Bullseye to BRAA Flashcards?
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Hi,
I’m trying to get faster at understanding bullseye calls. In a si hole player campaign it’s easy enough to just move bulls to the target area but I’m looking forward to multiplayer someday.
Can anyone recommend a resource for practicing these mental gymnastics?
Thanks
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Best advice is IMO to :
1/ when planning the mission, see in advance what are the target, home plate, push point etc. bullseye cooordinates. A handful of point of significance. That will help you situate a bulls call in the theater.
2/ check FCR ; or better, HSD. Put SOI on it and move the cursor to try to match the received bullseye coordinates.Other than that, practice in solo campaigns
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Bullseye trainer….have fun!
Read the short manual…it is an old prog…so…;-) -
I really struggled with Bullseye. So much so, I even had some folks help me with the math for a spreadsheet that will calculate the intercept of target bullseye. Works like a champ, but just a couple of weeks ago I watched this video and I haven’t had to use the spreadsheet since.
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IMHO, all this could be made much easier with one small thing to add
put a North marker on the Bullseye symbol. From there, you save tons of time figuring it out, at least in the beginning.
I know what the answer will be here, but I’m surprised the real one doesn’t have just a North mark -
Ha, yeah. I used to set one of my steer point lines as a big north line shooting out of bullseye.
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I put the bullseye on my target and that helps me
- bruzzer
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I put the bullseye on my target and that helps me
- bruzzer
Wouldn’t suggest to make that as your standard habbit, might help you as long as you only stay Single player if you go Multiplayer and are only used to that habbit you are lost
Gesendet von meinem SM-G930F mit Tapatalk
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One of the best things I managed to buy off Ebay many years ago was an “Air Navigation Attack Computer” dated early '70’s, mine if I recall was Vietnam surplus issue. It will do many things, most I do not bother with, but it is the back of it which is the most useful for using Bullseye calls. Its a circular rotating disk which is marked up in degrees, the base is fixed and gridded. To use it, the center stud is the Bullseye reference point and you then rotate the disk so that the bearing in the call is over the index line at the top, you then using the grid measure up the distance called and make a plot, you also do that with your own bullseye position. And then you just rotate the disk until both plots match up on a vertical line on the grid and from that you get your intercept bearing from the top index line and you can also get the distance away you are from the TGT using the grid squares.
It may seem complex, but, when in use, you only have to do the one plot for the TGT as your own position you constantly keep updating every few minutes. Just takes a few seconds. Plus, to paint a better picture if your “Mud Moving” mark up the TGT on it, along with known SAM sites, enemy units and friendly units. That way you soon see if any “Bandits” that are called out if they are close to the TGT, between you and the TGT or well clear of the TGT. Plus if your doing CAP etc, you can avoid engaging them if they are over a SAM site etc or may have to pass over one. Once you have used it for a while, you soon find you can get the mental image of the calls in your mind and soonknow which ones to ignore or take notice off. Even constantly plotting them will give you a direction they are moving.
https://en.wikipedia.org/wiki/Felsenthal_CPU-73_A/P_Air_Navigation_Attack_Computer
https://www.worthpoint.com/worthopedia/usaf-air-navigation-circular-slide-511722500
I also have another USAF “Attack Computer” for radar intercepts of a similar design which I prefer to use in the same way but I cannot see where I have placed it to get the part number off it.
But, it would not be hard to make one, it just needs a base with a grid printed on it, then a clear disk marked off at every 10 degrees and a tick mark for every single degree. Its then just a case of making a hole in both disks and putting a brass rivet etc through it to hold them together. I made something similar for playing Silent Hunter 4 many years ago. The hardest part was printing the degrees around the outer edge and I cannot recall how I finally did it but I may have just printed one out that someone else had designed and posted
In fact, just looked on Ebay, and there is one of the other type that I use and prefer:-
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set a bulleye map to your kneeboard through WDP.
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Bullseye trainer….have fun!
Read the short manual…it is an old prog…so…;-)I played with this for quite a while and it finally helped. I knew the concept but repetition along with repetition and repetition and furthermore repetition made me better at it. The hard part of the program was picking AIM-9, guns, AIM-120 which is silly. In front of my face I’d either physically put my finger tips in the air like a clock face. That helped me visualize the vector subtraction. 360 100 to 090 50 oh that’s 12 o’clock to 3 o’clock at half range that’s probably bearing 150 or so.
In practice approximate relationships fast is much better than exact relationships slowly. Is the bandit call 120nm away of 40nm? What heading to the nearest 30 degrees points you at it? Once you get HSD cursor to bear and especially if the BE symbol is close enough to show up on the HSD visualizing BE positions and then from you to it is quite fast to narrow down to the exact figures.
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Use your HSD? Set as soi and expand it’s view out. Now you can slew around the bullseye and get info relative to your position and the bullseye. With time you’ll understand where your flight plan is in relation to it just by constantly slewing around the HSD.
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I played with this for quite a while and it finally helped. I knew the concept but repetition along with repetition and repetition and furthermore repetition made me better at it. The hard part of the program was picking AIM-9, guns, AIM-120 which is silly. In front of my face I’d either physically put my finger tips in the air like a clock face. That helped me visualize the vector subtraction. 360 100 to 090 50 oh that’s 12 o’clock to 3 o’clock at half range that’s probably bearing 150 or so.
In practice approximate relationships fast is much better than exact relationships slowly. Is the bandit call 120nm away of 40nm? What heading to the nearest 30 degrees points you at it? Once you get HSD cursor to bear and especially if the BE symbol is close enough to show up on the HSD visualizing BE positions and then from you to it is quite fast to narrow down to the exact figures.
Completely agree that is silly the AIM120/AiM9 thing. I guess, after one has the mental picture where the bandits are relative to you, the choice of the weapon comes automatically.
I was trying to rebuild my mental algorithm when I call the AWACS and, for me, it is like that:- SOI on HSD
- EXPAND HSD
- FIND BE
- Where am I?
- CAll AWACS and focus
- Ignore RWR or other radio calls for a few seconds.
- Plot mentally the badits and find it in the HSD.
- If close/far/hot/cold/beaming/loadout do react (<-depends on many factors mission/loadout/fuel/wingman status/TOT)
Put the altitude of the bandits in context is for me not straightforward and I get confused from time to time. Two groups, azimuth, range AND altitude, I struggle.
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Put the altitude of the bandits in context is for me not straightforward and I get confused from time to time. Two groups, azimuth, range AND altitude, I struggle.
Due to being up against the limits my gray matter gimble, I just write bullseye calls down. :noidea:
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Thanks! Tripp’s youtube video is a great way to get an approximate picture quickly. I’ll also follow @gza036 idea and mark the bullseye’s north side with a stpt or line. And next time I am bored at work, I’ll pop out the Bullseye trainer. You guys rock!