OB Flashcards

1
Q

BFM axioms

A

lose sight lose fight
maneuver in relation to the bandit
energy versus nose position

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2
Q

Gun WEZ

A

1000-2500 range

VALID: any part of the center of the FEDS touching the target at correct range

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3
Q

Track

A

combo of shots equaling 15 frames

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4
Q

Snap

A

gunshot less than 15 frames

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5
Q

Aim-9P Wez

A

5 seconds after fight’s on
2-9K
<45 AA
INVALID: heat source not in caged FOV at uncage
heat source leaving uncaged FOV before pickle
uncage within 3” CDM (must uncage/cage again)
sun in HUD at pickle
heat source not in uncaged for 1/3 of a second (10 frames) prior to pickle

DEFEATED: any flare during missile TOF (1” per 1000’)

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6
Q

KILL

A

15 frames ; 1 aim 9 + 8 frames

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7
Q

payload of t-38

A

4 aim-9s and 450 rounds

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8
Q

all calls from fights on to terminate

A

PRIME RADIO

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9
Q

check call and push it up call made on the

A

AUX RADIO

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10
Q

cuffed bandit restriction

A

min AB; 5 Gs ; 200 knots ; 1 flare

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11
Q

full up bandit

A

SRB, 150 knot min, unlimited flares

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12
Q

push it up bandit

A

MAX, 5.0 Gs; SRB, 200 knots, 1 flare

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13
Q

training rules

A

5 miles vis
2000 ft vertical separation
1 mile horizontal clouds
Discernible horizon

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14
Q

corner velocity

A

min airspeed at which you get attain the highest G. very large Ps (instantaneous)

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15
Q

sustained rate

A

430-440; extra airspeed allows you to sustain G over the long term. we use 410 for over-G potential

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16
Q

EM diagrams show where the advantage exists in terms of

A

altitude and velocity

17
Q

min radius is a ___ game plan compared to sustained rate

A

short term. goes from 250-350

18
Q

total advantage for a student (em disgram)

A

2 degrees per second and 800’ radius

19
Q

AA

A

starts from the tail at zero and goes up

20
Q

angle off nose

A

from the longitudinal axis of your airplane to the bandit as measured from your nose

21
Q

AOT

A

angle off longitudinal axis of your airplane to the bandit as measure from your tail (will be the same as AA in DBFM)

22
Q

turning room

A

distance between fighter and bandit that can be used to maneuver (accelerate, decrease range, descrease AA or HCA) can be lateral OR out of plane!

23
Q

in-plane turning room

A

inside the turn circle gives you less usable turning room (defender can reverse their turn to take it away)

24
Q

out of plane turning room

A

bandit working in vertical means your turning room is either left or right

25
Q

control zone

A

25-45 AA 2500-4500 feet
aspect angle and range/100 are equal
you are controlling the bandits actions by forcing him to keep turning to survive (you can easily transition to a WEZ) we can make the bandit predictable prior to pulling lead to kill them

26
Q

fighter cross check

A

G, LV, airspeed (fuel, floor)

27
Q

bandit cross check

A

range, AA, HCA, LOS, closure