Falcon 4.0: Getting to the Target - Page 1/1


Created on 2005-02-08

Title: Falcon 4.0: Getting to the Target
By: Gecko 6
Date: 1999-08-27 1487
Flashback: Orig. Multipage Version
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Gecko 6 is with the 57th VFS Grave Dancers

Introduction

I am writing this in a language that is by no means technical. I fly flight sims. I make no money and I don't claim to be as good as or even care to compare myself to active combat pilots. They have a serious job to do and I respect them for it.

I have an Army background and I am using my knowledge of tactics and applying them to Falcon 4. F4 is perhaps the most demanding combat flight simulator ever released for the PC, and we can all use all the help out there to make our experience enjoyable and successful.

Takeoff

Every mission starts long before you climb into the cockpit. There is several hours of preparation, planning, coordination, and a high pucker factor! I will start off inside your AC. Before requesting to taxi, you had better run a series of checks. I have a standardized preflight checklist that every pilot is responsible for.

This may seem like a real pain, but believe me it has saved my butt many times over. I will break out the systems that I go through. It is up to the VFS commanders to create their specific checklist.

  • ICP Integrated Control Panel
  • DED Data Entry Display
  • RWR Radar Warning Receiver
  • STPs Steerpoints
  • HUD Heads Up Display
  • Delivery profile Ripple, Ripple distance, etc….

Once I have confirmed all points on my list. I break radio silence with an acknowledgement.

Before starting to taxi I request clearance from the ATC. Once cleared to taxi, engage full wheel brakes and throttle up to 90% and back down. This lets you know if there will be control over your power.

The flight lead is always the first to taxi, followed by the 2 ship, 3 ship, and so on. Spacing is very important in Falcon 4 due to lag and collision distances.

You do not need to touch the AC in front of you to collide with it (one of those little things we have to deal with in the virtual world.) Keep at least 2 AC lengths apart, and when you stop behind the AC in front of you go into a herringbone formation. This will allow you to shoot past the AC in front of you and out into the grass if he stops abruptly.

F4

You can do a formation takeoff but it is very difficult, especially with occasional warping. The flight lead should remain on the runway heading until about 4 miles out. The following unit should break and head to the assembly point one mile previous to this, and likewise for #3. This leaves the 4th ship breaking at around 1 mile out. This will aid in the flight regrouping and falling into formation.

F4

Assembly

This is the real test of a Squadron's mettle. Formation flying is essential in the real and virtual world, allowing coverage to the flight and quick scanning for targets. Again I advise that any type of demonstration flying is very difficult, due to collision monitoring within F4.

It is not a race to see who can get to the assembly area first, but there is no sin in arriving early. Radar should be off until you turn to the push point. That is what the ADA pukes are supposed to be covering you for. : )

Push Point

This is where you earn your money! Lock and load! The flight commander will issue the order to proceed to the target. His decision will be based on the following criteria.

  • TOS - Time Over Steerpoint
  • Accountability of AC
  • Flight Status
  • Threat Status

Radio silence will be maintained from now on. Calling out threats and contacts are the exception. Each pilot is expected to maintain terrain masking and radar avoidance at all times. I will spend some time on this because I feel very strongly that this is critical in this part of the mission.

As pilots you have to not only maintain SA (Situational Awareness) you need to drive the falcon. This seems like the easy part in an ATG role right? Wrong! There should never be a straght and level flight plan in combat. If straight and level is what you want then there is a huge pool of commercial aircraft simulations out there to choose from.

My SOP for my flight is < 1000 AGL. What does this mean? This means that I had better not see you over 1000 feet above ground level or you are not ready to fly in competition under the Grave Dancer flag.

The no fly zones in combat are as follows.

  • Low Altitude < 1000 ft
  • Medium Altitude >10,000 ft
  • High Altitude > 20,000 ft
  • No Fly Zone = 1000 - 10,000 ft

Terrain features

Hills and valleys are not just pretty scenery, they offer you vital protection against SAM radar and detection from other AC. Terrain Masking still needs work in 1.07 but that is a small price to pay for what was fixed.

