL is not present and bombs fall short of the target due
to a release timing problem.
You can overcome these problems as follows:
The ESL is actually just an recommended optimal climb
path, but it is not the only one. When TPUL occurs, climb
between 20 and 45 degrees to achieve success.
When placing the target designator on a patch map, make
sure you correct for the ordinance falling short - usually
placing the TD two target designator lengths past the
target center is adequate for the .67 HRM patch map.
CBU Series
My favorite weapon of destruction is the Cluster Bomb Unit
or CBU series of bombs. Each sub-type has their own unique
characteristics, but are related in that they contain a
number of smaller sub-munitions that disperse over the
target area and cut a wide swath of destruction.
I conducted tests to determine the lowest altitude that the
bombs can safely be dropped. Though this test may not model
real life bomb fragmentation patterns and blast damage,
this is what I found:
With a LAYDOWN (level flight) profile: CBU-87 minimum
AGL drop height - 150 ft @ 450 IAS.
At 150 ft. AGL, accuracy suffers a bit, as the bombs seem
to overshoot their targets. A more effective height to
deliver CBUs is between 500-1000 ft. AGL.
Make sure you set the CBU HEIGHT to an effective
burst-height based on the types of targets you are
attacking. Large, unarmored targets can be engaged with
burst-heights of 1000-1500 ft. Smaller armored targets
should be set for 300-600 ft. burst-height. Remember to
drop a significant number of CBUs to cover the target area.
Alter your weapon release option to accommodate your attack
profile. More on the WRO, proper bomb quantity, and release
interval in my next article.
You can designate targets for the CBU series using any of
the four targeting methods mentioned earlier. All three
bombing modes are applicable for the CBUs: CDIP, AUTO, and
AUTO LOFT work for bomb delivery.
AGM Series
There were 5296 AGM-65 Mavericks fired during the Gulf War,
unfortunately none of them were fired from the F-15E. The
F-15E has only recently been fully rated to carry the
Maverick and use it for its attack role. This is an
interesting addition to the Strike Eagle's weapons
inventory because it runs a bit counter to the F-15E's
primary mission of deep interdiction. Mavericks are best
suited to the close air support role. One reason the Air
Force wanted the Maverick installed was that the end of the
Gulf War saw the F-15E performing some close air support
missions. Remember tank plinking?
Although a lot of fun to fire, the Maverick has proven
difficult to launch against small or mobile targets. I
believe I've developed a way to use the Maverick that
guarantees a shack, even on moving targets.
The thing I like about this method is that it doesn't
involve use of the HUD/mouse or Target IR Pod - instead you
use the IGMT radar mode and the
WEAPONS VIDEO. It doesn't require a pause
in the game either! It's also realistic and safer given
that you can take out your target in one pass. Visual
identification prior to lock-on and launch by a fly-over is
not necessary.
Here's the process:
When in-flight, come down to about 2,000-2,500 AGL and
level off (use Autopilot if necessary)
Set your speed to ~450 IAS
Set to A/G master mode - select an AGM-65 weapon
station to enable a Maverick
Switch to WSO seat
Switch radar to IGMT mode and the 20nm size - Switch IR
Pod view to WEAPONS VIDEO view
Choose Narrow Field of View (NFOV) if not selected
When you can see the "+" (moving targets) or non-moving
targets at 20nm or so, make an initial target designation
by clicking the mouse on TGT and pointing to the target on
the radar map (NO HRM IS NECESSARY)
If the target is a moving vehicle, it will move out of
the initial target designation, that's ok - keep flying
When TGT is within 10nm, switch radar size to 10nm -
re-designate carefully
When TGT is within 5nm, switch radar size to 5nm -
re-designate carefully
When TGT is within 3nm, - re-designate carefully
At 2.5nm, you should start to see the target as a small
black speck in the cross-hairs of the WEAPONS VIDEO
You'll notice at this point, the target is not moving
out of the cross hairs and should be locked
Fire at will!
SHACK! BIGGER THAN DALLAS!
BLU Series
The BLU series of bombs, also known as Durandals, are a
specialized weapon used for the denial of runways. The bomb
uses a parachute to slow its decent and orient the warhead
to the vertical where a rocket motor plunges the bomb deep
into the runway pavement.
My testing shows that the BLU can be dropped at a minimum
height of 200 ft. AGL. Below this and the rocket motor will
not fire. Accuracy suffers at 200 ft., as the bombs seem to
overshoot the target a bit. A more realistic altitude for
delivery is around 500-1000 ft. AGL. CDIP seems to be a
good method for delivery, and the AUTO profile works well
if you've designated your target carefully.
