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Old 11-07-07, 10:12 AM   #753
Chock
Sea Lord
 
Join Date: May 2005
Location: Under a thermal layer in chilly Olde England
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I play Falcon online occasionally with a buddy, haven't done that for a while though, but will no doubt get back into it at some point.

Re the dogfight practice missions: You might already have read all this, but in case you haven't... The trick with dogfights in the F-16 (like every other plane) is to learn the best corner speed for it, so that you can turn tightest and not run out of fuel by resorting to using too much (or any) afterburner power to compensate for lost lift. The lesson text in the Falcon manual explains it all, but the essence of it is that the F-16 turns best at between 330 and 440 knots whilst pulling about 5G (at higher G, it will bleed off speed too much and you will stall), so the trick is to learn to maintain the ideal turn settings by: watching the G meter on the HUD, keeping the speed as close to 400 IAS as possible, and looking up along the lift vector line on the canopy to keep it on the bad guy as much as possible.

Learning to do all that without resorting to using the afterburner to power yourself out of trouble is the real skill of this, and to achieve that, you have to occasionally back off on the stick pressure and reduce the Gs, to prevent energy from bleeding away, and occasionally put the lift vector downwards, by roling inverted to pick up speed in a sort of miniature 'low yo-yo' move. All of which means you end up continuously easing the stick forward, and then back again to up the Gs again, until the speed bleeds, when you back off again, also occasionally rolling inverted, to pick up speed. Then you 'rinse and repeat' until the bad guy is in your sights. Note that although your missiles can pull far more G than you can, a missile pulling 15G at mach 2 makes for a very wide turning circle, so you need plenty of lead on the target in order to give any missile a decent chance at hitting a target in a turning fight, i.e. the bad guy would have to be disappearing under your dashboard to be in with a chance of hitting him with a missile, so the best time to fire, is if he is reversing his turn or disappearing under the nose when you have a good tone, as it will be well within the seeker cone and also within the missile's flight envelope. With the gun, the lift vector line on your canopy is a good guide for firing.

This is what many Harrier pilots in the Falklands were taught to do by their commander - 'Sharkey' Ward - he had perfected the technique of maintaining a turn without 'burners when flying the Phantom for the RN Fleet Air Arm, and as a result, often defeated much better aircraft in training against other NATO squadrons, and at one point was so far ahead in dissimilar combat training victories against other squadrons in NATO, that it became a source of embarrassment for them. Often his victories came about without even having to 'fire', simply because the other aircraft had to break off, having run out of fuel as a result of using too much 'burner to turn, rather than utilising this skill. It's also one of the main techniques they teach at the 'Top Gun' Navy Fighter school. The technique is detailed quite a lot in his recent book: 'Sea Harrier Over the Falklands', which is well worth a read if you want plenty of good tips on flying jets, it's an entertaining book too, and makes some quite politically-charged accusations as well, which are also quite enlightening, notably, he is scathing about the RAF's poor showing in the Falklands War.

Chock
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