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Author Topic: Tips for TORNADO - or how to survive  (Read 2585 times)

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Offline Frankie

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Tips for TORNADO - or how to survive
« on: January 23, 2020, 03:42:29 AM »
Tips for TORNADO -  or how to survive






Air-to-ground - dealing with ground defences
a) Threats you can afford to ignore.

An AAA or SAM symbol can appear on your RWR but still represent no real danger to you. The big question is where it first appears on the display. If a symbol pops up within the quadrant (quarter circle) centred at 12 0o'clock, it's a threat worth worrying about. Anything which appears outside that angle is well off to one side of your track; you are definitely safe from AAA, and even if a SAM is launched at you it may well not have the range to get you (especially if it's launched from behind you).

Summary:You can ignore most threats on your RWR unless they are ahead of you.

b) What to do about real threats.
Let's look at AAA first. AAA fire is radar-predicted; i.e. it shoots at where it thinks you will be by the time the shells arrive. If you manoeuvre you can dodge the shells already in the air, provided that the range is not too short and you're not flying straight towards or away from the guns. If you're running in to drop bombs you want to avoid swerving off line, but you can still point the nose up and down without too much of a problem. If the aircraft is terrain-following in AFDS Track mode (which it normally should be), you can dodge very easily by jiggling the ride-height setting up and down between 200 and 300 feet. Just try to ensure that the aircraft isn't actually changing pitch at the moment of weapon release, which will degrade accuracy.  Switching on ECM will degrade the enemy's ability to lock-on to you and thereby delay the start of AAA fire. SAMs at low level can usually be defeated by maintaining high speed and pumping out flares at about 2-second intervals - the main problem is running out of flares. Don't waste them. A SAM launched at very close range is unlikely to get you - it will go straight over your head. A SAM which passes you will not be coming back to get you.   In the 1.0B revision of Tornado, we introduced a proximity audio warning - you will hear a beep when a SAM gets too close for comfort.  This means that you do not need to consider using your valuable flares until the warning sounds.

(Tornado 1.0B contains several enhancements which have been introduced in response to customer feedback.  The upgrade is available free on Compuserve or CIX or on disc direct from DI at a nominal charge of u3 ,to cover p&p and media.)

Summary:  Get the upgrade to 1.0B and only use flare when you hear the proximity warning.

What to do if you are intercepted by an enemy fighter when flying an IDS Tornado.
The IDS is not a dogfighter so don't expect to take on an interceptor and win with ease.  The best advice is to stay low, use terrain following, sweep back the wings to 67 deg. and accelerate until the threat disappears from your RWR display.  Continue at high speed for approximately 30 secs and then reduce you speed back to 550 kts or so.  If the threat reappears, accelerate again.  The enemy fighters cannot match the low attitude performance of the IDS.  Flying fast and low makes it extremely difficult for the enemy to maintain a radar lock-on because of terrain masking effects and ground noise.  This tactic will maximise your chance of arriving at your target with your full weapon load or arriving back at base in one piece.

There are two drawbacks to this tactic that you MUST bear in mind.  The first is FUEL - to accelerate to over 600kts will require reheat and this means excessive fuel consumption.  Do not fly at high speeds for longer than necessary and keep an eye on your fuel state.  The second drawback is that terrain following at 67 sweep and high speed is dangerous.  The system is optimised for 45 sweep and speeds less than 550 kts.  Keep an eye on the E-scope and B risk indicator (warning light showing that TF system is struggling).  If you believe that you are in danger of running into the next hill, either increase your ride height (to 300 or 400 ft) or sweep your wings forward temporarily to 45 deg.  Sweeping the wings forward is slower that adjusting your ride and you will soon see the onset of judder (screen shake).  The advantage of this technique is a better pitch rate and staying lower means less exposure.  Just don't let the aircraft shake itself to pieces!  As soon as you see the HUD aircraft datum go above the horizon then sweep back to 67.  Increasing your ride height temporarily is the more realistic thing to do.

