EXTERNAL VIEWS -------------- Although "stepping outside" as you are flying along is not exactly "authentic", a different perspective on a problem can often be useful and let`s face it - its fun! We have included no less than six "external views" that range from the commonplace to the spectacular. A status line at the bottom of the screen shows your aircraft speed, altitude etc. (a) Tracking view Perhaps most common of all is the option to "step outside.. your cockpit" and watch yourself fly along. When first selected, you will be positioned immediately behind your aircraft, following at a fixed distance. If your prefer, you may use the zoom in and out facility to adjust your perspective at either normal or fast rate. When you`ve had enough of looking at tailpipes, try the "adjust tracking" controls. These allow you to swing your viewpoint around your aircraft in either direction, quickly or slowly, to give you a full 360° outside view. The "reset" option will position you behind the aircraft again and for good measure we have the "toggle lo/hi" feature which puts you level with your aircraft or slight below it. It is worth mentioning that when you leave Tracking View, your viewpoint and zoom level are stored so that when you next select this option your viewpoint appears just as you left it. For example, if you wish to watch an attack from a particular angle say looking back at your aircraft from in front and below - you can set the viewpoint in advance, fly the attack, and then switch to Tracking View at the moment of weapon release. (b) Satellite view Select this option for a bird`s eye view looking directly down onto your aircraft. Select again and you`ll get a worm`s eye view looking up from underneath! We do not recommend this second option when sitting on the runway as all you will get is a close-up of the underside of the fuselage. The plan view though is very handy when taxiing around the airfield. We suggest that you zoom out to a reasonable height in order to see ahead of your aircraft. (c) Remote view This option allows you to hop outside and watch your aircraft from a fixed position. The viewpoint is fixed at the position of your aircraft at the moment of selection, and turns to follow your aircraft as you manoeuvre. This gives a superb impression of the true speed of your aircraft and is great fun if you wish to brush up your radio control techniques but it`s very easy to get disorientated or lose sight of yourself altogether..... (d) Drone view "Drones" are the numerous computer-controlled aircraft and ground vehicles moving around the combat area simultaneously to yourself. By repeatedly pressing "drone view select" you may observe their activity and impress your friends. Zoom and track controls are available. You may also switch between allied and enemy drones, aircraft or ground vehicles. (e) Weapon view What better way to approach a target than alongside your weapon? Again zoom and track adjust is available. Just prior to impact, air to ground weapons will switch to a plan view to help assess accuracy of delivery. (f) Spectator view Spectator view isn`t strictly a separate view mode - it`s an extra twist you can apply to any other view mode to achieve cinematic effects. When you select Spectator view, the viewpoint is "frozen" in space wherever it happens to be at that moment (unless it`s already a Spectator view), while the action carries on. For example, you could call up the Tracking view. Move it around ahead of the aircraft and zoom it out, then select Spectator view and watch the aircraft approach and flash past the stationary viewpoint. If you select Spectator view again as the aircraft passes, the view point will be frozen at the aircraft position again, but this time watching it recede into the distance. You can use the track adjust controls to rotate a Spectator view, and once you have set up the camera angle to your liking, return to the cockpit to fly the aircraft back into shot. Selecting "restore Spectator view" will put you back at your chosen spot to watch the effect. If we tried to describe all the tricks you can play with Spectator view, it would rate a substantial chapter on its own. You`ll have to experiment for yourself and use your own imagination. WEAPONS CONVERSION ------------------ When a pilot under training has reached the stage where flying the aircraft to its safe limits does not demand 100% attention, it`s time to start learning how to fight. The RAF call this phase of training Weapons Conversion. There are two very different subjects to cover: ground attack and air combat. In this chapter we`ll also be looking at how to use the Tornado`s radar in both its air and ground modes, and the Radar Warning Receiver. In the process we`ll be considering a variety of tactical and operational problems. AIR-TO-GROUND The Tornado IDS was built to deliver the largest practical load of the cheapest, simplest weapons as accurately as possible regardless of weather and visibility. You may well be surprised at how accurately simple "dumb" bombs can be placed by a smart bombsight. In addition, three special grounds attack weapons are available, two of which are smart. You will need to understand the nature of each weapon, when and why to use it, and how to deliver it. First we`ll look at the list of air to-ground weapons The Weapons 1000 lb. General Purpose Bomb (GPB) A plain and simple unguided bomb, effective against a wide variety of targets. Quite effective against a hardened target provided you can hit it, and the blast and fragments will affect softer targets (most vehicles, aircraft etc) over a fair radius. GP bombs are the cheapest of all major ground-attack munitions, so large stocks are available. They also allow a wide variety of delivery methods, so a good deal of flexibility is available in trading off accuracy against risk. Usually delivered four at a time. 1000 lb. Retarded Bomb (RET) These are 1000 lb. GP bombs fitted with an alternative tail section incorporating a braking parachute. This means that they can be dropped safely from much lower altitudes than Gp bombs, since the aircraft is much further ahead of the bomb by the time it hits the ground (see diagram 10.1). Minimum dropping height for Retarded Bombs is 100 feet (just enough time for the fuse to arm), as against 1000 feet for unretarded GP bombs. Because the retarder hit is a cheap and simple fitting for a cheap and simple bomb, they are usually in good supply. 1000 lb. Laser Guided Bombs (LGB) The original "smart" bomb. This is actually another special kit fitting for a standard bomb carcase, providing a nose assembly containing the laser seeker and control surfaces, and a tail with flip-out cruciform wings giving it the ability to glide further than a standard bomb. LGB are used in conjunction with the launching aircraft`s TIALD system. The navigator slews and zooms his camera view to place the aiming crosshairs on the precise point he wants to hit, which is illuminated by the laser designator in the TIALD system. The seeker in the nose of the LGB "sees" the spot of reflected laser light and tilts the bomb`s nose control surfaces to steer towards it. Phenomenal accuracy is possible - missing the target spot by as much as five feet would be a very poor performance. This degree of accuracy makes laser-guided bombs the ideal weapon against hardened installations or major bridges, which must be hit with extreme precision to cause more than superficial damage. The downside is that the designating aircraft must fly quite slowly at medium-to-high altitude in a fairly straight line for twenty to thirty seconds in order to keep its designator on the target till the bomb hits, and if there is cloud in the way the laser couldnt illuminate the target even if the TIALD operator could see it. Laser guidance kits are not cheap, and therefore not all that plentiful, but on the other hand, few weapons are as efficient and cost-effective; use it properly and every bomb scores a direct hit. BL755 Cluster Bomb Looks like a plain bomb, though less well streamlined is actually a casing for many smaller bombs (submunitions). After dropping, the case splits open at a preset height (set at 150 feet in Tornado) and ejects the submunitions in a dense cloud. If properly delivered, a salvo of four will devastate all but the hardest targets in a "footprint" perhaps 100 feet across by 300 feet long. This is the weapon of choice against groups of vehicles or parked aircraft. Its main drawback is that it must be delivered from about 200 feet for maximum effect (see diagram 10.2) JP,233 Dispensers This is the mother and father of all runway-attack systems, the Tornado version comprising two giant pods weighing a total of nearly five tons! The pods contain two types of submunition: 60 large (56 lb.) SG.357 runway penetrators and 430 small HB.876 "area-denial" mines" both types parachute retarded. As the aircraft overflies the runway, the submunitions are continuously ejected in a stream. When the runway-penetrators reach the surface, a shaped charge punches a small hole right through the concrete and a second charge is then fired into the hole, exploding beneath to crack and "heave" the surface over as wide an area as possible. This type of damage is far more difficult and time- consuming to repair than a simple crater. Meanwhile the smaller mines land softly, discard their parachutes and spring upright, deterring and delaying repair through the deadly danger they present to men and vehicles. JP.233 will make a really impressive mess of any runway if used properly. Its main disadvantage is the fact that the delivering aircraft has to overfly the target at low level holding a straight course for the four seconds needed to dispense the whole load - manoeuvering strews the things all over the place! It is also a Heavy, draggy load for the aircraft, though the pods jettison automatically when empty. ALARM (Air Launched Anti-Radiation Missile) ALARM is probably the most capable and sophisticated missile of its type currently in service (the US Tacit Rainbow project had even more ambitious aims, but died the death of a thousand budget cuts). Like any other anti radiation missile ALARM homes on the transmissions of enemy ground radars (EWR, search, SAM or AAA radars, for example) in order to destroy them, but it is far more resourceful than most ALARM has many different operating modes, some of which are classified but we have implemented two which seem most characteristic and useful. One is a simple Direct mode, allowing ALARM to be used like any other anti radar missile. In the other mode (Indirect) ALARM can be launched at distant suspected targets before you reach them or they see you. When the target is reached, the missile will zoom-climb to a point high above it, shut down its rocket motor (if it`s still burning) and deploy a parachute. It then loiters nose down, descending slowly and scanning the ground beneath. If any hostile radar is switched on, ALARM jettisons the parachute and falls on the target like a guided bomb. Weapon Packages and the Stores Management Display (SMD) Weapons for ground attack are grouped together in "Package". One package contains all the weapons intended for one target, which will be released together as a salvo. You might, for example, load a package of four retarded bombs for a planned attack on airfield installations, and a second package of two BL 755 to attack targets of opportunity. The maximum number of weapons in a single package is four, and all must be of the same type if they werent the bombsight would lose its accuracy because different weapons have different ballistic properties. The content and status of any weapon Packages loaded can be seen on the Stores Management Display (SMD), bottom centre in the rear panel, where each of the top three lines can describe a single package. Suppose that the top line reads: X GPB1000x4 LFT This specifies from left to right the target, if any, for which the package is intended (X). The type of weapon (GPBl 000), the number in the package (x4) and the Delivery Mode selected (LFT). The Delivery Mode specifies whether you intend to use manual or automatic release, a laydown or loft trajectory a laser guided attack. Some weapons, like JP.233, have only one delivery mode available. Others, like GP bombs, offer several options. When you start your attack run and flip the "arm air to ground weapon" switch. the