Have you ever flown a duel in your favourite flight sim'
only to have been out turned by an opponent with apparent
ease? Have you ever watched helplessly as a bandit pulled
his nose onto you for a guns tracking solution and left you
wondering "How the heck did he do that?"
When it happens, don't you just hate knowing that you were
out turned, while not being able to put your finger on the
exact reason why? You might put it down to better energy
management, or to a bad entry speed on that last manoeuvre.
If you knew exactly why it happened, you could do something
about it.
In this article I will explain what may be the greatest
cause of "gun deaths" among flight sim' pilots, yet remains
much less known or understood than its importance would
seem to justify. I can't guarantee that reading this
article will prevent you from being out turned again, but
you will at least know why, what you may have done wrong
and what you should do about it next time.
FACTORS
The effect of Geometry to influence our perception of being
out turned is generally underestimated. Simple geometrical
considerations can give the appearance of being out turned
by a bandit who may only have a few degrees advantage. It
may mean that you can come out of a manoeuvre, almost
neutral in angles, only to find yourself being gunned in a
single turn. This may happen even though you are sure that
you have pulled around as tightly as possible. So how can
such a dramatic advantage be achieved? Let's look at an
example.
TURN CIRCLES
Many pilots think of a one circle fight as though there
really was only one circle. That somehow, they have the
exact same flight path as the bandit and that the only
thing that will work is to out turn their opponent. Take a
look at this situation in FIG 1. Here pilot A needs to gain
another 60 degrees. Pilot B still has a few defensive
options, but this situation is quite unlikely in a
dogfight, it is far more likely that there will be some
miss-alignment in the circles.
Now look at the situation shown in FIG 2. Here your flight
path is off set from that of the bandit and the situation
is very different. Even though pilot B still has at least a
60 degree lead on pilot A he is in big trouble. Pilot A
will get the snap shot and the kill simply because the turn
circles are off centre. Pilot B will think that he has been
out turned, when in fact he may even have been gaining
angles. He will think that this is so because it will look
that way in padlock view! This kind of geometry is
difficult to spot in a fight for two reasons. Firstly,
because it will appear to pilot B as though he has been out
turned. Secondly you will notice that these circles overlap
in less than one full turn, so that once you have fallen
into this situation, it may be over before you have time to
understand what is happening.
THE POSITION PRINCIPLE
This is a very important observation. Many flight sim'
pilots think in terms of energy and angles alone. This
example shows how important geometry is in achieving a gun
shot. Because an opportunity for a shot has been achieved
by virtue of the position of the aircraft, I have named
this simple but effective type of advantage, the "Position
Principle". You can see from the diagrams just how deadly
this type of positional advantage can be. The position
principle may be more precisely stated: "The pilot who
already has an angular advantage can win the opportunity
for a shot by altering the position of his turn circle." An
exposition of the position principle was first published in
a Falcon3 article I wrote for "Enemy Lock On" magazine
(Volume1 Issue3) and later in the "Official EF2000 Strategy
Guide" where I wrote the chapters on A2A Combat, Aircraft
Performance and Quick Combat, along with a great deal more
of that fine SimTec publication.
So how can you tell when you have this type of advantage?
You will be able to recognise such an advantage when you
have it, by the aspect of the enemy aircraft. When you have
the sort of positional advantage shown, you will be looking
and shooting less at the rear of the enemy aircraft and
more at the plan form. In effect you will be shooting into
your opponent's canopy. This presents not only a bigger
target, but is more difficult to evade by defensive jinks
and breaks.
This position is shown in FIG 3. Here you can see what this
will look like in the forward view. You will note that
instead of looking up your opponent's tail pipe, you are
looking at his plan form, you are as much above as behind
your opponent. While I have chosen to illustrate with
modern aircraft and a HUD, the idea translates readily to
aircraft of any era.
From the perspective of the defending pilot, the loss of
this type of advantage is more difficult to spot. If you
find yourself in such a position you may see your
opponent's nose pulling onto you and it will look just as
if you are being out turned! Even worse, in the previous
example, it will appear to you as though the bandit has
gained a full 60 degrees in less than one circle. The
bandit's nose will appear to whip around as the bandit
crosses the intersection point of your respective flight
paths. The fact that it will just appear to you as though
you are being dramatically out turned, will delay your
correct reaction, when you may only have a few very short
seconds to react. The fact is that once you are in this
type of bad situation it is often too late already.
