Text critique for CCIP video
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Id advocate losing the 15% safety margin on your fuse. Its normal IRL to set a fuse delay on the jet which is the fuse delay on the weapon plus a tolerance. This ensures that even if the fuze operates slower than intended, there will still be sufficient time for arming prior to impact (assuming you release above the PUAC). In BMS though, the fusing option set in the SMS directly controls the arming delay, so it is impossible to have an arming delay on the jet that is slightly higher than the one on the bomb.
Id nitpick that the Bank Angle Indicator is marked in 10 degree increments with an additional marking at 45 degrees. Alternately it has markings at the 10, 20, 30 and 45 degree positions.
If you set the fuze arming to NOSE, you get the nose arming delay. You should be able to put 99 seconds in the tail setting without it affecting the drop.
Finally you mention correctly that you dont put the CCIP pipper on the target immediately, but line it up on the BFL and let it fall down to the pipper position. Id suggest changing the ‘aim point’ terminology though as it could get confused with the ‘aim off point’ which is similar sounding. Normally we try to put the FPM over the aim off point on final during a bombing run, and assess the drop - are we on a high or low wire? Is the initial aimoff angle correct? If not, we correct the dive angle early so we get that 1G wings level CCIP release. Perhaps refer to it as the ‘target point’ instead?
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using the default key bindings, 4, 6 and enter on your numeric keypad, change to steerpoint six, which is located over the target area
Maybe just use inc dec to go from stpt 5 to 6?
and below that is the text R P 1. R P is short for ripple.
RP is actually short for Release Pulse. In this case you set two Release Pulses to release two pairs. Commonly made mistake though so don’t feel bad about this one
we’re going to select the four second option, and add a 15% safety margin
It’s not a 15% safety margin (or it would be 4.6, not 4.58 ). It’s actually an exactly calculated number based on several tolerances and safety features of the fuze.
a horizontal bracket will move up the B F L as you approach minimum height for fuzing. this is known as the fuze arming cue. if the bracket reaches the F P M before release the word low will be displayed, meaning you are too low to release the weapon and have it arm before it hits the ground
As Blu already implied with his use of the acronym, this is generally not known as the fuze arming cue but as the Pull-Up Anticipation Cue (PUAC). Once you hit that the LOW mnemonic displays and the PUAC should reset to start coming up towards the FPM again, this time to indicate when to pull up to avoid hitting the ground. Not sure if this is implemented in BMS? Give it a shot?
do not release it until all ripples have been completed and the bombs are off the aircraft
Maybe add that you can tell that all weapons have been released by the Flight Path Marker beginning to flash.
C S E M. we will bring the throttle forward to full military power and in two seconds achieve twenty to thirty degrees of nose up pitch. you may count out the timing with “one thousand, two thousand”.
the CSEM should actually be a mil power level pull to reach a minimum of 5 Gs in two seconds until 20 degree pitch, and then continuing the pull without the G requirement until 30 degrees. Attempting to get to 20 degrees nose high in just two seconds from bomb release would probably result in an Over G (if it is even possible at all).
Hope this helps
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Put the thing on the thing and press the button.:D
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we start one nautical mile from steer point 5 heading east oddly specific, close to steer 5 passing, right turn and follow the flight plan line using the default key bindings, 4, 6 and enter on your numeric keypad, change to steerpoint six, which is located over the target area I like to structure my instructions in order result, action, keyboard which is suited to a wide variety of skill levels and control setups. For example this would be “Change to the next steerpoint using the ICP increment rocker (default Numpad 4 and 6).” Each stage is an optional additional level of information to accomplish the previous stage if needed.
make a 45 degree turn to the right, using as reference the roll indicator at the bottom of the HUD, which is marked in 10, 20, 30, and 45 degree increments roll out of the turn at a heading of approximately 2 0 0 degrees
make a left turn to intercept the course to steerpoint 6 via I P 2 A little danger in assuming too little previous knowledge and diluting the main subject matter. A qualitative description along with the video demonstration should be sufficient for the incidental task of flying the course line.using the default key binding, F6, select air to ground mode via the button marked A dash G to the top right of the integrated control panel, or I C P make sure that the master arm switch is set to arm check for the SMS RDY indication and CCIP and ARM in the HUD set the drift cutout switch to norm, otherwise if drift cutout is selected F P M and the bomb fall line, or B F L, will not be displaced downwind This seems like a great opportunity to use the freeze function to allow undistracted and relaxed preparation. Yanking and banking people tend to lose about 30 IQ points. I guess it’s a video so multitasking is fine. I still prefer the goal-oriented phrasing order "Select the air to ground master mode by pressing the air-to-ground master mode button on the ICP, default command F6.