HUD will display different aiming cues according to the delivery mode selected. We will explore the various delivery mode options later, in detail. Packages are created at the Mission Planning stage, either when you plan an attack on a specific target, or when you use the Payload window to create packages to use against Targets of Opportunity. If you planned attacks on two targets (X and Y) in one mission, and then loaded one more package for opportunity targets. When you looked at the SMD the first line would show the package for target X. The second line the package for target Y, and the third line the Target of Opportunity package, with a dash ("-") on the left rather than a letter. The currently selected Package is shown highlighted. When you turn the arming switch on, this is the package that will be used in the attack, and the appropriate line on the SMD will flash continuously. When the package is released the Arm status cancels itself, the HUD resets to its normal nav mode the package disappears from the SMD and the next package is selected and highlighted, ready to be armed. You may override both the assignment of packages and the delivery modes, attacking any target with any package, using any delivery mode suitable for the weapons in the package. Hitting the K key will select and highlight the next package down the list, or skip from the last to the first. Hitting the L key will cycle through the available delivery modes for the currently selected package. You cannot do either of these things when the arming switch is on - if you want to change package or delivery mode you must hit "Cancel Arm" first. The Delivery Modes This section provides a brief summary description of the various methods of placing freefall bombs on the target. After this familiarisation, we`ll go through a complete hands-on exercise with each weapon and mode in turn. Manual (SMD shows MAN) This is a simple "point and shoot" system intended for snap attacks on targets of opportunity. The HUD provides a bombsight, but aiming and release are entirely manual. GP bombs, retarded bombs, BL755 and laser guided bombs (unguided) can all use manual delivery. Laydown (SMD shows LAY) Targets for this delivery mode must be entered into the navigation systems, either at the mission planning stage or "on the fly" using the Ground radar or the Scrollable Map display. The HUD shows the bombsight and a marker over the target, and the attack run can be flown manually or under AFDS control. The exact moment of weapon release is automatically calculated but the weapons cannot be released unless one of the crew is holding down the Commit button. Strictly speaking, a laydown delivery means releasing the bombs with the aircraft flying straight and level, but the bombsight systems will handle dive attacks or shallow lofts perfectly well in this mode. GP bombs, retarded bombs, BL.755 and laser-guided bombs (unguided) can all be delivered in Laydown mode Loft (SMD shows LFT) Targets for loft attacks must be known to the nav systems. As for Laydown mode. This type of attack is sometimes also called "toss-bombing", because the bombs are thrown rather than dropped. The aircraft starts its attack run a good way out from the target, and while it is still miles away it pulls sharply up into a climb. The bombs are released in the climb and the aircraft is free to go while the bombs fly on for several miles, rising and then falling onto the target in a trajectory like that of a long-range artillery shell. The bombsight cues on the HUD are quite different from the Manual or Laydown sights, and the attack profile can only be flown manually - unfortunately the AFDS can`t fly the pull up for you. Release is automatic, but only permitted if the Commit button is held down. BL 755 cluster bombs are too aerodynamically "unclean" to be lofted accurately and lofting retarded bombs would make about as much sense as trying to pole vault with a ball and chain round your ankle, so Loft delivery is only available for GP bombs and (unguided) laser guided bombs. Laser-Guided (SMD shows LGB) An LGB attack is run entirely by the navigator, who must use the TIALD system to aim the laser designator at the precise spot he wants to hit. The laser guided bombs are normally released in level flight at over 20000 feet, in order to allow the TIALD system the widest possible view, and after release they aim themselves at the laser illuminated spot on the target. The aircraft is normally flown by the AFDS for this type of attack, but target designation and the release of the bombs can only be performed manually. Unsurprisingly, this delivery mode can only be used for laser-guided bombs. WEAPONS TRAINING IN THE SIMULATOR The Simulator provides the ideal environment for practicing any kind of attack. You can start in mid-air, not far from the target, and there is even an "infinite weapons" option which instantly replenishes any package used. Select the Simulator from the Flight options, and look through the options on the Mission Selection Screen until you find the mission titles with the letters TWCU - for Tornado Weapons Conversion Unit. Select the first of these, titled "IDS - TWCU Freefall Bombs". Make sure that the Simulator Options switch for infinite Weapons is ON. Now Commit, and you will move straight to the aircraft in flight. Engage the AFDS in Track mode - you will find yourself Terrain-Following at a ride height of 1000 feet. Switch to the back seat and you will see from the Track display on the left Tab that the aircraft is approaching the Initial Point for an attack on target X. On the SMD you will see that the first package is selected; four GP bombs for Laydown delivery There are two other packages loaded, one with two retarded bombs, and one with two BL.755 cluster bombs. For the moment, we`re going to attack target X as planned, with the four GP bombs. Laydown Attack (LAY on SMD) Laydown bombing is "traditional" bombing, where the aircraft flies more or less straight and level over the target to release its bombs. Lining up on the target is the responsibility of the pilot (or the AFDS in Track mode), but the exact moment of bomb release is controlled automatically by the bombsight. The automatic release will not occur, however, unless the pilot or navigator permits it by holding down the Commit button. Laydown bombing is potentially very accurate at low level, since most pilots find it quite easy to line the aircraft up on the target, whereas judging the exact moment of release by eye is difficult to do consistently. Wait until the aircraft passes the Initial Point and starts turning towards X. The first thing to do is hit the "arm air-to ground" switch, which you can do from either seat. From the back seat, you`ll see the selected package on the SMD start flashing. In the front seat you`ll see the Late Arm Switch cover raised, and the HUD mode will change to show the Bomb Fall Line, the CCIP (Continuously Computed Impact Point), and the Target Marker, which may well be partly hidden behind the Bomb Fall Line (see diagram 10,4 to find out which is which). For the moment the autopilot has control, but to do this manually, your first step would be to line up the Bomb Fall Line so that it passes through the Target Marker. The upper end of the Bomb Fall Line provides you with a Safety Height Cue. So that the aircraft isn`t damaged by flying debris as the bomb goes off, You can see how this works in diagram 10.5. If you can`t see the Bomb Fall Line at all, you"re far too low - it's disappeared off the bottom edge of the HUD! The ideal minimum height attack is flown with the top of the line right in the centre of the Target Marker, but for now you might want to allow the normal training safety margin, with the Target Marker in the gap below the top of the Bomb Fall Line. The CCIP is the other element of the bombsight symbology. The point where the CCIP line crosses the Bomb Fall Line is the point where a bomb would hit if released now. In Laydown attacks, the release is automatic when the CCIP reaches the Target Marker, but the symbol serves to show you how close you are to release. Shortly before the CCIP reaches the Target Marker, you must press and hold the Commit button to permit the automatic release. When release takes place, the HUD changes back to normal navigation mode, and the Late Arm Switch flips back down. If you hit the Weapon View key just after bomb release you`ll be able to enjoy a bomb`s eye view of the approaching target, followed by a plan view at impact. It`s a good idea to ensure that the aircraft is in a sensible autopilot mode before you go sightseeing. Having flown the attack under automatic pilot in order to see what it should look like, try it again manually. You can quit and restart, or turn the aircraft around and come back to X, or you can use the Scrollable Map to set up a Target of Opportunity waypoint to attack (don`t forget to select T). If you want to make another pass on X, you`ll need to hop into the back cockpit and check that waypoint X is still the currently selected (highlighted) waypoint. If it isnt, use the skip to next waypoint, key to cycle round until it is. For each fresh attack you`ll need to hit the arming switch to arm the release system and call up the bombsight symbology. Because you`ve selected Infinite Weapons, you wont need to make any new selections on the SMD - your GP bombs will be replaced the moment they`re dropped. Once you`re comfortable with the bombsight, try the same attack with retarded bombs and BL.755 cluster bombs. Just use the K key to highlight the right package, but remember that you can`t do this while the arming switch is ON. The main difference you`ll notice is that the Safety Heights for these two weapons are much lower than for GP bombs. We talked in Advanced Flying Training about how to set a Target of Opportunity waypoint using the Scrollable map. There are two other ways to set a ToO waypoint, one of which is to use the Ground Radar, which we`ll look at here. Designating a Target of Opportunity on the Ground Radar This can be done from the front or back seat. Hit the R key to turn on the radar and show the radar image on the centre MFD. This is not a pure radar image but a synthetic composite. The landscape and fixed objects known, to the digital map system are always shown in dim green shades. When the radar detects an object which is not in the map database it displays it as a bright green dot. This is especially useful for finding vehicles (including SAM and AAA defences) and trains. Note that the radar can`t see through hills. In the dead ground, behind a crest the display will show you only stored map data. The mouse is used to control a designator cross which can be moved around the display check that the MFD`s green Mouse Active light is on, and if not, use the Tab key to turn it on. Just as with the Local Map display, the radar display can be zoomed in or out by clicking left or right mouse buttons with the Ctrl key held down, and targets are designated by clicking left or cancelled by clicking right. Remember that using the ground radar may draw the attention of the enemy, if he hasn`t already seen you. If you select another MFD display while the radar is on, there is a warning light on the panel to remind you that your radar is still transmitting. Always turn the radar off if you don`t need it. Manual Delivery (MAN on SMD) This is a simple "point-and-shoot" system intended for snap attacks on targets of opportunity when there is no time to designate or the target is moving. The HUD displays the Bomb Fall Line and the CCIP (Continuously Computed Impact Point) across it, showing where the bombsight thinks your bombs would go if released at this moment. No Target Marker is shown, because you haven`t told the navigation systems where the target is. You just fly the aircraft to place your visually selected target at the intersection of the two lines, and then press the Commit button to drop the bombs. The important difference between the symbology used here and in the Laydown mode is in the way you interpret the Safety Height cue. In Laydown mode you compare the top of the Bomb Fall Line with the position of the Target Marker, but in Manual mode there is no target marker, so you compare the top of the Bomb Fall Line with the position of the CCIP (see diagram 10.6). At low level you can achieve quite reasonable accuracy in Manual mode, but