Missile override and dogfight modes video script critique requested
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This is a suspiciously short script. I’m sure there must be more aspects to cover but I’m struggling to find detailed documentation. But then perhaps it really is this simple.
I’m not going to cover gun use at this point as I want to cover that in a seperate video at some point in the future, but if there’s anything I’ve missed feel free to enlighten me.
Missile Override mode is a shortcut to handle medium range threats
when entering this mode R W S is selected with range set to 20 nautical miles, the HUD is in the decluttered missile mode, and the missile with the longest range is selected, for example AIM-120 AMRAAM, AIM-7 Sparrow, or AIM-9 Sidewinder
to enter Missile Override mode, press M
for a detailed explanation of R W S and its use, please refer to the video linked in the description
to cancel Missile Override and return to a previously selected mode, press C
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Dogfight mode is designed to allow a quick response to short-range threats
Dogfight puts the radar into A C M mode, which defaults to HUD Scan submode, with the radar not emitting, and the M61A1 EEGS funnel and AIM-9 reticle are displayed on the HUD
AIM-9 seeker head cooling is automatically selected
to enter Dogfight mode, press D
when A C M locks a target, a Target Designator, or T D, circle appears around it. as the target closes within 12,000 feet a range gap appears at the 12 o’clock position, which grows counterclockwise as range decreases
for more information on A C M and AIM-9, refer to the video linked in the description
to cancel Dogfight mode and return to a previously selected mode, press C
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MRM is ostensibly a completely separate mastermode, accessible hands on. It remembers whatever settings you leave it in, rather than always initialising a specific radar mode. However, it does get mixed up with the AA mastermode (BMS bug). Normally you set up MRM so that you have hands on access to a missile firing mode for reacting to threats. Personally before takeoff I set MRM to use RWS and 40 miles.
TD is the acronym only for the TD container. The range circle could be explained a little better - covering that inside 12 thousand feet, the clock position of the tic on the arc is the range in thousands of feet (i.e., at 7 thousand feet range, the arc extends to the 7 oclock position and the tic mark is positioned there also).
Im not sure how best to classify and use the MRM mode tbh, as its not completely separate from AAM mode as it should be.
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When you mention MRM I assume that’s Missile Override mode? How are you setting it to RWS and 4 miles? I was assuming perhaps you can set the FCR to CRM, RWS and 40 miles range, and whenever you enter Missile Override mode it will default to that as the last condition set?
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MRM is a separate mode; just as DGFT, AAM, AG, SJ, and EJ are separate modes. People just set up AAM and MRM similiarly; e.g RWS on 40/80 scope w/120s called up. However, during SEAD I have the AG mode called up in the center position and at the push or with a pop-up threat I go to MRM to kill. If I have to go to the merge (for VID), then I slam outboard to DGFT.
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Would the triangle - for want of a better word - that rotates around the TD circle in Dogfight mide be the target aspect angle?
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Yes
Aspect angle is also displayed adjacent to the gun cross in DGFT mode.BTW its called the target aspect angle carat.
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AIM-9 seeker head cooling is automatically selected
COOL is automatically commanded in DGFT or MSL override mode as long as the MASTER ARM switch is in MASTER ARM.The AIM9 missile needs to be selected of course.
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Thanks for all your input. I really appreciate it.