|In the Falcon4 tips article "More on the Jammer", you were showed how to use the jammer as a tool to maintain a head on approach. In this article, you will be showed how to keep a head-on approach for a while and then turn away once you have fired your missiles. It will thus be a hybrid approach. You will use the jammer to maintain a head on approach for long enough for you to fire multiple missiles. You will then turn away from the enemy aircraft before or at the time of when the enemy aircraft have regained lock of your aircraft and will fire another missile you.|
This maneuver will be one in which you roll 45° downward and then put the enemy aircraft at your 3 or 9 o'clock. It will be the maneuver from the "more on the jammer article" for avoiding the AA-12 Adder missile with some edits. Here is the maneuver. 1) First, target the nearest aircraft at the bottom left and fire a missile at it when it gets within 18.5 miles away. 2 ) Turn on the jammer. 3) Roll upside down so that you are 45° below the horizontal and facing right. 4) Pull back on the stick. When you reach -45°, roll so that the turn is horizontal while continuing to pull back on the stick. 5) When the turn has put the enemy aircraft at 9 o'clock, roll upside right. 6) Roll the aircraft so that you are about 20° left of vertical. 7) Pull back on the stick and keep pulling back on the stick until you reach 0° pitch. Steer the climb so that it puts the enemy aircraft at 9:30 to 10 o'clock.
When executing steps 1 through 7, keep releasing bundles of chaff. Keep pressing x every 2 seconds or so. Even when you have completed step 7, keep pressing x every 2 seconds or so until you see an 'M' on the radar warning receiver. Once you see the 'M' on the radar warning receiver, note whether it is making the fast chirping sound or not. If it is making the fast chirping sound, do the split S and avoid the missile. If it is not making the fast chirping sound, quickly change the radar azimuth(the horizontal scan range) to 10 degrees. Then put the enemy aircraft on the radar warning receiver almost in front of you so that it is about 11 o'clock. Then quickly lock on to the remaining aircraft and fire a missile at them. Since you already targeted the bottom left aircraft, target the bottom right aircraft and work your way up to the two remaining aircraft. You will probably only have time to target two more aircraft. So target 2 more aircraft and fire at them. Then quickly do a split S maneuver. You should do the split S maneuver before you see another missile on the radar warning receiver. If you wait until you see the missile on the radar warning receiver, then you probably have waited too long.
Press the 7 key to check on the incoming missile or whether there is one. Do a barrel roll to bleed off speed of the missile. If you feel that you do not have enough time to do a barrel roll, turn so that the missile is at about the 8 o'clock or about the 5 o'clock. Then climb upwards to about 35° to 45°. Press the 7 key to check on the missile. If you feel like you have enough time, then do the following. Roll upside down and about 20° to the left or to the right of vertical and then pull back on the stick. The purpose of this is the do a downward climb and turn into the missile. If you do not think that you have enough time, then just dive downward and roll away from the missile or any other maneuver that uses common sense. The following video will assume that you did do a split S soon enough and that you do have time for a barrel roll.
When watching the following video that will demonstrate the maneuver, pay attention to the number G's that are pulled-especially when you dive and turn to the 9 o'clock. You should be pulling about 6 to 7 G's. If you pull too many G's and do the maneuver too fast, it will be like you are making a instantaneous change of direction rather than a long-lasting maneuver. This is especially true at long-range. If you do the maneuver too quickly, it will give the missile a long time to make a correction. This is because the maneuver will be over with a long time before the missile reaches you. You will then be going in a straight line and give the missile a long time to make a correction. This applies to long range and medium range missile launches only-which is what happens in this case.
In short range missiles launches, which doesn't apply to this case, you would want to do a quick maneuver. A quick maneuver for short range missile launches would not be an instantaneous change of direction, but would shake the missile a lot and give it targeting problems. This is because at short range a missile would see a quick maneuver as actually a long curvey manuever. It would be like zooming in on a flat looking curve on a graph. Vice versa is true of long-range launches. A curvy looking curve would look flat and linear at long range, because it would be like looking at a curve zoomed out. What this means is that you want large circles at long range and small tight circles at short range.[see video 1
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What if the above maneuver does not work? Is it still worth doing? The answer is yes. The maneuver even if it's not successful at breaking the lock of the missile, it will still wear off a good chunk of its speed. You even have time to launch a missile against atleast one more plane. This means whether the maneuver works or not at breaking the lock, you can still get atleast two airplane kills before the turn away. Recall from the previous lesson, "More on the Jammer", that the number of kills before the turn away is an important number. After the turn away you are put at an offensive disadvantage-a fancy way of saying that a turn away makes it so that you can not return fire when fired upon. In the following video, I will not use the jammer to purposely make the maneuver fail to break the lock of the missile. I will then demonstrate what to do if the maneuver fails to break the lock. I am able through quick targeting to get two additional shots off before the turn away-bringing the total to three. [see video 2
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