it`s not exactty precision bombing. To change the delivery mode; go to the back cockpit and highlight the package you want to use using the K key, then hit the L key repeatedly to cycle throught the delivery mode options for that package until you reach MAN. As with any weapon delivery mode, you must Arm before you can drop the package. Loft Delivery (LFT on SMD) A Loft attack (you might have heard this called toss bombing.) also requires that the target position should be known to the navigation systems. A Loft attack comes in two phases; in the first you run in at low level and fairly high speed starting a good distance (say 10 miles) from the target; you line up the Bomb Fall Line with the Target Marker and wait for a 'countdown clock' on the HUD to count down to zero. When that happens, the second phase starts as the HUD changes to display a "rubber triangle" steering cue and another countdown clock. You pull up into a climb, trying to place the cross at the apex of the triangle (the Apex Marker) in the centre of the aircraft datum ring. As you do, the clock winds down. When it reaches zero the bombs are released (provided that the Commit button is down) and you are free to get the aircraft out of the way. The bombs fly on, rising to the top of a long arc and then curving down on or near the target. In a typical Loft attack, an aircraft running in at 550 knots at 200 feet would start its pull-up about five or six miles from the target and release its bombs just below 1000 feet, climbing at an angle of just over 20o - still four or five miles from the target. The bombs would take about 20-25 seconds to reach the target, climbing to 8-9000 feet before they start to descend. In a Loft attack, the bombs travel a very long way from the release point with no form of guidance, so absolute accuracy can`t be guaranteed. In practice, however, you`ll be amazed at how much accuracy is possible. Nonetheless, Loft bombing is not recommended for precision attacks. The great advantage of this form of attack is that the aircraft need not overfly the target, and may never even come within range of its defences. Restart the Simulator "Freefall Bombs" mission, engage AFDS Track mode and switch to the back cockpit. The first package, (four GP bombs) is already selected and the delivery mode is shown as LAY. Hit the L key to cycle around the delivery options until the display shows LFT. When the aircraft turns to run in on target waypoint X, hit the arming switch. The HUD will now show the Target Marker, a solid Bomb Fall Line, and a Countdown Clock slowly unwinding anti-clockwise around the Aircraft Datum. Use the Bomb Fall Line to line up on the Target Marker, or let the AFDS do it in Track Mode, and whether manually or under AFDS, set your altitude to about 200 feet and your airspeed to about 550 knots. The Clock is counting down to the point where you start pulling up into a climb in order to loft the bombs. This point, the Pull up Point, is constantly recalculated on the basis of range to the target, speed (the faster you`reflying the further you can throw the bomb) and altitude (the higher you are, the furthur the bomb will fly). The Pull-up Point is determined by the maximum range at which your lofted bombs could reach the target if released at your current height and speed in a 45° climb. This is the climb angle at which you would achieve the theoretical maximum range. As the Countdown Clock approaches zero, stand by when the Pull up Point is reached. The HUD symbology changes, to show another Countdown Clock and a "RubberTriangle" steering cue. The Clock shows the difference between the range to the target, and the distance your bombs would be thrown if you released them now. The steering cue directs you to pull up and steer left or right as necessary to stay lined up with the target; the small cross (the Apex Marker) moves up and down, left and right relative to the Aircraft Datum, the base line of the triangle is fixed and the middle horizontal line is drawn halfway between the two, skewing right or left as the Apex Marker moves. The position of the Apex Marker in relation to the Aircraft Datum tells you which way to steer - when you`re pointed exactly the right way, the Apex Marker is in the exact centre of the ring of the Aircraft Datum. Assuming that you are still well lined up on the target, the Apex Marker will be directly above the centre of the Aircraft Datum, telling you to pull straight up If you`ve flown this far under AFDS control, now is the time to cancel it. Pull back firmly on the stick, and hold it back - the standard practice is to pull up at about 3.5 G. As the aircraft pitches up and starts climbing you will see the Countdown Clock run down rapidly as your bomb throw distance increases, and the Apex Marker will also move down closer to the ring centre. Both of these signs tell you that you`re getting closer to the release point. You may also see the Apex Marker deflecting sideways. If it does, bank towards it to line up again, but dont overshoot on the correction. When the Clock and the Apex Marker are indicating that you`re nearly at release, hold down the Commit button and let the stick come forward to the neutral centre position . At the moment of release the HUD reverts to normal nav mode symbology and the Arm status cancels as for any other delivery mode. Diagram 1O.1O shows a complete sequence of HUD images for a loft attack, from the start of the run through to just before release. Accuracy in a Loft Attack As with any other form of attack you must line up exactly on the target before release, but because the bombs travel so far in a loft attack any directional error will result in a miss by a correspondingly large margin. If you can see any heading error at all you must correct it before release or your bombs will be wasted. The other great factor in loft accuracy is the pitch rate just before release. Remember that the bombs will be automatically released the instant that the throw distance is equal to or greater than the range to the target. The bombsight computer repeats its calculations for bomb throw distance at very frequent intervals, but each calculation takes time. If you are pulling up steeply, the throw distances from successive calculations go up by leaps and bounds and the throw distance at release may overshoot the target by hundreds of feet. Diagram 1O.11A illustrates this problem, by showing how the predicted bomb trajectory and impact point change at half-second intervals through a pull up. You should be able to see that accuracy in these circumstances is a matter of blind luck. If instead you let the stick come forward as the release point approaches diagram 1O-11S, the throw distance still increases as the aircraft climbs. but it increases in much smaller steps. The resulting release will stand a far better chance of being accurate in range. Recovery and Escape after a Loft Attack The moment the bombs are released you`re free to turn the aircraft away from the target and its defences, and you also want to avoid climbing so high that you`re exposed as an easy SAM or AAA target. While the exact profile of your escape manoeuvre will vary according to what you plan to do next, a standard procedure for recovery might go like this; 1 Cancel Reheat This reduces your heat signature, and reduces your chance of attracting a SAM 2 Roll to 135o, pull hard You need to turn hard and get the nose down at the same time 3 As the nose passes below the horizon; roll to 90o bank You`ve stopped the climb, and the nose will continue to drop as you turn away at the maximum possible rate. 4 As the nose passes 5o pitch down; roll to 60o bank Pointing the nose at the ground at high speed and low level is a risky business you need to ensure that you can pull out of your dive at a moments notice Delivering Laser-Guided Bombs (LGB on SMD) This must be done using the TIALD system. TIALD stands for Thermal Imaging And Laser Designation. Rushed from development into service in time for the latter stages of the Gulf War, it provides TV and Imaging Infra-red cameras plus a laser designator mounted together in a swivelling eyeball. In its original form this is mounted on an external pod providing services and attachment points to make the system suitable for fitting to almost any aircraft (at the 1992 Farnborough AirShow it was on display attached to a prototype Sukhoi Su 35!) but it is proposed to make the scanning head an integral installation on the Tornado GR4. You can only laser designate what the TIALD head under the aircraft can see and the higher you are, the further you can see. We suggest an altitude of about 23OOO feet. As with Loft attacks, a long run-in is desirable (say 6 miles or more) but we want a moderate-to-low speed (say 250 knots IAS). An LGB attack is executed entirely from the navigator`s seat, with the aircraft under AFDS control. Select and commit to the Simulator Mission "TWCU - LGB Attack". This places you in flight at 23000 feet, heading toward a Target Waypoint X on an airfield Having assured yourself that the aircraft is heading in the right direction at the right speed under the AFDS, switch to the back seat. Looking at the Stores Management Display you will see that you have one package of three LGB loaded, with the Delivery mode set to LGB. Use the "Right Tab Function Select" key to cycle through the right Tab display options till you see a downward looking camera view (infra-red at night, visible light in daytime) with boxed crosshairs in the centre. This is the TIALD view. Check that the green light in the corner of the right Tab is on, indicating that mouse control is active on that display. If it isnt hit the TAB key once or twice until it is on. You will now find that moving the mouse scrolls the camera image in the corresponding direction, but there are limits to the field of view. The direction of the aircraft`s movement is always up the screen, so that the image will rotate as the aircraft turns. Push the mouse forward so that you are looking at the forward edge of the camera`s coverage, which is where approaching targets will first appear, and sweep the field of view from side to side. The TIALD image can be zoomed by holding down the Ctrl key and moving the mouse forward or back. When zooming, the image locks on the point at the centre of the display, compensating for the aircraft`s movement, unless the trailing edge of the camera coverage catches up and pushes it forward. Zoom out as far as possible and move the view forward and backward between the leading and trailing edges of the available area, watching the centre symbol of the display. You should see that when the view centre is near the forward edge of coverage (ahead of the aircraft) the centre cross symbol is surrounded by square brackets, which disappear when the view is centred nearer the trailing edge (behind the aircraft). While the square brackets are shown, you could drop a bomb and continue to designate the current centre spot long enough for the bomb to reach the ground. If the square brackets are absent the spot in the centre of the camera view would be too far behind the aircraft for you to keep it illuminated till the bomb hit. Use a wide zoom to search for some recognisable feature in the forward half of the available camera coverage and then click the left mouse button. This locks the view and the laser designator on the point at the centre of the image, and sets the Target of Opportunity waypoint T at this point. Now zoom in closer While you are locked on, you may finely adjust the designator spot by moving the mouse while holding down the left mouse button. It is normally best to do this in several stages, starting with a wide zoom, placing the point, zooming in closer and adjusting position, then closer for a further adjustment until you are satisfied that the laser spot is on the precise point you wish to hit. Clicking the right mouse button cancels the lock, letting the camera view roll forward over the ground at the aircraft`s speed. Use the D key to cycle display options on the centre MFD you`re looking at the Local Map display (with the dotted orientation line down the centre). Hit the 0 (letter "o") key to switch the map origin (the aircraft position) from the centre of the MFD down to the bottom centre, so that you can see ahead as far as possible. As the aircraft approaches Target Waypoint X you will be able to see it