This situation will be even more difficult to recognise
especially in the heat of a dogfight. The big clue that
your circles are off centre is that the bandit has his nose
pointing at you in something other than the rear view. If
you are flying a sim' with a padlock view, the bandit will
be nose on, while still some degrees off your six. You may
be staring down your opponent's gun barrel with the back of
your seat nowhere in sight.
This situation is far more common than many flight sim'
pilots realise. Think back over your recent experience. I
am confident that the sort of high aspect shot that I have
been describing is one that you will recall from some not
too distant virtual engagement. Indeed gun shots from this
aspect are by far the most common. This type of advantage
is so valuable because it is not a one off, it will recur
every cycle. Against a pilot who has not learned to
recognise this, the position principle will result in
several snap shot opportunities, any one of which may
result in a good guns kill and the end of the fight. This
type of advantage is effective in sim's like Air Warrior,
Warbirds, EF2000, Su-27 and very many more. Indeed
understanding the importance of the position principle will
give you the ability to use geometry and not just "G for
brains" and that is what ACM is all about.
DISPELLING A FALLACY
The real trick is knowing how to get your self into the
position of pilot A in FIG2. Before I go on though I would
just like to point out that you may already be thinking
that you can engineer this situation artificially simply by
reducing your turn radius. Well, you would be right of
course, but there is a slight snag. There are two ways to
reduce your turn radius. You can reduce your throttle in
order to go slower, or you can pull more G. Assuming that
both pilots are already at or below corner velocity, as one
would expect after the first few seconds of a turning
engagement, they will already be pulling their G limit. So
that only leaves, the idea of going slower and that is a
very bad idea. Trying to cut the corner by reducing the
turn radius by reducing your airspeed is a big mistake!
Why? Because it will have a far more dramatic effect in
reducing your turn rate! This is a common mistake and in a
sustained turning fight where both pilots have bled their
energy to their sustained level you should stay as fast as
possible to maximise your turn rate.
You will notice on the diagram that this situation is shown
by the large red arrow. You will notice how small changes
in speed can increase the turn rate, while the turn radius
stays constant.
Such a downwards spiral manoeuvre is known as the Lufbery
and is given a more complete treatment in another Combat
Corner. Of course it also depends to some degree upon what
flight sim', or flight model, you happen to be flying. In
some simulations that model flaps there is an upside. If
the reduction in speed is accompanied by an increase in the
load factor, as will occur when flaps are lowered, this
method will work. Air Warrior for instance is a classic
example, however the advantage may be only short lived. Use
of the flaps in a low energy situation will only result in
a temporary advantage eventually leading to lower speeds
and deeper problems. Generally trying to cut speed to
tighten the turn radius for a snap shot is a waste of time
unless you are confident of a kill.
Flight Geometry and ACM: Part II
Realism in instruments! The ME262 Panel From Fighter Duel
II
MAKING IT WORK FOR YOU
Ok so how can you get the sort of geometrical advantage
that pilot A has in FIG 2. Well almost any out of plane
manoeuvre will do it. For example a lesser known advantage
of performing a largish high Yo-Yo is to create just this
kind of geometrical advantage. Take a look at Fig 4.
In this example pilot A and B start with the flight path as
shown in FIG1. Pilot B can close the 60 degrees by using a
high Yo-Yo to alter the geometry of his flight path. He
knows that getting the outside circle will lead to a snap
shot. The effect of the high Yo-Yo is to cut across the
circle and create the situation shown in FIG5 some moments
later. Pilot B now has a shot, even though he may not have
gained any angles.
In this example you have seen that a pilot with some sixty
degrees to gain achieved a snap shot simply by altering his
flight path. Don't get too excited though because the
defence is fairly simple. In order to avoid this kind of
trap Pilot A can simply do a high Yo-Yo of his own. Of
course he may not realise the danger, but good pilots do
this instinctively without knowing exactly why. However
there are many good pilots out there who will still be
caught like this through ignorance. The important thing to
remember is not to try this if you are in the position of
Pilot A. If you do, the whole thing will work in reverse,
and Pilot B will get the snap shot on the following flight
path intersection. You will in effect have been the
architect of your own demise. Similarly this is the main
reason for becoming stuck in a lufbery with a bandit just
off your six. It can be very dangerous to attempt a
vertical manoeuvre in defence since going high or low may
give this type of geometrical advantage to the bandit. Take
You will see that pilot A has attempted to use a vertical
move in defence. He has now allowed pilot B to use the
geometry of his flight path to get a snap shot. Pilot B has
achieved this by pulling up early, instead of driving to
his opponent's six, and thus created an off-set in the turn
circles. In this example you can see that Pilot B is almost
90 degrees off, but pilot A has handed him an easy kill.