the right multi function display screen, or MFD, is now displaying the stores management system, or S M S, page the second button from the left on the top row of buttons indicates we are in C C R P mode to change to C C I P, or continuously calculated impact point, mode we can either use the nose wheel steering button, or N W S, mapped to our control stick to cycle through the options, or we can use the M F D buttons in this tutorial we’ll use the M F D buttons press the button above the C C R P text the buttons on the left of the display now list the available options. to change to C C I P mode press the button to the left of the C C I P text. C C I P mode is now active
*For brownie points you can mention that the hands on select missile step press cycles through three modes while the SMS page presents more options and that there are two profiles available. If you wish to refer to them as thus the MFD buttons are called OSBs for “option select button” and are numbered clockwise 1-20 from the upper left. I wouldn’t make too much of a fuss which method was being used or perhaps make a point to use each at least once.
we’re now back on the S M S page to the right is the text R D Y 12 B D 3 3. this indicates that 12 B D U 3 3 practise bombs are selected. if the aircaft was loaded with other air to ground weapon types we could cycle between them with the button to the right of the text. note that as we’re in air to ground mode no air to air weapons are listed Might be nice to add in the caveat that the internal cannon is somehow separate
below that is the text 1 S G L. that indicates that the aircraft is set up to release one single bomb. we’re going to change that to one pair. it’s preferable to release bombs in pairs because it maintains a symmetrical load. with an asymmetrical load we would have to trim the aircraft, which adds to our workload. click the button to the right of 1 S G L to toggle to 1 pair I’ve seen plenty of people get confused about the SGL/PAIR option line since it adds the RP number but it can’t be change on that line. A distinct note that this is to select SGL/PAIR option and the number is informative only might be nice
below that is the text 1 7 5 F T. that’s one hundred and seventy five feet. we use that option to select the desired distance between ripple impacts on the ground We shouldn’t use the term ripple in this way. The official keywords are interval when referring to time between releases and spacing when referring to distance.
and below that is the text R P 1. R P is short for ripple. A ripple is a sequence of bomb releases. for example if we change to two ripples with the pair option selected 2 pair would be listed above. so two bombs would be released, then two more for a total of four bombs released. with three ripples set, two bombs would be released, then two more, then two more, for a total of six bombs released. to set two ripples, press the button to the right of R P 1 this is the standard page for entering values. along the left and right of the display are the numbers 1 to 0. along the top are the options E N T R, R T N and R C L. R C L will delete the last character entered, R T N will return to the previous page, and E N T R will enter the value selected press 2 and E N T R It’s good to note this number is also summarized next to the SGL/PAIR option word.
2 pair is now displayed on the S M S page. we’re now set up to drop two ripples of two bombs "Two pairs of bombs, the second pair 175’ spacing from the first
to the left of the page you can see the text N S T L. that indicates that we’re using the nose and tail fuzing option. as B M S currently doesn’t support complex fuzing options, we’re going to switch to nose. press the button to the left of N S T L to cycle through the options I would hesitate to comment about the nature of fuzing modeling if anything changes in future updates. That there are options and what each means is sufficient. It is enough to state that for this delivery nose fuzing only is selected without any specific reason.
finally, we need to change the arming delay. the button on the right of the top row is labelled C N T L, which is short for control. press the button to enter the control page the option listed at the top on the left is labelled C 1. there are two values listed for arming delay, both in seconds. the first is A D 1, which relates to the nose fuze, and the second A D 2, which relates to the tail fuze to get the correct arming delay we have to roleplay a little. the type of fuzing for a mark eighty series of bombs, which the B D U 3 3 practise bombs are simulating, would depend on the era and theatre simulated, but we’re going to make the safe assumption that we’re using an F M U DASH 1 3 9 nose fuze that has arming delays of four, six, seven, ten, fourteen and twenty seconds on the faceplate for low drag bombs, and we’re loaded with general purpose low drag bombs. we’re going to select the four second option, and add a 15% safety margin It would be good to mention the 4 fuze categories and example weapons in each. If you want to demonstrate the PUAC in action perhaps it’s better to select a higher AD value. It’s a quandary to enter in a real looking value (in spaced deliveries they’d add another factor based on time between releases too) or one which produces the most reasonable result. Whichever is done the situation that the time shown is perfectly the dividing line between arm and dud should be stated as distinct from RW practice.