marked on the map, which will help you locate it in the TIALD image. When the target airfield starts to appear at the leading edge of the TIALD view start zooming in to find a target -for the moment. Any target will do. Dont bother to place the lock precisely for the moment, just set it somewhere in the general area of the target. Hit the arming switch and release the package immediately with the Commit button. This triggers immediate release of the first bomb. The arming status will not cancel automatically until the package is empty. This allows you to release a second and a third bomb manually at intervals of several seconds. In this way you can either make repeated attacks on one difficult target or guide each bomb in turn to a different target. An interval of four seconds between bombs is a good choice for closely spaced targets. It will be at least 20 seconds before the first bomb reaches the ground from this altitude, and you can use this time to zoom in and refine the position of the designator spot. When you`re satisfied with this, zoom out a little to give yourself a more general view. When the bomb arrives you will probably be able to see it flash into view before striking the target. If you don`t change anything a few seconds later the second bomb will strike the same spot, followed by the third. Normally a "slow ripple" of LGB like this would be used to strike multiple targets clustered in a group a HAS (Hardened Aircraft Shelter) complex would be a classic example. It is simply a matter of shifting the spot quickly after each bomb strikes. There are limits to how fast the bombs can manueuvre, so the successive targets cannot be too far apart. If you wished to strike widely separated targets, you would need a longer interval between releases. Delivering JP.233 Apart from the risks you run flying straight and level through the middle of an airfield`s defences, the trickiest aspect of a JP.233 attack is ensuring that your attack run is lined up accurately to put the maximum number of craters in the desired section of runway. This should normally be catered for at the Mission Planning stage, but be aware that very accurate flying will be required to deliver the attack precisely as planned. Select the Simulator Mission "TWCU - JP.233" and start it up. You should be approaching the Initial Point of your attack run on Target Waypoint X at 500 knots, at 200 feet. When the aircraft starts its turn to line up on the target, hit the arming switch. You will see a solid Bomb Fall Line with no Safety Height cue, the Target Marker and the CCIP. As usual, the idea is to lay the Bomb fall Line over the Target Marker - with the added complication that you must try to ensure that your course towards the Release Point matches the direction of the runway under attack. The problem is effectively identical to the problem of lining up for a landing approach, and learning to cope with either one of these problems should mean that you can handle both. As the CCIP approaches the Target Marker, hold down the Commit button. Release starts automatically and continues till all submunitions are dispensed. Starting from the moment of release, the HUD will display a Countdown clock This counts down through the four seconds necessary to dispense the full load. Remember that any radical turn will spray submunitions in a wide curve You may notice vibration and noise while the release continues. When all submunitions are gone, the HUD reverts to nav mode and the dispenser pods are automatically jettisoned - you may notice the bump as these go. Now it`s time to get the hell out of here! If you ever wanted a good excuse to fly very, very low and fast you have it now. No-one but the enemy will complain. ALARM Attack Hard data on ALARM is scarce and some of what there is looks deliberately misleading. The most detailed documentation we`ve seen describes four different operating modes, but claims that there are others still classified. We have provided for two different modes of operation which seem to us to be among the most useful of those claimed for the real missile, and modified some of the figures quoted ALARMS are loaded and managed in packages like all other ground attack stores, and Direct (DIR) or Indirect (IND) mode operation is selected using the normal select delivery mode, key. Launching ALARM - Direct mode (DIR on SMD) Direct mode provides for a defensive snap shot in response to a sudden threat in front of you, the missile taking targetting information from the Radar Warning Receiver. In this mode ALARM behaves very much like a conventional anti radiation missile such as the AGM-78 Standard ARM or AGM-88 HARM In order to launch an ALARM in this mode you must first select a package of ALARMs. Set the delivery mode to DIR, then hit "arm air-to-ground weapon". The HUD symbology will change to show a Boresight Marker in place of the aircraft datum, and the ground radar emitter most directly in front of the nose (within an angle of plus or minus 45o) will automatically be designated as the target. The standard Ground Target Marker will be shown on the HUD, and a Range Clock centred on the Boresight Marker will indicate the range to this target. Maximum reading of the Range Clock is 40000 metres (130000 feet or 21.5n.m.). If there is more than one hostile ground radar showing on the Radar Warning Receiver (RWR), swinging the aircraft nose left or right will automatically switch the designation to whichever is most directly in front. Once the target is designated, hitting the Fire / Commit button will launch a single ALARM from the selected package on a direct trajectory. Provided that the ALARM package is not empty, the arm status will not cancel automatically on launch. If you want to disarm in order to select Indirect mode, or another weapon package, you`ll need to do this manually with the "Cancel Arm" key combination. When the package is empty, however, the arming status will cancel automatically and the next package on the SMD will be selected by default. If there is no ground radar on the RWR within 45° on either side of the nose, no target will be designated and you will not be permitted to launch in Direct mode. When launched in Direct Mode an ALARM will normally fly a direct trajectory to the target, accelerating to about Mach 2 while the motor burns and then coasting and slowing down. If the range is excessive and the missiles speed drops below a given threshold before it reaches the target, the missile will go into a zoom-climb to convert all its remaining speed into altitude, then deploy the parachute and scan for a target beneath, as described below for Indirect mode operation. Launching ALARM - Indirect mode (IND on SMD) In order to launch an ALARM in this mode you must first select a package of ALARMs, Set the delivery mode to IND, then hit "arm air-to-ground weapon" The target will be the currently-selected waypoint, whether from the stored flightplan or a Target-of-Opportunity. The HUD symbology is identical to that provided in ALARM Direct mode, showing a Ground Target Marker and a Range Clock with the same calibration, subject to the same condition that the target must be within 45° of the nose on one side or the other. Once the system is armed and a valid target exists, each press of the Fire / Commit button will immediately launch one ALARM at the target. The Arm status will not automatically cancel while there are still ALARMs left in the selected package. After launch, each missile will cruise toward the target at medium altitude. Shortly before the target is reached, the missile will execute a zoom climb to about 10000 feet and deploy its parachute. It then hangs nose-down over the target, scanning for hostile radar emission. When it finds one (or more) active radars, it will select the one most directly beneath, cut away the parachute and drop on it as a guided bomb. If no target has appeared by the time the missile has descended to 1000 feet, it will cut away and drop unguided to the ground If the missile is fired at a target beyond effective range, and it detects that its speed has dropped below a threshold value, it will zoom-climb and loiter wherever it happens to be at that point. If a threat radar is detected beneath, it will attack it as normal. SAMs and AAA, Tactics for ALARM Radar is used by SAM (Surface-to-Air Missile) launchers, and AAA (Anti Aircraft Artillery) vehicles, both to look for targets and to direct fire, thus ALARM can be used against either - provided you can persuade or trick them into switching on. In Tornado, we assume that only search radars are left permanently on. SAM and AAA radars will be switched on quite late as an aircraft approaches. By the time they appear on your Radar Warning Receiver (RWR) your almost within maximum range of a SAM. While your flightplans will, of course, try to avoid known threats wherever possible, you will inevitably run across unexpected, unmapped threats from time to time. It`s always sensible to assume that any target worth hitting is also worth defending, whether or not there are any known threats in the area. Defences around the planned target are an unavoidable risk. As always, you`ll have to balance risk and reward in deciding how to handle the problem. If you use Ground radar, the mobile SAM and AAA units will show up on it but so will all other types of ground vehicle. Ground radar cant see through hills, so you`re still subject to the occasional unpleasant surprise as you pass over the crest. Using Ground radar will also make you more conspicuous and easier to find, but if you know that you`ve already been detected or that help is available, you may consider that it`s worth the extra risk When an unexpected threat appears on your RWR you`ve got to make a choice from among the following options: avoid it or face it: shoot at it or rely on defensive measures such as ECM, manoeuvre, chaff and flares. If you decide to shoot back, ALARM in Direct mode is by far the safest weapon to use. All other available weapons and modes of attack would require you to approach the target closely, flying in a more or less straight line. We`ll discuss deflection shooting in detail later on, but take it on trust that it`s far easier for a gun or a missile to hit an approaching (or receding) target than one which is flying past a good way off to the side. If you want to use ALARM in Direct mode to shoot your way out of unexpected trouble, you`d better have it armed and ready so that all you have to do is hit the Fire button. In the time needed to set up a launch from astanding start you`d probably have flown straight past the threat, for better or worse. See also the section below on ECM (Electronic Counter Measures). ALARM`s Indirect mode is designed for use against known or suspected defences which you can`t avoid. They might be the defences around your planned target, or the optimum route to or from your target might take you over a defended area. A planned attack using Indirect mode might be organised somethlng like this: From a sensible stand off range you fire several ALARMs each targeted on a different point in the suspect area. We`ve assumed that extreme range for a launch at sea level is about 10 nautical miles (18.5 km) and from high altitude about twice that. The missiles will reach the target area ahead of you, climb and loiter. They will not attack until a radar activates in response to an aircraft flying nearby - this could be an aircraft from either side There`s a catch here which you must understand. We set the loiter altitude for ALARM at 10000 feet (a quarter of the published figure). If ALARM sees a target and cuts away from this altitude, it`ll take about 23 seconds to reach the ground with nothing but gravity to accelerate it (ignoring air resistance which would only make the problem worse). In that time your aircraft will cover about three miles at typical speeds, which by coincidence is roughly the maximum effective range of the SAM systems you`ll encounter. In Tornado if you simply fly straight on towards the target, in all probability you`ll be hit by a SAM coming the other way shortly before your ALARM lands on the launcher What you`ve got to do is launch your indirect ALARMs, then provoke the targets to switch on and activate the loitering missiles while exposing yourself to the minimum risk. You`ve got to enter the threat zone in order to trigger the defences, but having done so you`re free to turn away. Against a heavily defended target it`s still safer than charging straight in and trying to pick off the defences with ALARMs in Direct mode. ECM (Electronic Counter Measures) ECM represents a last line of defence against SAMs and AAA. It comes in many forms, but the one we`re particularly interested in is intended to degrade the enemy`s radar performance. If you turn on the Tornado`s ECM system, SAM and AAA units will find it more difficult to obtain a lock on you, and fighter radars and missiles may also be affected. This form of ECM tries to give the enemy a false or unusable range reading by transmitting carefully timed and shaped false return signals at the threat radar. ECM can certainly help when the enemy is shooting at you, but it is not guaranteed 100°o effective. It also suffers from the same drawback as any other active system it can attract the attention of sensors which would`nt notice you otherwise. While it destroys the precision of range measurements the added signal strength can actually make it easier to find your bearing. As with your radar, if you want to stay unobtrusive don`t leave it on all the time. A light on the panel reminds you when it`s active. The Tornado IDS does not have a built in ECM system - this is loaded as apod on one of the outer wing pylons, balancing the chaff and flare dispenser on the other side. On the Mission Planner Payload Window these are collectively described as "Defensive Pods". The Tornado ADV has integral chaff and flare dispensers and internal ECM equipment, so this does not need to be loaded separately. Cannon The Tornado IDS carries two and the ADV one integral Mauser BK2 cannon. The gun outfit of the IDS is intended for use against ground targets as well as air to air, and HUD symbology is provided for both uses. Because the cannon can be used against ground or air targets we`ll deal with both its applications here in the same section, and describe how to use the Air Radar mode which is essential for Air to Air combat. There are in fact three HUD displays associated with the guns: one for use against a designated ground target, one for a designated air target, and one (the Standby Sight) which is the default when no target of either type is designated or within view. To use the cannon in either mode, you must start by hitting the Arm Air-to-Alr key combination (Alt+Enter on most machines), and you may then cycle through the weapons available with Air-to-Air Weapon Select. You`ll know when you've selected Guns because you`ll see GUNS x180 in the bottom left corner of the HUD (on the ADV the Weapon status panel will also show GUNS illuminated). In addition, if you have no target currently designated, the Standby Sight will appear on the HUD. This is highly distinctive because unlike all other HUD symbology it`s coloured red. Guns - Standby Sight The Standby Sight is a simple "iron" sight, replacing the aircraft datum symbol in other words, it makes no attempt to show you where your target is or predict its motion; its only function is to show you where your cannon shells will go. It can be used against any type of target, but only with the aid of blind luck or genius will you ever score air-to air hits with this sight from more than a couple of hundred feet away. It has only the virtues of its defects: it doesn`t require you to switch on the radar because it doesn`t use it, and you don`t have to designate targets for it because it neither knows nor cares what you`re shooting at. Guns - Air-to-Ground This mode is intended to help you attack Targets of Opportunity typically groups of unarmoured or lightly-armoured vehicles, parked aircraft or other grouped soft targets. In order to use it you must set a ToO waypoint using the Scrollable Map or the Ground Radar, and select it as the current waypoint You don`t need to have the radar on, but if it is you must ensure that its in Ground mode, not Air mode. Once these conditions are satisfied, the HUD will show the Air to Ground Guns symbology whenever the nose is pointed within a reasonable angle of the target. If you`re pointed too far off, the Standby Sight will appear. The Air-to Ground Guns symbology is quite simple and straight forward. The normal Ground Target Marker is superimposed on the target, and the aircraft datum symbol is replaced by the Boresight Marker, which should obviously be placed over the Target Marker and kept there in order to hit the target. A Range Clock is shown centred on the Boresight Marker, giving the range to the target. If the clock is showing a complete circle, the range is 2400 metres (8000 feet) or more. The two marks on the lower rim of the clock indicate recommended maximum (1500m / 4900ft) and minimum (900m / 3000ft) ranges. Apart from the obvious problem of hitting the target in the first place, the main difficulty involved in using the guns to attack ground targets is due to the fact that you have to dive the aircraft at the ground in order to do it. The temptation to hang on a few seconds longer and take it a little closer is a strong one, and must be firmly resisted or you`ll wind up destroying the target by crashing the aircraft on it. Quite apart from other considerations this is not cost- effective. Keep the dive shallow and pull out as soon as the range falls below the minimum recommended mark. Try it in the Simulator and you`ll soon see why we make a point of this. Strafing practice You can practice this kind of attack on almost any Simulator mission. The best way to find suitable targets is to use the Ground Radar. If you have enemy activity switched on (use the switches on the Mission Selection Screen) then some of these targets will shoot back at you watch out. SAM launchers and AAA units will show up on the Radar Warning Receiver when you get within range. Moving targets are obviously the most challenging, and for our purposes these will either be road convoys or trains. They will show up on the Ground Radar, but unfortunately the designation system for ground targets wont track a moving vehicle. On the other hand, there's nothing to prevent you from setting a ToO waypoint to help you pick up the target visually. Attacking a convoy or a train from the side is not recommended. It involves deflection shooting with no artificial aids, which is another way of saying that most of the time you`ll miss. The best way to attack this sort of long thin target is with a run along its length. This minimises the deflection problem and groups all the targets together, giving you the best probability of scoring some sort of a hit. Because trucks run on roads and trains on tracks you always have two immediately obvious choices of attack run, and good visual cues for lining up. For the ideal attack you want to come in from behind rather than in front giving you the lowest possible relative speed and the longest window of opportunity Having said all this, experience suggests that if you spend too long setting up the ideal attack you`ll probably find that your targets turn a corner and trundle off in a new direction just before you come within range. AIR-TO-AIR Air Radar Whether you are using guns or missiles in air combat, you will need the radar switched on in Air mode to designate targets. If you don`t have radar switched on you will have no indication of target range, and therefore no sighting information. You can use the guns with the Standby Sight. But you`ll have to estimate deflections by eye, and you`ll be unable to use missiles at all. Turning on the Radar in Air mode is done by hitting Alt R on most machines. This will also automatically select the Air radar display on the MFD. The display is a plan view of the volume ahead of the aircraft nose, showing enemy and allied aircraft within range as two different types of symbol. Short range (2n.m./ 3.8km.) and medium-range (10n.m/18.5km.) displays are available in both IDS and ADV Tornados, and the ADV also offers a long-range setting (30n.m./ 55km.). There are three different ways of designating an aircraft as a target. One is to use the mouse to point and click on the display. The second method is to point the aircraft`s nose in the general direction of the enemy and hit "boresight designate" (Caps Lo on most machines). This will select and designate the nearest aircraft in front of you. The third method is to hit "next air target" (probably Alt+Caps Lo). If there is no air target currently designated, this will work exactly like "boresight designate". If there is already a designated target this will designate the next available candidate, so you can use it to cycle round all targets on the radar, designating each in turn. It`s important that you realise and remember that the radar can only see targets within a wedge-shaped volume in front of the aircraft. If you designate a target which then passes out of the radar`s field of view, you will lose lock If and when you re-acquire the target, you`ll need to designate again. Boresight designation is the quickest and easiest method to use in close air combat - just point your nose somewhere near the target and hit the key. The other thing to remember is that if you can see the target on your air radar, he can certainly see you on his Radar Warning Receiver. The "radar on indicator" on the panel will help to remind you that you`re still transmitting even if you replace the radar display on the MFD with another mode. If you don`t need it, turn it off. Air to Air Weapon Management Air to air weapons are armed with the arm air to air weapons key. The main difference between air-to-air and air-to-ground weapon management is that you can switch between air-to-air weapons without disarming. This allows you to choose the optimum weapon for the current range and rapidly change your mind as the situation changes. In addition, all air-to-air weapon modes stay armed after firing (like ALARM or LGB), provided that you haven't run out of weapons. The normal "Cancel Arm" key works exactly as it does in air to ground modes. Guns - Air-to-Air In order to use this mode: a) you must hit "arm air-to-air weapon" (probably Alt+Enter) and select the guns using "cycle air-to-air weapons" b) the Radar must be on and in Air to Air mode, c) you must have designated an aircraft as your target. When you`ve designated your target a column of four numbers will appear in the lower right corner of the HUD In order from top to bottom these show: target Range in nautical miles; target Altitude in thousands of feet; target Speed in knots and target Heading in degrees. If you want a mnemonic, think RASH for Range, Altitude, Speed, Heading. If the target is within the HUD field of view you`ll see the symbology shown in diagram 10.19. The aircraft datum is replaced by a medium sized cross (the boresight symbol), a large Air Target Marker cross will overlay the target, with a concentric Range Clock attached, and a small cross, the Aiming Point, will be there as well. If the Range Clock is showing a full circle, this means that the target is at least 1000 metres (3000 feet) away. The two marks on the lower half of the Clock correspond to the maximum and minimum recommended ranges, which are 600 metres (2000 feet) and 400 metres 1300 feet) respectively. Beyond the maximum range you`re very unlikely to score any hits, and if you`re closer than the minimum you run the risk of hitting or ingesting debris from a damaged enemy. The Aiming Point is the only part of this display which really needs explanation. In order to hit a target moving across your field of view, you must allow for the distance the target travels between the time you fire and the time the shot reaches the target. You have to aim ahead of the target ("lead" it) in order to have any chance of hitting it, unless it is travelling directly towards or away from you. This is the art of deflection shooting. Given that you have to aim a shotgun a metre or so ahead of a pigeon or ask to hit it from a range of twenty metres you should see that when shooting at a 500-knot target from a range of 600 metres the lead distance will be considerable, even though cannon shells travel far faster than birdshot. The history of air combat consistently shows that only a tiny proportion of pilots are capable of accurate deflection shooting without a lead-computing sight to help them. Before such sights were available, most gun kills were made at short range from almost directly ahead or astern of the target, thus effectively eliminating the need to estimate deflection. Even with sophisticated modern gunsights, there`s still a lot to be said for this method. When you designate a target, your radar measures its range, bearing elevation and radial velocity (by Doppler effect). Each measurement is integrated with the previous ones to work out speed and precise direction. The gunsight computes how long it would take your cannon shells to cover the intervening distance, calculates how much lead is necessary and projects the Aiming Point ahead of the target. Aim the Boresight at the Aiming Point not the Target Marker, in order to maximise your chances of hitting the target. The Aiming Point is useful for more than just aiming. Because it represents a prediction of the target`s position some time in the future, it shows you his line of flight long before you`re close enough to see the aircraft clearly, and immediately signals any major course change. This information can (and must) be used to help you close the range, line up a tracking shot and react quickly and effectively to counter manoeuvres. Air to Air Missiles Both IDS and ADV Tornados can (and usually do) carry the AIM9L Sidewinder missile for short-range air combat. The Tornado ADV carries as its main weapon payload the British Aerospace Sky Flash missile, which is for use at medium ranges, in BVR (Beyond Visual Range) combat. In the following sections we will discuss both missiles, how to launch them, and the problems involved in any missile engagement. AIM9L (Sidewinder) missile There can`t be many of our potential users out there who haven`t heard of this one. The original of this missile first went into service in 1956, but its been upgraded so many times since that while the name is still the same and its still a heat seeking air-to-air missile, everything else except the body diameter has changed. Early versions were appallingly ineffective and erratic in real air combat situations, but this didn` prevent the Soviet Union from manufacturing a direct copy, the K13 (aka "Atoll"). This copy was then copied in turn by the People`s Republic of China as the PL-2. Both copies were later upgraded but have since been replaced in front-line service by weapons of indigenous design. Heat seeking missiles as a class have a simple low resolution "eye" in the nose which "sees" infra-red radiation rather than the visible light perceptible to you or me. Every warm object gives off an infra-red glow - this is simple radiated heat. If it`s strong enough you can feel it on your skin, even though you cant see it. A properly designed infra-red seeker head is much more sensitive than this, so that even a poor one can see a glowing jet exhaust from miles away while the best modern seekers can see the heat radiation caused by skin friction on a fast moving aircraft from a similar distance. Why look in the infra red? When the first self-guided weapons were developed in the forties and fifties, compact electronic control systems were primitive or non-existent - the control systems of early weapons tended to use very simple analog electronics. Even today with sensors, computers and software of a power and sophistication then undreamt of, it`s still a major challenge to build a system which is capable of looking at a picture of an everyday scene and recognising even one object reliably, from any angle. What the pioneers needed was a signature of some sort a signal that was characteristic of the sort of target they wanted to hit and really stood out from the background so that a simple system could detect it reliably and tell whether it was coming from above, below, left, right or straight ahead. Heat and infra-red radiation offered a promising solution to this problem, since there are few things hotter than the back end of a jet engine. A simple form of heat seeking missile is easy to imagine. The seeker head can see very hot objects from a reasonable distance, and distinguish up from down and left from right. It takes the hottest object it can see as its target. If the target is to the left, the control system commands the missile to turn left, etc. If its in the centre then the missile flies straight on. With any luck you would have thought it would come somewhere near its target, if it`s not out of range. In practice the problem is not that simple. You have to try to prevent the missile from locking onto the Sun, the sun`s reflection, and many other potential distractions, without interfering with its ability to detect and recognise the target signature. You have to provide it with some kind of proximity fuse so that it knows when to detonate. The Sidewinder is designed to be small and light enough to be carried as defensive armament by an aircraft which is already heavily loaded with other weapons. This means that it has to be a fairly short-range missile. The only sort of propulsion which makes sense for a small missile is a small solid-fuel rocket motor - the alternatives would be prohibitively expensive, heavy and bulky. So the Sidewinder spends just a few seconds accelerating to high speed, and the rest of its short life coasting to a halt after the motor burns out. Launching AIM9L The following conditions are necessary to launch an AIM9L:a) you must hit the "arm air to air" key combination, b) you must use the "cycle air to air weapon key to select AIM9L, c) you must turn on the radar in Air mode and designate your target, d) the missile seeker head must be able to see and lock on to the designated target. When the target has been designated but the missile seeker cannot see it, the HUD symbology is as shown in diagram 10.20. The weapon name and the number available appear in the lower left corner, target Range, Altitude, Speed and Heading are shown in the lower right corner. The Air Target Marker and Range Clock overlay the target position. In this mode, the maximum reading on the Range Clock is 10000 metres (33000 feet). An Aiming Point is shown just as in Air-to-Air Guns mode, because it gives a useful visual indication of the target`s direction of motion, and a missile tired at close range may well not be able to hit the target unless it`s launched with some degree of lead. The other element of the symbology is the Lock-on Diamond. Until the missile seeker head acquires the target, this will rest at the centre of the HUD surrounding the Boresight Marker. When the seeker head picks up the target and locks on, the Lock-on Diamond shifts to the Target Marker and tracks it as shown in diagram 10.21. Lock-on is also confirmed by an audible signal, a steady tone. Active Sky Flash (ADV only) Sky Flash is a medium-range air-to-air missile derived from the American AIM 7 Sparrow. This missile entered service in its original form in 1956, with radar beam riding guidance. This meant that the launching aircraft kept a radar beam locked on the target, and the missile treated this rather like an ILS beam, automatically steering to reach the centre of the beam and stay there. This system is still widely used for ground-launched (especially anti tank) missiles but it is far from ideal for an air-to-air missile. The next major version (in service 1958) adopted Semi Active Radar Homing (SARH). This is a compromise solution used in many air to air missiles. By far the largest, heaviest and most power-hungry part of a radar system is the transmitter, since this must develop and control very large energies in order to provide a strong enough signal to give good range and signal to noise characteristics. Fitting a really good radar transmitter into a sensibly sized missile is extremely difficult today, and was totally impossible in 1958. A semi Active missile carries a radar receiver only, to pick up the signal transmitted by the big Radar in the launching aircraft and reflected by the target. SARH is an enormous advance on beam riding, but it`s still far from perfect. The main disadvantage is that the launching aircraft must continue towards the target, with its radar on, for the entire flight time of the missile. If the enemy fires a missile back the result is a desperate game of 'chicken'. Whose missile will reach the target first? Will ALL the enemy missiles lose guidance even if the launching aircraft is destroyed? In general, western short range missiles are heat-seeking and medium or long-range missiles are radar-guided, but the Soviet Union made a practice of developing both radar and heat seeking versions of almost all its air-to-air missiles, regardless of size and range class. This obviously increases the uncertainty factor. The AIM-7 Sparrow was in its E version by the time of the Vietnam War when it was first fired in anger. Its performance was widely regarded as unsatifactory, though some argued that its low success rate was due to it being used at shorter ranges than it was really intended for. Over Vietnam it was usually necessary to close to visual range to be sure that the target wasn`t a friendly aircraft, and if you were within visual range you were really too close for Sparrow to work as designed. The new spurt of development resulting from combat experience placed heavy emphasis on reducing the minimum range requirement. Development of Sparrow in the USA continued into the eighties, when it was supposed to be replaced by the AIM-120 AMRAAM, but ten years later AMRAAM is still not in full-scale service and the supposedly obsolescent Sparrow is still in widespread use. Meanwhile in the UK a program began in 1969 to build the basic AIM 7E2 missile airframe under licence, but to fit it with an alternative seeker head and fuse more capable than the contempary USA standard. The program was considered to be highly successful, and the resulting missile, christened Sky Flash, was first delivered to the RAF in 1979 and also sold to the Swedish Air Force. Sky Flash as such is still a semi-active missile, but most of the development work has been done for a fully active version, roughly equivalent to AMRAAM British Aerospace have been proposing such a version for years, and its probably only financial stringency and confused political decision making which have prevented its production. We have accordingly equipped our Tornado ADV with the proposed Active Sky Flash. At launch the fire control system supplies an aiming point and information on the target, and the missile then steers towards that point using inertial navigation. At a preset point it turns on its own radar guidance system and uses that to home on the target without assistance from the launching aircraft. Thus it`s a real "fire- and-forget" missile like the Sidewinder, and the pilot can manoeuvre as he likes after launch. Launching Sky Flash To launch a Sky Flash missile you must hit "arm air-to-air weapon" and use "cycle air-to-air weapon" to select Sky Flash. This will be shown in the lower left corner of the HUD, and on the Weapon Status indicator. A target must also be designated on the Air Radar, using any preferred method, and to take full advantage of Sky Flash, the radar should be set for long range. The HUD symbology is almost exactly like that provided for the AIM9L, except that there is no Lock-on Diamond, and the maximum range reading on the Range Clock is 40000 metres (130000 feet / 21.5 nm) Missile Ranges As we mentioned above, most air-to-air missiles (and all of those you`ll encounter in Tornado) are powered by solid- fuel rockets which provide only a few seconds of thrust. Thereafter the missile coasts, slowing down due to air resistance, manoeuvre drag, and the direct or indirect effects of gravity. Any attempt to give a single straight answer when asked about a missile`s range is bound to fail. The first uncertainty arises when you try to decide where to draw the line. Is the missile`s extreme range the distance it can travel before it loses all forward momentum, or are you going to recognise that there`s a speed below which it cannot manoeuvre or keep up with a given target? Among other factors affecting the range are: Altitude Drag is less at high altitudes, so the missile reaches a higher speed at burn- out, decelerates more slowly and travels further. Missile ranges at low altitudes tend to be disapointing, so the manufacturer will normally quote the high altitude figure as the brochure range. In practice, modern missiles may also be launched from high-flying aircraft at low-flying targets or vice versa, which further