This is the fate of so many pilots who try to use the
vertical in defence. Remember also that low vertical
manoeuvres are as bad as high ones. The Split-S would
result in the same situation as shown, but with the circles
drawn downwards instead. This type of mistake leads to more
"Position Principle" kills than almost any other. Very
often the unwary victim will die at the very top or bottom
of their loop, as the positional advantage is greatest. I
know that many flight sim' pilots have been on the
receiving end of this type of mistake, now you know why.
I'm not saying that a vertical move will always get you
killed, far from it. The situation in figure 4 does require
a certain amount of turning room. Very often that turning
room will not exist, you need to be aware of the bandit's
range as well as his position, the closer you are the more
likely it is that you will survive. This is something you
need to develop a feel for.
DOES IT ALWAYS WORK
Another major factor in achieving this kind of kill is
weapons effectiveness. In some simulations, lethality is a
vital consideration. Because of the variety in the
effectiveness of weapons, deflection shots like those I
have described are either easy or hard to kill from!
However in many simulations, deflection shots as a result
of the geometry described here, will always be advantageous
or even deadly. Even in those simulations where deflection
shots are more difficult these considerations will still be
of some importance. In "Art of the Kill" Bonanni talks
about passing up the deflection shot by not turning early
and instead driving for the elbow. Real pilots do that
because deflection shots are difficult to get in real life
and the price you pay for missing is an overshoot, the
reward, only another difficult snap shot. As a flight sim'
pilot with more lives than a cat, I will take those
difficult shots.
Weapons effectiveness is modelled very differently from
sim' to sim'. Indeed some simulations even use different
modelling for different modes of play. Generally though
Guns are becoming much more realistic in modern sim's. In
any case the degree to which you apply these principles
will depend upon the extent to which you are able to use
deflection shots in the simulation you are flying at the
time. It will also depend to some extent upon your own
gunnery skill, more so in sim's with realistic hit bubbles,
less so in sim's with larger hit bubbles. For Air Warrior,
Su-27, Warbirds and EF2000 these methods work very well.
FIRST THINGS LAST
I will explain how this kind of geometrical advantage can
be gained from a merge. Many engagements begin this way, so
it might seem strange to deal with this last, however you
will appreciate the theory having now understood the
position principle. In this example I envisage a situation
where you have been denied the separation for a lead turn
and are about to pass a bandit in a head on merge. In this
example one pilot enters the merge above corner velocity
and will therefore use the Immelmann. The other pilot is in
a low energy state and will therefore perform a low slice.
If you were to guess that the pilot with the higher energy
state should win, you would be correct, but let's see why.
In FIG7, time 1 shows the merge, time 2 shows the pilot on
the left going into an Immelmann and rising vertically out
of the paper at you while the other pilot goes into a low
slice. Time 3 shows the high pilot adjusting his flight
path and following in the same direction as the low pilot.
Normally this would be a bad thing to do because the high
pilot has given away his turning room. However this is
exactly what will get the high pilot the outside circle.
The large amount of vertical separation in this example
will prevent the low pilot from taking advantage of the
turning room. At time 4 the high pilot has managed to gain
the outside circle and with only a small angular advantage
will still be able to make a kill from this geometry. He
will in effect now be in the same position as pilot B in
FIG 5. This will work in most sim's and even if you are
unable to get an outright kill, you will get another high
aspect snap shot every 360 degrees.
CONCLUSION
What I hope I have done in this work is to explain how you
can appear to be out turning a bandit without actually
having a turn rate advantage. You are able to do this by
using geometry! If you depend upon turn rate alone you are
going to finish too many missions under the silk watching
your opponent doing victory rolls. Turn rate alone is the
tool of the pilot with "G" for brains, while geometry is
the weapon of the ACE. One of the biggest barriers to good
ACM for new flight sim' pilots is achieving the three
dimensional awareness that can make the use of geometry
possible. That means being able to visualise this kind of
geometrical pattern in the space around your aircraft
during combat. I hope you now see how important this
geometry is. If so you will have already taken those first
big steps to becoming a great flight sim' ACE!
THINGS TO COME
Explaining more fully how to use geometry to your advantage
deserves a more complete treatment. Because the nuances of
application for each of the many manoeuvres that can lead
to a positional advantage require a much larger and
detailed work, I intend to elaborate in the future. It is
too early to say where any further exposition will appear,
so keep your eyes open for books or articles with my name
in the credits.