Any tips on boresighting Mavs?
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I spend way too much time finding a useable (lockable) ground targets when boresighting mavericks. BMSs limited simulation of heat signatures through targeting sensors has me trying to lock ground textures unsuccessfully most of the time. It’s a handful to use FCR, TGP, and WPN just to be able to lock on
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Any tips?
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Is improving the rendering of the TGP BHOT/WHOT within scope for BMS team or are we just living with a game engine from 1998?
Anyways…appreciate any help!!
J
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@jstnj I have yet to find any method other than doing so enroute which is a less than ideal distraction
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@jstnj LMFD: FCR/WPN, RMFD: TGP. Use FCR to initially cue TGP working left to right screen. Then when object in TGP, DMS cycle to WPN working right to left screen.
Towns have a few small buildings which are lockable. You learn which ones pretty quick.
When you get TGP roughly on target, TMS right for area and slew near it. Don’t point track it yet. Then DMS over to WPN SOI and slew to track the missile. Repeat for both stations when practiced enough to do it rapid.
Once 1 or 2 missiles are tracking, then DMS SOI back to TGP and point track the object the missiles are tracking. Click OSB BSGT for each station.
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Use 2d redo and set a precision Steerpoint on a building enroute.
I personally use my wingman as boresight target
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I swore there was a way to do it on the ground, via ground jettison jettison enabled > master arm on SIM > and then go about bore sighting them.
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@jstnj If you place master arm to simulate and place the ground jett enable into ground jet enable position then power up your mavs. and start your targeting pod while in air to ground mode you should be able to boresight on the ground before you ever take off if there are any lockable objects in front of where you spawn for a ramp start. If not fly about 10 miles away from the airport after you take off. Turn back to the airport heading and lock up the tower or radar antenna. There will be a lockable item at your own airport.
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@draft Just remember, you only get 30 minutes of mavs once you uncage them and have video. So be sure to power them off as soon as your done boresighting
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@oakdesign said in Any tips on boresighting Mavs?:
I personally use my wingman as boresight target
Only possible if your wingman is a very, very good friend -
@draft said in Any tips on boresighting Mavs?:
@jstnj If you place master arm to simulate and place the ground jett enable into ground jet enable position then power up your mavs. and start your targeting pod while in air to ground mode you should be able to boresight on the ground before you ever take off if there are any lockable objects in front of where you spawn for a ramp start. If not fly about 10 miles away from the airport after you take off. Turn back to the airport heading and lock up the tower or radar antenna. There will be a lockable item at your own airport.
Yeah this is a solid recommendation, thanks. I always try doing it on the ground with SIM but, its a giant pain in the ass on the ground as well.
Thanks again!
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@jstnj Often I take advantage of the fact the TGP and FCR are pre-boresighted to one another… then find something on the FCR to boresight the mavs on.
It’s not 100% but it seems most things that generate a radar-return in GM mode are lockable by mavs, in BMS.
(In the real jet, I wonder, do you have to “lock” the mav before you can click BSGT button? Seems like it would be sufficient to just slew it to point at the right thing… any ground-stabilized target. Like a lone tree on a hillside or something. )
Somewhere on youtube I once saw a RL preflight check involving calibrating the HUD and gun-camera etc. Made me glad there are limits to the realism of BMS…
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Can someone give an effective explanation about the SOI ?
This is still a mistery for myself
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@freedomlike page 84 of the dash one manual has a good explanation of the SOI, SPI, cursors, and slewing them
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@jstnj said in Any tips on boresighting Mavs?:
I spend way too much time finding a useable (lockable) ground targets when boresighting mavericks. BMSs limited simulation of heat signatures through targeting sensors has me trying to lock ground textures unsuccessfully most of the time. It’s a handful to use FCR, TGP, and WPN just to be able to lock on
-
Any tips?
-
Is improving the rendering of the TGP BHOT/WHOT within scope for BMS team or are we just living with a game engine from 1998?
Anyways…appreciate any help!!
J
J,
I, too have had this problem. Especially off of carriers, where your first “boresight target” may not be found until you go Feet Dry. That’s not a good time to be messing with boresighting!. I’ve developed a procedure which works off sea or land, and hope it helps.- Get your TGP and Mav’s powering up on deck. TGP is powered early in my Start Up Checklist. On the ground I power Mavs at the EOR. On the Boat before going onto the Cat.
- Take off and do your normal climb out . During the climb, set Master arm to Sim and set your desired radar mode. Climb to a point about 15 miles from base and 10k altitude( the numbers don’t have to be exact).
- When you see your Mavs power on, uncage each hardpoint. Then, re-select Steerpoint 1 ,turn back to base, level off, go to max conserve airspeed. Going to auto pilot altitude hold helps, too. It will be easy for you to find something to boresight on at Steer 1.
- Do your boresight procedure, power down the Mavs, set autopower as desired, and continue with the mission.
I’ve found that with a little practice, you don’t lose much time with this. In fact, it works well with flight plans that have holds built into them.
Another tip-One of my MP Buds is excellent with Mavs. He will actually adjust the flight plan so Steer 2 is at a town or some such with good “boresight targets”
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@awmk1 said in Any tips on boresighting Mavs?:
@freedomlike page 84 of the dash one manual has a good explanation of the SOI, SPI, cursors, and slewing them
Thank you awmk1, I will go and check it