Follow these simple rules:

  • Fly around hills
  • Fly along the edge and low in the valleys
  • Fly around populated areas and structures.
  • Stay below the hill tops if feasible
  • Keep from following rivers, roads, and beaches. (These are easy to navigate by, but remember it is easy for the enemy to navigate by these also.)
F4

Engaging the Target

There are 3 basic sequences that encompass the attack.

  • Identification
  • Acquisition
  • Execution

Identification

If you have studied the reconnaissance photos you should be very familiar with your assigned target. During the reconnaissance phase you should have picked out reference points to give you visual clues to help you quickly identify your target. Examples are as follows:

  • Lighted smoke stack from the target or a nearby factory. Night missions are good for this.
  • Terrain features
  • Stadiums, airfields, bridges, etc….
  • Major road junctions
  • Lakes and streams

Acquisition

After those precious seconds taken to identify your target comes the task of pointing your weapons. I am only going to scratch the surface on load-outs versus target types. Threat level really determines which delivery mode to choose. The three that we are all familiar with are CCRP, CCIP, and DTOS. Each offer the pilot certain benefits and hindrances.

CCRP Continuous Calculated Release Point

  • Good for precision
  • Good for location of a target illuminated by your radar
  • Bad because you have to over fly the target in most cases

CCIP Continuous Calculated Impact Point

  • Good for precision using visual targeting
  • Good for minimal stand off
  • Good for quick in and out attacks
  • Bad in bringing you close to the target defenses

DTOS Dive Toss

  • Great for long stand off deliveries
  • Good for precision against an area target, area effect weapons
  • Bad due to decreased accuracy, high learning curve to employ

Every pilot out there has a certain preferred way to employ each of the discussed delivery modes. I am not going to argue that my way is the right way, but this is how I have been employing each of the methods.

I use CCRP to find obvious targets on my radar and use the steering cues to locate the target faster. When acquired I slave my Mavericks and LGBs and wait for the image to appear in my MFD. I obtain the lock and do my pop-up and hopefully the ordnance releases giving me time to get back down. If you time it right the weapon will hit just as you get behind the nearest terrain feature. This takes some practice.

CCIP is my work horse mode. I use it for most of my point targets such as bridges, troops, airfields, or targets that require me to put all my bombs in the same area. I do take a lot of ground fire and SA-7 hits but I can bet my dog that I will hit the target.

DTOS? I love this mode! I can loft 4 MK-84s from 6 miles out and turn 180 degrees and be down behind cover before those bad boys hit! Even the best lofters out there have to admit, DTOS is best-used for down and dirty work. Best to play with the ripple and release, to maximize the effect. But don't expect to hit an air-conditioning vent with this mode; you are hitting the entire city block!

F4

5 Golden Rules!

  • Thou shalt not engage a single fixed target more than once!
  • Do the job on the first pass! Expend all ordnance!
  • Don't ever look to see if you hit or not. That is what the ACMI is for!
  • Be aware of your altitude!
  • Know when to break off!

Exiting Target Area

I have stressed over and over again to get down behind the nearest terrain feature and put a big chunk of real estate between you and the target. If you were inbound at an altitude of 200 feet you had better be exiting at 100 feet or less. You have just kicked the hornet's nest and they are pissed!

Continue to follow the simple rules of low-level flight discussed earlier. If you are in a 4-ship flight break off into your elements, the old rule of thumb. Everyone knows that four targets are harder to hit than a group of four. Make the enemy work for their meals!

Flight leads need to get a sitrep (situation report) from all pilots in his or her flight. Categorize the damaged birds from most severe to least. It is the lead ship's responsibility to decide to land at the alternate runway or try for home plate.

If you burn in on the runway be considerate to your fellow pilots and only take out one lane of the runway. Announce which side you intend on landing on. Finally, get off into the grass ASAP!

I hope this helps you better appreciate the level of control that Falcon 4 offers to us. Thank you for reading, and I wish you God's speed in all of your virtual missions.



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