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Table Of Contents

2.2.1. Gun
2.2.2. Sidewinder
2.2.3. P4
2.2.4. AMRAAM
3. Defence System
4. Principles of Aerial Combat
4.1. Priorities
4.1.1. Control
4.1.2. Ground
4.1.3. Collisions
4.1.4. Evasion
4.1.5. Structural limits
4.1.6. Fuel
4.2. Positional Geometry
4.3. Attack Geometry
4.4. Weapons Envelope
4.5. Turning Room
4.6. Mechanics of BFM
4.6.1. Roll
4.6.2. Turn
4.6.3. Acceleration
4.6.4. Lead Turns
4.6.5. Energy versus Position
4.7. Offensive BFM
4.7.1. Objectives of Offensive BFM
4.7.2. Outside the Turn Circle
4.7.3. Follow-On BFM
4.7.4. Vertical Considerations
4.8.1. Objectives During Defensive BFM
4.8.2. Bandit Outside the Turn Circle
4.8.3. Bandit Options
4.8.4. Check and Extend Defence
4.8.5. Continuous Turn Defence
4.8.6. Guns Defence
4.8.7. Reversals
4.9. High Aspect BFM
4.9.1. Objectives during High Aspect BFM
4.9.2. Options at the Pass
4.9.3. One Circle Fight
4.9.4. Two Circle Fight
4.9.5. High Aspect BFM Game Plan
5. Dogfight Scenarios
5.1. 1 vs. 1 advantage
5.2. 1 vs. 1disadvantage
5.3. Low speed scissors
5.4. Vertical dogfight
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Air-Combat-Maneuvers

Air-Combat-Maneuvers

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Published by: csteimel47591 on Mar 08, 2011
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06/04/2013

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