the purpose of the arming delay it to ensure that if the bomb explodes prematurely it will do so at a safe distance from the aircraft enter 4 5 8 for both nose and tail options. we set the tail option to the same value as the nose option because at this time the sim will use the larger value for the delay A good note about the “AND” logic of fuzes in BMS but it would be a good opportunity to set nose and tail to different times and demonstrate the summary time change based on NSTL, NOSE, TAIL option setting. Show the time as it changes with fuze option setting (4s/6s) before changing the fuze times or allow them to be different and demonstrate after.
we’re now back at the stores management system page with the aircraft set up in C C I P mode now press the H S D button in the centre of the bottom row of buttons to change the M F D to the horizontal situation display if you look at the aircraft symbol on the H S D we are now almost on top of I P, or initial point, 2 this is our reference point to begin a shallow dive onto the target. we’ll set the throttle to the idle position and push the nose down to around twenty degrees of nose down pitch and begin looking for the target It should be stated more clearly that the IP isn’t the point where one begins a dive necessarily just that this attack happens to do that there. Speed at release and CSEM should be mentioned here why you select a particular throttle setting.
the target is a long sandy area. we’re going to pick out a spot as our aim point. when you become confident you can pick out the specific aiming points indicated on the target, but for now any specific point in the target area will do Official vocabulary is aim off point (AOP) and the distance is aim off distance (AOD). It should be noted that the FPM is placed on the AOP and this provides a number of seconds of target tracking prior to release.
looking at the HUD, the vertical line extending down from the flight path marker, or F P M, is the bomb fall line, or B F L. at the bottom of the B F L is a circle with a dot in the centre. that is the pipper a horizontal bracket will move up the B F L as you approach minimum height for fuzing. this is known as the fuze arming cue. if the bracket reaches the F P M before release the word low will be displayed, meaning you are too low to release the weapon and have it arm before it hits the ground we will not place the pipper directly onto the target, rather we will line the aircraft up on the B F L and walk the pipper onto the target as we approach it The pipper should be described as the current impact point and explain what the delay cue indicates if present. Walking the pipper onto the target sounds like pilot action (pulling up). A better description is allowing the target to track down the BFL toward the pipper. The FAC/PUAC (it’s called fuze arming cue before reset and PUAC after reset) deserves its own detailed description about how it can predict an issue well in advance and it’s reset behavior.
when the pipper is over our aim point we will press and hold down the weapon release button or key. do not release it until all ripples have been completed and the bombs are off the aircraft No such thing as “all ripples”, there would only be one as ripple means a bunch of bombs.
with all bombs released we can begin the climbing safe escape maneouvre, or C S E M. we will bring the throttle forward to full military power and in two seconds achieve twenty to thirty degrees of nose up pitch. you may count out the timing with “one thousand, two thousand”. the purpose of the maneouvre is to avoid the frag envelope as the low drag bombs, falling ballistically, hit the target. but be careful not to over stress the aircraft There are different SEMs for different delivery profiles. The CSEM is a common one but should be described in better detail.
you may then perform a left or right turn as desired CCIP bombing is so much about the proper height and baseline distance offset and all of the joys of the final turn that I feel a straight in run misses out on most of what makes CCIP challenging
the master caution light may illuminate after bomb release. this may indicate that the aircraft has gone from cat 3 to cat 1 loading. to clear the warning select cat 1 with the stores config switch situated on the landing gear panel to return to steerpoint 5 for another run on the target, press the A dash A, or air to air, button on the I C P twice to return to NAV mode and return the steerpoint cue to the HUD, then using the default key bindings, press 4, 5 then enter on your numeric keypad
AFI 11-2F-16V5 section 5 has a lot of good info about this.
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AFI11-2F-16v5? Theres an MCH vol 5, and the newer version is AFTTP3-3v5… first Ive heard of an AFI vol 5 though [emoji14] each MDS gets 3 AFI volumes, not 5.