Summary: When intercepted by an enemy fighter, accelerate until he disappears from your RWR display.

Use of the autothrottle
Use of autothrottle is a popular  technique of keeping on time i.e. adjusting the time Early/Late to keep on schedule.  However, the system does have the disadvantage of engaging the reheat frequently when terrain following.  This can result in excessive use of fuel.  Experience with Tornado has highlighted an alternative strategy of flying most of the route at 100% rpm and not using autothrottle.  This will mean that you will not stay strictly on time at each waypoint and you will see your speed vary as you pass over hills but the saving in fuel can be considerable.   Staying on time is only of relevance on multi-aircraft missions.

Summary:  Use 100% rpm for most of your flight instead of autothrottle.

Using ALARM to clear defences
Approach your target area with ALARM (loaded for Targets of Opportunity) armed in Direct mode.  Switch over to the weapon package assigned to the ground target as late as possible.  This will often mean that the target is undefended by the time you reach it.  Memorise the key sequence to disarm, select next package and re-arm so that it can all be done without switching to the back cockpit.

Summary: Use ALARM missiles to destroy defences ar you approach your target area. Switch weapon package as late as possible.

Take-off tips for heavy weapon load
Use full flap when taking off with JP233.  Get your undercarriage and flaps up as quick as possible, Keep the climb out as shallow as possible, pushing on the joystick if necessary in order to keep the VSI indicator on the HUD showing a small positive climb rate.  This allows your aircraft to accelerate as fast as possible, staying ahead of the formation.

Summary:  Use a shallow climb rate when taking off with heavy weapon load.

Loft deliveries
Before you begin your manual pull-up for a loft delivery, it is necessary to disengage the autopilot.  After releasing the weapon, we advise that you turn towards your next waypoint (roll and pull) before selecting the next waypoint and re-engaging the autopilot.  This will minimise your exposure to enemy defences.

Summary: Turn towards next waypoint manually after a loft delivery.

Landing approach with autothrottle engaged
During your approach, you will often see the autothrottle set the rpm to idle in order to slow down.  We advise that you assist matters by using the airbrake at this time until the autothrottle begins to raise the rpm.

Summary: Use the airbrake during your approach if the autothrottle has set the
rpm to idle.

Campaign / Command games
During a Campaign or Command game, use any spare ALARMS during your return to base by flying towards a known battlefield area.  For maximum allied effectiveness, you should be using all available IDS aircraft and setting 3 targets per drone aircraft.  We suggest that the player should set at least two targets plus carry as many ALARMS as possible for self defence.  Several testers at DI always dump the AIM9L Sidewinders before take-off and carry ALARMS instead.

Summary: Hit as many targets as possible in each round of Campaign or Command.

Close air combat in the ADV
Of the three possible opponent aircraft, the Su-27 (Flanker) and MiG-29 (Fulcrum) have a considerable superiority in g-limits and power, and about the same roll-rate as the Tornado. Given the manoeuvering ability and fast reactions of the enemy pilots, this makes them very dangerous opponents. The MiG-31 (Foxbat), on the other hand, is inferior to the ADV in g-limit and roll rate but superior in power and top speed at altitude. You may be able to beat the Foxbat using standard doctrine, but it won't be easy. The other two are almost unbeatable in close air combat - if you fight them on their own terms.

