DBFM
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In the spirit of all these great dogfight videos lately, I thought I’d share my approach to defensive BFM.
… a big shout out to KidVicious, A.S., and the guys over at Falcon Online. You guys rock! Keep up the inspiring work.
I invite any and all to share their defensive tactics here.
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I invite any and all to share their defensive tactics here.
Well, besides gun-defense (jinks), which are last resort-solutions anyways - there are 3 categories of defensives how i see it:
(PS: 1st. one never dodges bullets, but avoids firing-solutions at best and 2nd. defensive maneuvers also depend on weapons used)1)
Resovling a situation BEFORE it gets too bad/late.
If it becomes apparent EARLY ENOUGH, that a commitment/situation is going to turn out badly (loosing angles in 2-circles i.e), one can “defend” by using escape-veloctiy and -window to “get out” of that situation, while bandit is still bussy
in executing the rest of his turn or maneuver. In a 2-circles i.e, you will be suprised, how far you can extend and how long it takes for the bandit to finish the rest of his 150°-180° turn and how far you will have extended meanwhile.
In those cases enough turning-room is created to re-commit into the bandit, creating a new situation, a new merge.2)
Bandit is closer and tracking. Different geometrical options availble here, depending on stituation, closure, geometry … etc etc. (too many cases to “example” them)3)
Bandit is already “sitting in your neck”, meaning an induced “overshoot” is the last way out. Also different solutions available.In terms of Nr 2) and 3) and also generally speaking - The “defender” has one HUGE advantage. And that is, that he commands the situation!
The bandit, if he wants to take an oppertunity, a shot - is bound to your actions as defender, meaning you command WHAT bandit has to or can do, WHEN he can do it and even HOW he can do it.Similar to a “teasing game”, you determine (as bandit has to follow your maneuvers) when he can attack, or when he has a firing-solution. He may go lead, which is an oppertunity to create BFM problems for him, or he may “lag you up” and then it depends, how he does that. If you sling him out and he lags you up too much, there is turning-room created, which you can use against him in return etc etc.
I dont want to list cases and situations as it would take too much of writing, but generally i see it like this.They are three different “stages” of being defensive and each have their own solutions.
Let the mind sink into this and experiment for yourselfs. I many of my videos you see me in such situations, BUT almost never in case 3) - “the overshoot.” If the overshoot is your last option, you ****ed up before big time somewhere else.
A “good” bandit will be patient, he will never risk his position or advantage for one risky shot. He understands, that once offensive “time is his friend”, and he will try to remain offensive having more firing-solutions.
Sometimes it is not so much about when, but when NOT TO engage (the follow up and the continuation matters, never the moment).A “good” defender on the other hand, will try to “set you up” … and allow you (give you) an oppertunity, which he already is prepared for to jink and resolve within the continuation mindset. He basically will try to exploit geometrically your attempt to take that oppertunity he has given you.
If you fly versus “good pilots”, it is REALLY hard to hit them (speaking about guns atm). As long as they know (and trust me they know) that they will get fired upon.
They will use your “attempts” against you, or deny your firing solution and punish you later geometrically.Therefore - 2 options remain:
- Shooting the bandit where he is not prepared to defend and suprised (oh shit)
- Bringing the bandit into situations, where he just can not defend nor do anything about it anymore (oh really shit)
These 2 options are the “tricky” parts, which comes with expirience.
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I’ve been trying to move away from guns only fights lately for more realistic scenarios. Rear-aspect IRs are easy enough with tight ranges and nose-to-nose geometry creating large angle off.
But I have no freakin clue how to defend against all-aspect IRs, except for shoot first and pray. Anyone have a game plan for all-aspect fights?
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In real scenarios it’s extremely rare a pilot to go oh shit where that came from.
Those cases belong to WWI and WWII era.sent from my mi5 using Tapatalk
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I’ve been trying to move away from guns only fights lately for more realistic scenarios. Rear-aspect IRs are easy enough with tight ranges and nose-to-nose geometry creating large angle off.
But I have no freakin clue how to defend against all-aspect IRs, except for shoot first and pray. Anyone have a game plan for all-aspect fights?
Not sure if you mean Aim-9M or X. The X you better treat as a “mini-amraam”
Here is a nice “Case Study” with the Aim-9x : http://falcon-online.org/forum/index.php?topic=2534.msg29201#msg29201
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Here’s what I got so far. According to J. Boyd (Aerial Attack Study) the factors that affect IR missile PK are:
*IR pattern
*Range
*G
*Lambda (look angle)From my research on recent newer all-aspect missles the G limitations and angle problems have solved. So that leaves IR pattern and range. As such the game plan I have so far is as follows:
- Crank immediately
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Increases aspect angle (missile has to pull more lead)
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Reduces closure (missile WEZ shrinks)
- Dive in the crank and increase speed to 600+ kias
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Terrain background helps to mask your IR pattern
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Enemy missile has to pull even more lead
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Enemy WEZ again shrinks
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Your WEZ increase
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Shoot as soon as in firing range and get first shot
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Disengage and repeat
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- look in tacview how they behave. understand the why. exploit it against the missile.
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Nice defensive pull and reversal, good shooting too man. :headb: