BVR

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Revision as of 12:21, 20 July 2024 by Jay (talk | contribs) (Created page with "==What is BVR?== Beyond visual range (BVR) tactics refer to strategies used by military pilots to engage enemy aircraft beyond the range of visual identification. With advancements in technology, BVR combat has become increasingly prevalent in modern warfare, and has led to the development of highly sophisticated aircraft and weapons systems designed for long-range engagement. == What formation and tac turns BVR use? == The most common formation in a BVR environment is...")
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What is BVR?

Beyond visual range (BVR) tactics refer to strategies used by military pilots to engage enemy aircraft beyond the range of visual identification. With advancements in technology, BVR combat has become increasingly prevalent in modern warfare, and has led to the development of highly sophisticated aircraft and weapons systems designed for long-range engagement.

What formation and tac turns BVR use?

The most common formation in a BVR environment is the “Line abreast” formation, and “Hook turn’s” and “Delayed turns” are the most often used tac turns for BVR

BVR Flow

BVR Timeline

Skate

Skate is a “launch and leave” tactic. FOX3 before TR (Transition Range) will allow HUSKY before you reach DOR (Desired Out Range). You should abort before DOR and it would defeat the adversary's FLO (First Launch Opportunity) shot and preserve enough distance to recommit with “launch and decide” tactics.

DOR = DR + Adversary Closing Range while Aborting and Recommitment.

Short Skate

Short Skate is another “launch and leave” tactic. You should abort before MAR (Minimum Abort Range) or DR (Decision Range). Aborting before MAR would defeat the adversary's FLO (First Launch Opportunity).

MAR = Max F-POLE of FLO Shot + Turn Radius.

Banzai

Banzai is a “launch and decide” tactic. FOX3 before DR (Decision Range) and separate element for opposite direction to notch against adversary (for ex: if adversary is at 360 then notch to 270 and 90). Keep notching for pre-briefed time (commonly 15 seconds) and check if you and your wingman has been spiked or not. If spiked, then abort and you will be outside of a STERN WEZ. STERN WEZ is a range where an adversary's shot will hit you even if you are turning away from them. If you are naked and got no spike while notching, then turn in to pursue the adversary and push away them.

DR = STERN WEZ + Adversary Closing Range While Notching for 15 seconds than aborting.

BVR Timeline

MTR (Minimum Targeting Range)

The range flight member share into a group to ensure group elimination or support planned intercept flow. MTR is also a decision tool for flight leads to directively target wingman (greater than MTR) or flight leads inside of MTR.

TR (Transition Range)

The minimum range at which the AIM-120 must be launched in order to achieve an active state and be out no later than DOR.

DOR (Desired Out Range)

Range from the closest group where a fighter's "out" maneuver will defeat any weapons in the air or still on the jet and preserve enough distance to recommit with sufficient time to re-engage with L-D tactics

DR (Decision Range)

The minimum range at which an aircraft can execute the briefed notch maneuver, remain there for a pre-briefed period of time in an attempt to defeat spikes, and then execute an abort or exit maneuver. This will kinematically defeat any missiles shot at the fighter and momentarily keep the fighter outside the threat's max stern WEZ

DR = STERN WEZ + Adversary closing range during 15sec notch + Margin t

MSR (Minimum Shot Range)

The minimum range at which the MRM must be launched in order to achieve an active state and be out no later than MAR

MAR (Minimum Abort Range)

The range at which an aircraft can execute an MDS-specific standard abort maneuver and initially kinematically defeat any missiles and momentarily remain outside the adversary WEZ

MAR = Max F-POLE of adversary's shot + Your Turn Radius + Margin

MRR (Minimum Recommit Range)

The minimum range at which the Fighter recommit, target and employ MRM while turning and remain outside of STERN WEZ. Assuming threat is HOT.

STERN WEZ

The maximum range at which an adversary's weapons can be effectively shot at fighters.

STERN WEZ = Range where adversary's shot hits you from your behind.

Targeting / Sorting

Targeting and Sorting.jpg

Targeting and Sorting is mainly to prevent multiple people from attacking the same target at the same time.

Targeting

The leader has to decide targeting before committing adversaries. If you are going to Short Skate you should decide it before MTR (Minimum Targeting Range).

Fighter targeted a group (contact within 3 nm) has a responsibility to engage the targeted group with a directed flow.

Once targeted a group you can FOX3 at pre-briefed timing. If you completed targeting, then call “<Callsign> Targeted <Targeted Group Labeling>” to Tac Channel. Brevity Call

  1. Lead: Viper 1-1 Targeted West Group.
  2. Element Lead: Viper 1-3 Targeted East Group.

Sorting

Fighter Sorted an inner group has a responsibility to engage a sorted inner group with a directed flow. Once sorted an inner group you can FOX3 at pre-briefed timing. If you completed sorting, then call “<Callsign> Sorted (<Sorted Group Labeling>)” to Internal Channel. Brevity Call

  1. Lead: 1 Sorted Trailer (West Group).
  2. Wingman: 2 Sorted Leader (West Group).