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Thanks for the input. I knew you guys wouldn’t let me down. I’ll be going through it all and making the necessary corrections and reading up more on one or two things.
There seems to be some disagreement on whether in the sim tail fuzing impacts - pun intended - the overall arming delay when in nose fuzing mode - possibly the other modes, too. Or am I misreading it?
I feel like I have to mention the current limitation otherwise people may try complex fuzing options that are not yet available and wonder why they’re not getting quite the intended results.
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I swear I changed that filename after the last time. MCHv5, section 5.
Whatever AD is listed in the center of the SMS page is truth.
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I have a feeling if you select nose it just lists the nose arming delay, which would explain things.
With regard to aim off point and aim off distance I may have to set that aside for a video on popup, which also gives me time to get my head around the concept.
How exactly does the delay cue work? I can’t seem to find an explanation for it, and in operation it seems to be a straight horizontal line across the BFL which appears to be half way down the BFL then on pickle jumps to the FPM.
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There are CCIP mechanics and there are actual delivery techniques. It would be a long video to cover both.
Delay cue shows up when the solution is off the HUD.
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I see the delay cue when the pipper is still visible on the HUD. I’ve read basic mentions of it but I’ve yet to see a full explanation of what it’s doing.
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So when the delay cue is present, it means the actual predictee inpact location is not displayed in the HUD. The pipper will still be displayed, but pressing the pickle will not result in an instant release. Instead, pressing and holding the pickle will result in ‘post designate CCIP symbology’ being displayed, which is essentially CCRP/DTOS symbology. You then have to fly to the release point with the pickle held, much as in CCRP drops.
This is one reason why CCIP tends to be associated with diving releases. With lower speeds, shallower dive angles, and higher drag munitions, the impact point in the HUD gets closer to the aircraft, up to the point where it cannot be displayed in the HUD as it is below the HUD FOV.
The takeaway point is that if the delay cue is present, you will need to hold the pickle and weapons will not come off inmediately, and you should expect CCRP symbology, even if it is only displayed briefly. For shallower releases its not unusual for it to be displayed only briefly.
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There are CCIP mechanics and there are actual delivery techniques. It would be a long video to cover both.
Delay cue shows up when the solution is off the HUD.
Plus the two types of CCIP deep and shallow dive angle, it would also be an idea to point out that prior to and during pickle the wings need to be level and there must be no change in pitch otherwise it effects the bombs trajectory so its the equivalent to a sniper using marksmanship principles when doing a CCIP run. Other factors is wind and crabbing the pipper onto tgt.
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Use a google doc for this.
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Plus the two types of CCIP deep and shallow dive angle, it would also be an idea to point out that prior to and during pickle the wings need to be level and there must be no change in pitch otherwise it effects the bombs trajectory so its the equivalent to a sniper using marksmanship principles when doing a CCIP run. Other factors is wind and crabbing the pipper onto tgt.
Yes and no. CCIP is not so simple that 20 degrees of bank and 1.3G load factor throw it for a loop. Unusual geometries and rapidly changing accelerations may naturally degrade accuracy but the math the calculation is based on definitely takes things like bank, acceleration, pitch rate, etc. into account.
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A pitch rate is definitely inadvisable for CCIP. It should degrade accuracy - something that should be in short enough supply for mk 80 series bombs.
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As long as you maintain constant Gs it is not the end of the world to pull the fpm towards the delay cue to speed up the release if circumstances require it.
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No, but you will get a banana pass.
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I’m sure I’ve missed a few things, but hopefully I can cover everything required in the subsequent CCRP, DTOS and popup videos. For now here’s the CCIP video:
Thanks for all your input. Much appreciated.
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No, but you will get a banana pass.
Indeed. But, depending on the situation, it might be better to make a banana pass and have a bomb on target while (for example) staying outside a threat envelope or frag, as opposed to making an on dive angle pass but going into one of the aformentioned things.
And then of course you debrief it afterwards and do better next time
But just trying to highlight the fact that the MMC should do a decent job accuracy wise as long as you do a nice wings level constant G pull to the cue. Inconsistent Gs it doesn’t like so much.
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Pulling gs is ok when using cbu’s. The cbu large footprint and using a ripple release, will makeup for the loss in accuracy now that 4.33 has a rl ripple aim point.