complicates the issue. Target Speed and Aspect If a missile is launched head-on at an oncoming enemy aircraft. The target and the missile are travelling toward one another at high speed. The maximum launch range is greater than it would be against a stationary target, by the distance the aircraft travels in the missile`s flight time. On the other hand, if a missile is launched at a retreating target the opposite is true. Maximum launch range against a receding target is considerably less than maximum range against a stationary one, and it`s easy to see that once the missile`s speed has fallen below the target`s a hit is impossible. Missile theoretical engagement ranges are frequently shown by means of a diagram like diagram 10.23, called an engagement envelope, where the egg-shaped boundary defines maximum Range from any (flat) direction relative to the target`s own course. Such diagrams are helpful in that they give you an idea of relative range from different directions, but remember that the size of the boundary will change radically with altitude. The other large assumption implicit in such a diagram is that the enemy is flying in a straight line at a constant speed throughout the attack. If he knows or suspects that there`s a missile coming his way this is highly unlikely behaviour. If you assume that the target turns at a constant rate throughout the missile`s flight you end up with a distorted engagement envelope something like the shape in diagram 10.24, where the target is assumed to be turning left. If you draw the matching envolope for a target turning right, lay it on top of the first and shade in the area they share, this represents the area within which you can launch the missile with some reasonable hope that it can actually reach the target. As you can see, it`s a LOT smaller than the first envelope we looked at - and this is still an unrealistic, idealised version of the problem. Suggested Ranges How about some hard figures? For Sky Flash, which is normally quoted as having a "range" of 30 miles or so, an RAF Tornado ADV pilot (interviewed in an unclassified video) has quoted launch ranges of 20 miles from ahead and 5 miles from astern. We assume that these are probably figures for fairly high altitude, against a target doing a little less than Mach 1. At low altitude, these figures might well be halved or worse. For the AIM9L, the maximum engagement ranged by the maximum range at which the infra red seeker can acquire and lock the target, which we have elected to set at 8 nautical miles or so. As a rough guide, let`s say that sensible maximum launch ranges at high altitude might be 5n.m. from ahead or 1.5 from astern, or half of these figures at low altitude. We may be doing the makers an injustice here, but if you use these ranges as a guide then at least you can be reasonably sure that the missiles will reach their targets. Whether they hit them is another question. Missile Countermeasures: Flares, Chaff and Manoeuvres Flares have been used to decoy heat seeking missiles for almost as long as they have existed. As we said when discussing the AIM9L, it`s difficult enough to build a infra red seeker which is immune to accidental natural distractions let alone deliberate ones. However, modern IR seekers are a great deal more discriminating than they used to be. In some cases they can distinguish between a brightly burning flare and an aircraft, or they may not be fooled for long. Chaff - radar-reflecting strips dispensed in a cloud - has been in use against search and gunnery radar for even longer than radar-guided missiles have existed. Even though modern systems increasingly have the processing power necessary to recognise and ignore returns from chaff clouds, they may take time to reach a decision, and nothing much can be done about the actual screening effect of the cloud. Neither of these countermeasures really gives you immunity from missiles though they can help a lot if used properly, and in conjunction with manoeuvre The basic principle is that you must use the decoy when the missile is fairly close, so that the aircraft will be out of the missile`s field of view by the time the decoy has lost its effectiveness. If a missile is approaching from behind, for example, dumping decoys and continuing in a straight line may do you very little good: the missile will pass them and you will still be in view. If, on the other hand, you drop chaff and flares as the missile approaches and then turn hard or dive out of the way, you may well be more successful. Another idea to bear in mind is turning towards the attack. This is recommended as a standard defensive move against a human fighter pilot, but it may also have applications to missile evasion at close range. The attractive point about it in either case is that it speeds up the rate at which you cross the enemys field of view - just what you need against a temporarily-decoyed missile. The ultimate form of this manoeuvre would take you behind the missile before the decoy lost its usefulness, and the seeker head will never see you there. All of this advice is totally useless, however, unless you know or strongly suspect that there`s a missile on the way, and don`t forget that the enemy will also be using all these tricks against you and your missiles. The Radar Warning Receiver (RWR) Strictly speaking, a Radar Warning Receiver "listens" for hostile radar signals using a system of antennae distributed all around the aircraft, identifies the type of radar and the threat it presents, and shows the result on a plan view display. This will tell you, for example, that there`s an enemy fighter behind and to your right pointing its radar in your direction, and there`s a SAM launcher looking at you from the left. The RWR we`ve provided on the Tornado`s front panel will do these things of course, but it has a significant extra capability. One of the features proposed for the Tornado GR4 is a Missile Approach Warning System (MAWS). Such systems (like the RWR itself) tend to be very highly classified, but there are several possible ways in which it might work, including detecting the sudden infra-red flare of a missile launching and the use of a short-range omni directional radar with very high resolution to detect the missiles themselves Such a system would aim to warn you of an approaching missile, show you which direction it was coming from, and possibly even discriminate between heat-seeking and radar-guided missiles. We`ve assumed that all this can be done, and incorporated the result into the Radar Warning Receive display which thus becomes something more like a "Threat Display" in American terminology. The display itself shows a "clock-face" of bearing markers on the left, and a column of text "discretes" down the right hand side. When a threat is detected, a symbol with a characteristic shape is placed on the clock face at the appropriate relative bearing, and the matching text on the right will be lit up Every time a new threat is detected, there will also be an audio warning which sounds rather like a telephone ringing. It`s important to realise that the top of the clock face display represents the direction in which your aircrafts nose is currently pointing, so that a threat on your right will be shown at 3 o`clock whichever way you`re heading. Symbols for radars will be shown in green, and on the PC version at least missile symbols are shown in two different colours; orange for radar guided missiles and red for infra-red (or visually-guided SAMS). Check the Technical Supplement to see how missiles are distinguished on other machines. Radar Warning Receiver Symbology * *** *** green AAA UNIT * * green AIRCRAFT RADAR * * *** * * * green SAM LAUNCHER *** orange INCOMING RADAR GUIDED MISSILE * * * * * * * green EARLY WARNING RADAR *** red INCOMING HEAT SEEKING MISSILE * * Air to air Tactics As a pilot, your attitude to air combat should be entirely different depending upon the Tornado variant you`re flying. Air combat is the ADV pilots primary mission, though there will be times when it`s only prudent to avoid it, and in an aircraft like the Tornado it`s especially important to choose your targets tactics carefully. If an IDS pilot becomes involved in air combat it usually means a stark choice between abandoning the primary mission or losing the fight. The Tornado is NOT the ideal dogfighting aeroplane at the best of times, and an IDS pilot who becomes involved in air combat without jettisoning ground attack weapons is at a huge disadvantage. We'll look at the ADV pilot`s particular tasks and problems before going on to look at air combat in general, as it applies to both variants. Interception The really important differences between ADV and IDS are the ADVs more powerful air radar and the ability to carry Sky Flash medium-range missiles The ADV is described as an interceptor rather than an air superiority fighter Its design role is to loiter on patrol for long periods, waiting for enemy bombers to approach, sprint to the best position for an attack and use Sky Flash to kill from as far away as possible, as quickly as possible, with the minimum of risk if the bombers are escorted then the tactical problem is much more difficult, but if your mission is interception it is vital to remember that you are there to knock down bombers. Defeating the escort comes nowhere in your fist of priorities unless you can`t get a shot at the bombers any other way. Escort This sort of role was not among the highest priorities in the design of the ADV but in many ways it`s well suited to the task. Using fighters to escourt strike missions is an American rather than an RAF practice, but let`s keep an open mind and be prepared to give it a try. The full American concept involves a "strike package" consisting of several different aircraft types tasked with suppressing ground defences, jamming and air escort as well as the aircraft carrying the ground attack weapons. It`s a huge noisy collection of aircraft which cannot hope to conceal its existence or location altogether, so it must be strong enough to fight off any likely enemy reaction. The classic RAF concept for employing Tornados is to depend entirely on the aircraft`s terrain following ability to postpone or totally avoid radar detection until it`s too late for the enemy to react by sending interceptors. The RAF has no direct equivalent of the USAF`s "Wild Weasels" (aircraft exclusively equipped and tasked for defence-suppression work), but the Tornado IDS is already quite well suited for this, and ALARM gives it a good capability. The demand or defence suppression is already less than for the "strike package in any case" since the route is planned to avoid known threats and the formation is a smaller, lower and more difficult target. If you do get involved in escorting a strike mission there are many ways to deploy an escort. One way to use Tornado ADVs to protect a force of IDS might be to arrange for the escort to trail the strike formation a few miles back at low level, relying on the defence-suppression capabilities of the leading IDS to clear a path where necessary. Though the ADV has no terrain following capability, and the pilot must work a lot harder in order to fly low safely, it shares with the IDS all the other features which make the aircraft relatively easy and pleasant to fly at low level, and it certainly has the endurance to stay with the formation all the way if necessary. The all Tornado strike package is an intriguing concept. Don`t dismiss it just because the RAF doesn`t do it that way at the moment. Every airforce evolves and uses a standard set of operating doctrines in peacetime, but the well led ones are prepared to experiment if combat experience suggests that there might be better ways of doing things. Be prepared to try anything once, and if it works, use it. Air Superiority The Air Superiority mission is to drive the enemy`s fighters out of the sky by engaging them directly. This is the air combat task for which the ADV is least well suited. It`s optimised for long endurance and long range missile engagements rather than seeking out the enemy`s fighters and shooting them down. If possible, you should never use the ADV this way but instead rely on allied air superiority fighters to attack the enemy`s fighter forces directly But all is not lost... We`ve laid stress on the fact that a Tornado is not the world`s best dogfighting