The weakness of the enemy is that he's a rigid, doctrinaire 'energy-fighter'. In general, once he's within range he'll adjust his speed to match yours - but he will never allow his speed to drop too low. Provided that you can avoid being shot down in the process, it's not too difficult to force him to overtake by slowing down (though you've got to watch out for his single-minded tendency to fly right up your jet-pipe!). Do it right and this almost guarantees you an opening for one easy shot with AIM9L. If you don't get him first time, all is not lost. You're now flying slower than he is willing to go, and slow enough to use your high lift devices (flaps and slats) - make sure that your wingsweep setting is fully forward. Turn to follow him around, while dropping all the flap your speed allows. As your speed drops further, drop more flap. Play this right and you'll end up on his tail in a tight turn at about 200 knots with full flap and full power - he's pulling more g than you, but he's also flying faster, so you can still turn inside him and line up for a guns kill. The trickiest part of this exercise is staying inside your flap limiting speed while running the throttle up to max reheat, which is what you'll need to sustain your turn. It's a delicate balancing act, and you've got to be very careful if you unload (slacken off the turn), because your airspeed will rise and you may exceed the limiting speed. If you can do this, however, you'll find that guns victories (always the most satisfying and rewarding kind) are within your grasp.

Summary: Try and make your enemy overshoot by slowing down.

New features in version 1.0B
Mission plans now savable in Campaign option
Modem compatibility - now works with 14400 Robotics
Thrustmaster rudder pedals support introduced
Joystick calibration introduced for "standard" stick
Enemy SAM effectiveness - made less fatal - more subsystem damage
Cntl Q may be used after landing if < 30kts without aborting mission
Explore mode - fixed to daytime
Air-to-air kills now recorded in log
Promotion to Squadron Leader on completion of a level 1 campaign, fixed
ZRK ROMB (enemy SAM launcher)changed to ZREK-BD Strela 10
Enemy interceptor flight algorithms modified
Status line in drone view shows drone number
Digital fuel readout introduced on instrument panel
Air radar - auto select range according to weapon
RWR improvement - threat proximity audio warning
Demo mode fixed to daytime
Soundblaster engine sound effects modified


29/9/93
« Last Edit: January 23, 2020, 03:59:06 AM by Frankie »
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After the Dogs of War are let slip, let us smoke the Pipes Of Peace.

Offline Tom N

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Re: Tips for TORNADO - or how to survive
« Reply #1 on: November 11, 2020, 08:22:08 AM »
Some objections:

The threat has to be assorted due to exposure to that threat's field of interaction, SAM in front of me would be very dangerous when I am close to running out of flares, low to mid level height flight and/or in use of afterburners+heavy loaded, otherwise 4 to 5 AAAs in that target site could be the more dangerous threat (packed close around the target, given the fact I have 4 ALARMs to release). For performing a dive bomb maneuver with unguided/dumb General Purpose Bombs from around 15000 ft to ca. 9000 ft approaching with an angle of around -45° the SAM site, an EWR site and close CAP-fighters are the dangers to shut down beforehand.

Since there are really some guys never going to switch off the autopilot the AAAs are the really harmful installations, especially when they are at 12 o'clock and your nose play (shifting between 200 ft and 300 ft) won't do you any good.

For heavy loads:
Fuel management is way more important than being right in the middle with your buddies, so keep crawling up from behind by using afterburners just around reaching 150 kts carefully pulling up at 180 kts and going from full flaps one step down (or inward), down again according to max speeds (in between) and shutting down the afterburner at around 300 kts or at the lates at 350 kts. At 400 kts you can sweep back the wings completely and start the buddy overtaking process gaining slowly a speed of about 512 kts without afterburner use (your buddies speeds are 420 kts in normal flight, 520 kts for initial wapoints before a target waypoint and 550 kts  for target waypoints, if left unchanged by you during mission planning).

Everything else is quite accurate.
There are some exploits the game uses towards you: when the SAM-/AAA-tanks are elevated on hills/mountains sometimes ALARMs won't help (the hit box is maybe inside the hill site, underground).

Your exploits are the maximum height ranges for AAA (10'000 ft, maybe some feet less) and SAM (16'500 ft) AND CAP (around 48'000 ft, beyond that they follow, but won't hit).

This game relies strictly on runway destruction (enemy aircraft will be forced staying grounded, depends on which runway, but once figured out ... piece of cake).
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