Remember to plan your initial point (IP) and target
waypoint to bring you over the length of the runway. Unless
you are tasked with more than one DMPI, ripple-release your
entire BLU load in one pass. The best place to target is
1/4 to 1/3 down from a runway's end. I love to watch them
do their work in the F9 view!
GBU Series
The hero of the Gulf War was the "smart" weapon. Based on
post-war analysis the laser-guided smart weapons were not
as effective as the military originally claimed, but they
none-the-less proved to be an indispensable implement of
war.
Although the F-15E dropped LGBs in tests prior to the Gulf
War, it was not until the early days of Desert Shield that
they were given the go-ahead for full deployment. Early in
the conflict, the F-15E squadrons were hampered by the
availability of the AN/AAQ-14 Targeting Pod. Once the pods
became more available, the F-15E crews employed them
effectively against targets of all types - mostly against
SCUD sites and tanks.
The GBU series, like the Mavericks, has proven to be
difficult to effectively drop. The bombs tend to lose their
lock if not properly designated.
Here's a method that should correct most bomb designation
problems. I like this approach because you do not have to
pause the game to keep your designation. It works against
non-moving targets only.
Delivery profile for LGB release is ~2000-24,000 ft.
AGL (10,000-20,000 AGL preferred) and ~350-500 IAS
delivered in a LAYDOWN (level) flight path
Switch to A/G Master Mode
In the Pilot seat, make sure you enable a GBU station -
select AUTO delivery mode
Go to the WSO seat - Target IR Pod is in AUTO mode,
CDES mode turned ON, ground radar on RMB
At 20nm out, create an HRM patch map at the .67
resolution (highest resolution)
Switch HRM radar sub-mode to from MAP to TGT and
designate target with absolute precision
Switch back to the Pilot seat - check your steering as
necessary - Autopilot helps too
Wait for WSO countdown (you must be in the Pilot seat
to hear this)
At 20 seconds to TREL, switch back to the WSO seat -
you should start to see your target in the Target IR Pod -
increase field of view if necessary (you must be in the WSO
seat to see Target IR Pod view at this point)
Verify the Target IR Pod is in AR-TRACK - Switch
quickly back to the Pilot seat
Release weapon upon WSO command or TREL = 0
When WSO calls "20 seconds to impact" switch quickly
back to the WSO seat - TURN LASER ON
Begin a slow 20-30 degree bank turn (right or left)
away from the target - this will allow the pod to continue
designation
SHACK! LOOK AT THOSE SECONDARIES!
NOTE: You must reset the Target IR Pod after each bombing
run (switch off the Laser, switch off CDES) after bombing
run or you will NOT be able to designate another target. I
have set up my Thrustmaster gear to HOTAS the Target IR Pod
commands such as MODE, LASER, CDES, and TRACK. This allows
me to better control the release of the weapons while
keeping my eyes on flying.
Thanks to Snow White for doing the initial research in this
area. GBU-15 Series
The GBU-15 is unique it its ability to be launched from an
incredible standoff range. All GBU-15s can be launched from
a maximum range of 8 miles at low altitudes, and up to 20
miles at higher altitudes. The key to this relatively long
range are the lift capabilities of the cruciform wings at
the front and rear of the GBU-15 - effectively making it an
unpowered glider.
Although not part of the F-15Es inventory during the Gulf
War, some 70 GBU-15s were expended - mostly by F-111s. They
were probably best known when they were used to shut off
the flow of oil into the Persian Gulf by an attack on
several oil manifolds near Sea Island Terminal, Kuwait.
There are two basic types of GBU-15 - the Electro-Optical
(TV) guided GBU-15 (V)-1 and the Infrared Guided GBU-15
(V)-2. Each type comes in comes in a sub-type for regular
and hardened targets. Although the EO-guided (V)-1 should
be less effective at night, my tests have shown no
difference in accuracy or effectiveness for the V-1 or V-2
variants day or night. That being said, contrast for day
(use the V-1) and night missions (use the V-2) is enhanced
by using the proper targeting head.
Although you can designate a target for the GBU-15 using
the HUD/mouse designation method, the preferred approach is
to designate your target through an HRM patch map -
otherwise you negate the benefits of the GBU-15's standoff
range. The only bombing modes available for the GBU-15s are
either AUTO or AUTO LOFT methods - the CDIP drop method is
not available for this bomb type.
There are two modes for GBU-15 launch -
DIRECT and INDIRECT:
DIRECT mode slaves the seeker head to a
target based on a designation from a patch map or HUD/mouse
designation. DIRECT mode, also known as "lock on before
launch", has two sub-modes: Automatic weapons cueing and
manual weapons cueing. DIRECT mode is very effect and you
will rarely miss.