aircraft because you`re in for unpleasant surprises if you try to use it like an F- 16. Having said that, don`t get the idea that you`re just a helpless flying target. A Tornado pilot goes into air combat knowing very well that if he tries to rely on brute force and superior aerodynamics he`ll lose the fight against any halfway competent opponent. In order to win he`s got to work out his tactics advance and know how to make the best of his aircraft`s qualities. This can be a decisive advantage against an opponent who`s grown complacent because he knows he`s flying one of the world`s hottest fighters, as many mock combats have shown. Close Air Combat There`s no rigid set of commandments which will guarantee victory or even avoid defeat. All we can give you are suggestions, some of which contradict one another, but all of them contain at least a grain of truth. Some of them are intended purely for simulator pilots, and would be bad practice in the real world. Either fight to win or run away If you`re totally preoccupied with defending yourself, you`ll miss the opportunity to attack. If you miss the opportunity to attack, you can never gain the initiative If you can`t gain the initiative, you can never win the fight. Keep your eye on the target Especially if you`re flying a simulator like this one rather than a real aircraft Your view is unavoidably restricted, and if you once lose sight of the enemy it`ll be difficult to find him again. If possible, hold him in a position on the screen where he can`t quickly slip out of sight. If the enemy is there but you can`t see him, don`t fly straight and level while you`re looking. Don`t give your opponent an easy target. Manoeuvering will also sweep your visual and radar fields of view about, giving you a far better chance of finding your opponent. Don`t forget to consult your RWR. If in doubt, do something radical - anything! This is related to the previous point. If whatever you`re doing at the moment isn`t working and you have no better ideas, a sudden unexpected manoeuvre will at least change the situation, and may gain you the advantage of surprise Just be ready to seize any opportunity that may occur be less surprised than the enemy. A two-dimensional fight is a brute-force fight - you'll lose it! The classic public conception of air combat pictures two aircraft chasing around and around in a flat circle while one aircraft tries to get on the tail of the other. This is a bad idea on two grounds. First, a Tornado will eventually lose this sort of "winding match" against any air superiority fighter. Second, it shows a desperate lack of imagination. Use the third dimension, Luke... If you can give the enemy a complex problem to solve, it`s surely better than giving him a simple one. Remember the variants we suggested on the basic looping manoeuvre? Try them out. Use your roll rate The Tornado has a fairly small wing area compared with most air-superiority fighters - this is part of the reason why it can fly fast at low level. While this means that the turn performance suffers, it also confers a very fast roll rate up to 180° per second. In this respect the Tornado is equal or superior to most fighters. Use the advantage to change your flightpath quickly. If you`ve got to fight at close quarters, do it at low level.. At low level you`re probably faster than the enemy and the Tornado is performing at its best. At high level, the advantages are all on his side Think Energy Conservation Yes, that`s right; energy conservation. This is the core concept of the theory of air combat currently taught to most fighter pilots. The energy we`re talking about is the kinetic energy of the aircraft - speed times weight, which can be converted into altitude by pointing the nose up - plus its potential energy; altitude which can be converted into speed by pointing the nose down. Drag is constantly draining energy from the system and the thrust from your engines is replacing at least some of it. The biggest drain of all is manoeuvre drag, which gets worse the harder you pull. You can see speed bleed off in a hard turn - even at full Combat Power. Try to minimise this loss if you can by not turning harder than you`re forced to. If you run out of airspeed and altitude at the same time, you`re in deep trouble. If you`re bleeding energy and can`t recover it, you might do better to try to break off and run away while you can; you`re about to run out of options. Don't overshoot your target from behind If you do, you`re giving him a very easy shot. If the enemy is close behind, try to make him overshoot See the above. A slow-moving aircraft has a smaller turning circle than a fast moving one.. This is one excellent reason why air combat normally takes place at moderate speeds (say 400 - 500 knots). Simplifying slightly, we can say that turning performance is described by two factors. One is speed, as described. The other is RATE of turn; how many degrees the aircraft turns per second, which is mainly governed by how much G is pulled in the turn. If you experiment, you`ll find that the Tornado`s maximum 7.5 G just isn`t available below a speed somewhere in the region of 400 knots. Flying faster than this doesnt give you any greater G capability, because it`s a structural limit of the aircraft. If you fly faster, all that will happen is that your turning circle becomes larger. At the minimum speed which allows you to pull 7.5 G the aircraft`s turn rate is at its maximum and its turning circle is at its smallest for that rate. This is called the Corner Speed, and it`s good practice to try to stay somewhere near this speed for combat manoeuvering. Unfortunately, the Tornado`s engines are not powerful enough to make up for the manoeuvre drag at 7.5 G, so maximum turn performance is only available in a diving turn. The other side of this particular coin is that a aircraft with a moderate G limit flying slowly can sometimes out-turn an aircraft with a high G limit flying faster. AIRCREW NOTES ------------- COCKPIT LAYOUT Pilots Seat Views available This is the view looking forward from the pilot`s position (front cockpit). The lower portion of the screen is occupied by the instrument panel and above this you are looking through the canopy to the outside world. Panel illumination self-adjusts with time of day and red or green cockpit lighting is selectable (see "Preferences" described in "Options" in chapter 2). Mounted centrally above the instrument panel is the Head Up Display (HUD), described in detail later Clarity / contrast of the symbology is adjustable by the pilot. Return to this view from any other by pressing the Front Cockpit key. Pressing the Front Cockpit key when already in the front cockpit will select the "forward and up" view. The upper portion of the canopy framework will be visible This is the view looking left from the pilot`s position, selected by pressing the Look Left key. Releasing the key will return to the forward view. If you wish to continue looking left, either hold down the key or press Shift and Look Left to lock the view. There are no cockpit instruments on this side view This is the view looking right from the pilot`s position, selected by pressing the Look Right key. Releasing the key will return to the forward view. If you wish to continue looking right, either hold down the key or press Shift and Look Right to lock the view. There are no cockpit instruments on this side view. ---------------------------------------------------------------------------- | | | | | |--------------------| | | | | | | | | | | | | | | | 20 | | | | | | |16| | | | | | | | | | | ---------------------------------------------------------------------------- 2 21 25 26 2 1 3 4 30 31 1 22 31 17 27 5 6 7 32 9 10 18 28 28 33 35 23 11 36 12 19 29 29 34 13 14 15 24 ---------------------------------------------------------------------------- PILOTS INSTRUMENT PANEL Key 1 Reverse thrust indicators 2 Attention getter 3 Autopilot engaged indicator 4 Autothrottle engaged indicator 5 Wheel brakes 6 Landing gear position indicator 7 Radar altimeter 8 "B" risk indicator 9 Vertical speed indicator 10 Indicated airspeed/ Mach number 11 Secondary control surfaces position indicator 12 Altimeter 13 Jettison all external stores + internal fuel 14 Jettison all external stores except AIM9L 15 Jettison external fuel tanks 16 Angle of attack indicator 17 E-Scope (IDS) or weapon status (ADV) 18 Horizontal situation indicator (HSI) 19 Attitude direction indicator (ADI) . 20 Head up display (HUD) 21 Late arm switch 22 Head up display control panel 23 Multi-function display (MFD) 24 Mouse active indicator 25 Radar "on" indicator 26 ECM "on" indicator 27 Radar warning receiver 28 Engine r.p m. indicators (left & right) 29 Engine temperature indicators (left & right) 30 Approach progress indicator 31 Reheat operating lights 32 G meter 33 Fuel flow indicator 34 Fuel quantity indicator 35 Standby compass 36 Oxygen flow indicator Reverse thrust indicators Illuminated when reverse thrust selected. Autopilot engaged indicator Illuminated when autopilot (AFDS) engaged. Autothrottle engaged indicator Illuminated when autothrottle engaged. Attention getter Illuminates after system failure or warning. Refer to Central Warning Panel in rear cockpit for identification of problem. Angle of attack indicator Mechanical display of angle of attack. Head up display See separate section later. Late arm switch Moves to its upper (armed) position after weapons armed using "arm ground attack" key or "arm air attack" key. Moves to its lower (disarmed) position by using "cancel arm" key. Weapons cannot be fired when the Late Arm switch is down. "B" risk indicator (IDS only) Warning light advising you that Terrain Following system is at risk of being unable to maintain the required safety margin. Usually caused by attempting to fly too fast at low altitude. Recommended action is to reduce speed or increase your ride height. n.b. This indicator operates only when the autopilot is in Terrain Following mode. Wheel brakes Illuminated when wheel brakes applied. Radar "on" indicator Illuminated when aircraft's radar is active. Serves as a reminder to aircrew that the radar is transmitting even though it may not be selected on the MFD. ECM "on" indicator Illuminated when aircraft`s ECM is active. Serves as a reminder to aircrew that the ECM equipment is transmitting. Approach progress indicator Illuminates during the approach to an allied airfield, 3500 feet from the runway threshold. This serves as a reminder that touchdown is imminent. Reheat operating lights Illuminate when engine reheat selected. Landing gear position Indicator (a) Three green lights - gear down and locked (b) Three red lights - gear not locked up or down (c) No lights - gear locked up Vertical speed indicator Moves clockwise for a positive rate of climb and counter-clockwise for a negative rate of climb (i.e. descent). Secondary control surfaces position indicator (a) Upper left four flap positions: zero flap manoeuvre flap mid flap full flap (b) Upper right - slat positions: zero slat manoeuvre slat mid slat n.b. slat and flap positions are linked and not separately controllable Jettison indicators Three lights to confirm successful jettison of: Left: all external stores plus internal fuel to minimum Centre: all external stores except AlM9-L Right: external fuel tanks Radar altimeter Indicates height above ground level when below 5000 feet barometric Non linear scale with highest resolution at low altitude. Indicated Airspeed / Mach number Analogue dial showing Indicated Airspeed up to 800 knots and digital readout of Mach number. Altimeter Analogue dial showing barometric altitude. Each revolution of the large needle represents 1000 feet. Each revolution of the small needle represents 10000 feet. Also incorporates a numeric display for those who prefer a digital presentation. E-scope (IDS) or Weapon status (ADV) (a) E-scope (IDS Tornado) Shows projection of terrain ahead of aircraft when flying at low altitudes distance of "look ahead" is automatically adjusted to increase with aircraft speed. The small marker on the left edge of the display represents your aircraft. (b) Weapon status (ADV Tornado) The weapons status indicator shows which air-to-air weapon is selected (highlighted) and armed (flashing). The pilot may select between guns, AIM9 L Sidewinder or Sky Flash. The weapon name will not highlight if it is not available.