games-pc strike commander ユーザーズマニュアル

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B A S I C   F I G H T E R   M A N E U V E R S   ( B F M )
Basic Fighter Maneuvers are the fundamental moves that trade speed and altitude for relative
aircraft position. You will be flying in either a defensive mode or an offensive mode. Your offensive
goal is to maneuver behind your opponent and take a shot. Your defensive goal is to prevent him
from getting behind you and/or move out of his firing range.
Always remember the cardinal rule of air combat: Speed is Life. All maneuvers cost you either speed
or altitude, sometimes both. If you use up too much speed in a maneuver, you lose the chance to
exploit any positional advantage you gained by the maneuver, as well as the option to disengage
quickly if your opponent outguesses you.
Too much speed can be equally lethal. If your closure rate is much over 1000 knots, you will almost
never be able to turn in time to establish a pursuit situation. You will have to settle for another
head-on pass after you both get turned around. In general, faster than 500 knots is not prudent on
the initial approach unless you want to get in one fast pass and run away.
If you are closing too fast in pursuit of another fighter, you could overshoot the target. An overshoot
is very bad because it leaves you at close range with the enemy in a perfect position for a gun shot.
This section tells you how to perform the maneuvers, but perfect  timing requires practice,
experience and an ability to judge relative high speed motion. The best aces develop timing by
learning to execute the maneuvers flawlessly, recognizing them quickly and by surviving ... and so
will you.
Combat Geometry
Lag Pursuit, Lead Pursuit, Pure Pursuit. Air combat is most
concerned with predicting the enemy’s future position. Early in
your approach, you need to make some predictions about your
enemy and some critical decisions about how to pursue him.
“Early” means just before you reach maximum weapons range.
BFM training defines pursuit as where the nose of your plane is
pointed in relation to the enemy. Pure pursuit occurs when your
plane is pointing directly at the opponent. Even though you may
be in front of the enemy, if your plane is pointing at him, you are
in pursuit. If the nose of your plane points behind the enemy,
you are in lag pursuit. Use lag pursuit if you want to end up
behind your opponent. If your nose is pointing in front of the
enemy, you are in lead pursuitUse lead pursuit for gun passes
and closing the range on your enemy.
Turn Radius. The F-16 has the best maneuverability of any plane in the game except the F-22.
Airspeed of 450 knots allows the smallest turn radius, an important advantage during dogfights.
The F-16 also loses less speed in a turn than many of the other planes in the world.
Target Aspect Angle. Target aspect angle is measured from the tip of your aircraft to the tail of
your enemy. This angle tells how many degrees you are from being lined up behind the target.
Deflection. The deflection of a shot is the amount of lead you must use to hit your target with a
dumb projectile. Deflection is usually measured in degrees. The higher the deflection angle, the
more difficult it is to hit your target.
A I R   C O M B A T   T A C T I C S
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Lead
Pure
Lag