Automatic Weapons Cueing (AWC) - You simply
designate your target and release the bomb when the TREL
reaches 0. Target designation is automatically handed off
(slaved) from the patch map target designation. For AWC to
be enabled, the WEAPONS VIDEO PBs must show AUTO targeting
mode and DIR weapons launch mode. The view from the WEAPONS
VIDEO after launch will switch to the next GBU-15 remaining
on the plane, even if you have the AN/AXQ-14 datalink pod
mounted.
Manual Weapons Cueing (MWC) - Before launching the
weapon, switch to the WEAPONS VIDEO MPD. Turn AUTO
targeting mode off (MAN should appear) and change DIR
weapons launch mode to IND (indirect weapons launch mode).
With MWC, you have the ability to slew your seeker head
prior to launch to designate a new target. You must remove
weapons tracking by pressing the TRK PB so that it is not
enabled. Then use the seeker head slew keys - PBs 3, 13,
18, 8 (left, right, up, down arrows) to move the seeker
head.
After you've found your target new, enable tracking again
by pushing the TRK PB. If you change MAN back to AUTO you
will re-acquire your original target designation, so be
careful. Drop the bomb as normal. The view from the WEAPONS
VIDEO after launch will be from the seeker head in the
dropped weapon, but you must have the AN/AXQ-14 datalink
pod mounted in order to see the video through the head of
the bomb. It's really cool to watch the target rushing up!
INDIRECT mode, or "lock on after
launch", gives you the ability to steer the GBU-15 after the
bomb has been released. You must have the AN/AXQ-14 datalink
pod mounted on your aircraft to do this - this feeds the
steering information to the GBU-15.
How to use INDIRECT mode to manually guide the bomb to
target:
The F-15 manual is incorrect in stating that for INDIRECT
mode, the TRANS profile allows you to control the weapon's
yaw only while the TERM profile allows you to control pitch
and yaw. While this may be the way it was intended to work,
the description of the launch profiles is not what is
reflected in the sim. TRANS allows you to control pitch and
yaw while the TERM doesn't work at all.
The following instructions allow you to control pitch and
yaw of the GBU-15. This works with both EO and IR GBU-15s.
Note** The forthcoming patch might correct this
approach and make it work as intended in the manual.
Make sure you are in A/G master mode - enable a GBU-15
weapons station
Designate a target as normal
From the WSO seat, change the Targeting IR Pod view to
WEAPONS VIDEO view
On the WEAPONS VIDEO MFD, change the AUTO targeting
mode to MAN and change the launch mode from DIR to IND
Wait for the IN RANGE message to display on the MFD -
Pickle weapon
After 2 seconds, the launch profile will change
automatically from NORM to TRANS
Press the TRK PB so weapons tracking if now off
Use the PBs 3, 13, 18, 8 (left, right, up, down arrows)
and choose your new target or readjust your old one
Once you have your new target designated, click the TRK
PB to enable weapons tracking
Before the square drops below the second horizontal
line, you MUST change the launch profile to from
TRANS to TERM - after this step, nothing can be
done or changed
SHACK! BURN BABY BURN!
Thanks to Alex for doing the initial research in this area.
The keyboard keys to control both the Weapon Video and
Weapon Flight are not set by default; you have to enter the
CUSTOM keyboard mapping area to map them to available keys.
I would suggest mapping them to available un-shifted or
shifted keys - mapping them to ALT or CNTL key combinations
is suspect at best if you use HOTAS gear. Look for the keys
entitled WEAPON_RGT, LFT, UP and DWN for the In-flight
GBU-15 steering keys and the WPN_??? keys for the Weapon
video keys (to slew a Maverick or GBU-15 using the seeker's
head instead of the Targeting IR POD slew).
And the Gun Ammo Choices
In case you were wondering, there are two types of cannon
ammo supplied with F-15: the venerable M-56A3 and the newer
PGU-28. The M-56A3 is a HEI (high explosive, incendiary)
round, that travels ~3,380 fps. The PGU-28 is a SAPHEI
(semi-armor piercing, high explosive, incendiary) round,
travels ~3,450 fps.
In Jane's F-15, the damage value associated with the PGU
round is greater, so if you've got 'em, use 'em.
The next instalment next week will address "Attack
Profiles" for ordinance delivery. Suffice to say that
target type and selected munition are only part of the
equation - anticipated threats and terrain features will
alter the delivery profile as well! Stay tuned.
Many thanks to Ian for his assistance in verifying these
techniques!