Author Topic: Formation Flying 101 for Buffs  (Read 213 times)

Rojo

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Formation Flying 101 for Buffs
« on: August 08, 2000, 11:43:00 AM »
Received some nice feedback on the below article on Buff Formation flying, so I thought I'd post it here.  It has really made a difference when the Buccaneers get together and "buff it."  Enjoy.

"Formation Flying In Aces High: Going from Mass Gaggle to Combat Box" by Sabre

    Anyone who has tried to fly close formation in a flight simulation such as Aces High is aware of how difficult it is just to stay within a few hundred yards of the other buffs in your group.  That problem becomes infinitely more difficult when the formation – or “mass gaggle” to use a bit of Air Force marching slang, since most of these amateur attempts at station keeping bear little resemblance to the tight “pulks” we’ve read about – is suddenly assaulted by the inevitable pack of interceptors.  

    It’s happened to many of us: we’re at the controls of our Flying Fortress, weaving and bobbing all over the place to stay at least near another B-17.  We finally have pulled together a loose defensive formation when one or two enemy fighters appear.  As the fighters attack, all the pilots jump to a gun position – typically, every pilot in the group will jump to a gun position, regardless of whether they’re a likely target or not – and begin banging madly away at the assailants.  While the're all busy playing Sgt. York, the formation quickly looses any coherence, coming apart in a “star-burst” that leads to easy pick’ins for the follow-on attack.

    This article describes a simple station keeping technique for keeping the pulk together through repeated fighter attacks.  It takes discipline and practice, but will increase your chances of making it to the IP ten-fold.  It involves careful use of the .speed command, a gentle touch on the rudders, and a firm hand on the throttle.

    Because limits placed on the number of on-line players in Aces High (or any other on-line sim, for that matter), your faced with a cruel choice.  Either a take a large formation, with pilots filling the duel role as gunners, or take half as many buffs, with two players in each (one as pilot, the other as a dedicated gunner).  In the former, you sacrifice formation integrity during attack for a greater number of defensive guns.  In the latter case, you have tighter formations, but half the number of guns.  This becomes extremely important when face with multiple bandits attacking from multiple directions.

Note: WarBirds (WB) has “Sgt. Otto,” i.e. the computer will automatically act as gunner, firing at targets within the pre-determined parameters built into the AI.  However, even in the case of WB, human gunners are preferable, as they can work together, prioritize threats, and are not restricted by factors that constrain Otto.

    The method described involves flying from the nose gun position, instead of the cockpit.  Why fly form a gun position, and why the nose?  First, it offers an unobstructed view of the planes ahead and just to the sides (you don’t care how close you are to aircraft behind you…it’s their job to stay close to you.  Second, while in the gunner position, the .speed command and “trim-on-speed” (TOS) autopilot still functions.  Also, the rudders and throttle still work, and manipulating either will not disengage the autopilot.

    Simply put, the lead plane (here after referred to simply as “Lead”) uses "Alt-X" to "trim on speed" (TOS), and selects a speed using the .speed command that will maintain the desired pitch attitude at a selected throttle setting.  Lead MUST fly at something less than 100 percent (a manifold pressure (MP) of 40 is recommended), for reasons I’ll explain shortly.  Lead announces his .speed setting to the flight, and must immediately relay any changes to it he makes.  For a B-17 at 50% fuel load and 12x500 lb. bombs, a speed of 140 will give you a reasonable climb rate at 40 MP.  Lead also fly’s from the nose gun, and uses gentle, pre-announced course corrections using only the rudders.

    Everyone else simply uses the .speed cmd. (with the TOS engaged) to adjust range/closure rate to Lead.  The rudder is used to adjust lateral spacing, and throttle to adjust altitude.  Remember, the TOS autopilot cause the aircraft’s pitch to increase or decrease in order to maintain the speed set using the .speed cmd.  If Lead has 140 set, and you have 140 set, you will both remain stationary to one another relative to two-dimensional spacing.  If you’re sinking relative to Lead, throttle up; if rising higher than lead, throttle back.  If you’re too far behind Lead, increase speed using the .speed command; if getting to close, set a lower speed.  Throttle adjustments are again used to remain at the same altitude as lead.  This all sounds somewhat complicate, so I’ll give you an example.

    EXAMPLE: Let’s say I’m the second ship in a three plane combat box.  All pilots jump to the runway.  Lead calls “roll” and everyone throttles up.  Once airborne and in at least a loose formation, Lead now throttles back to MP 40, then sets a speed of 140 using the ".speed" command and hits Alt-X to trim to speed.  Everyone else in the formation does the same, then jumps to the nose-gun position.  

    Now let's assume that I notice I’m starting to fall behind.  Therefore, I set a climb speed of 145.  This lowers the nose to gain speed, so without increasing throttle, I’ll drop below the formation.  Thus, I throttle up.  Once I’ve closed to within 150 yards, I reset speed to 140, then chop throttle to 40 MP, coasting up to a position 75 yards behind Lead.  A slight corrections with the rudder offsets me to Lead’s left, with the other Fort offset right.  

    Once I’m in positions, it’s extremely simple to simply tweak my throttle setting to maintain my horizontal position and my rudders to keep lateral position.  Now when we’re attacked, all pilots can jump to whatever gun position necessary (remember to keep your feet off the rudder pedals while gunning).  A formation stabilized in this manner will hold together for a long time while it fends off an attack.  The key is for Lead to announce any changes in speed or direction in advance, and not to attempt either when enemy fighters are nearby. Once you reach crusing altitude, Lead must pick a speed and throttle setting that will hold level flight.  REMEMBER, this is only effective with the .speed command.  If Lead trims to level with "X" once you level off at altitude, instead of "Alt-X," it becomes much harder to hold formation -- triming to speed is the key to holding your formation together.

    Obviously, if fighters attack while you’re on your bomb run, you’ll still be without defensive firepower.  The way to get around this is to have one or two planes forego the bomb run to shoot at the fighters.  Remember, the tighter the formation, the easier it is to defend.  Some enemy pilots in Aces High will steer clear entirely of a large tight formation at high altitude.  The Buccaneers have managed to fend off four and five enemy fighters at a time with only six Forts.  The trick is to jump back as often as possible to the nose position, in order to arrest any formation drift that occurred during the attack.

    This method really becomes quite intuitive very quickly.  I had it mastered within the first ten minutes of flight when introduced to it.  If I can do it, anyone can.  Good luck, and good hunting.




------------------
Sabre, a.k.a. Rojo
(S-2, The Buccaneers)

eskimo

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Formation Flying 101 for Buffs
« Reply #1 on: August 08, 2000, 12:06:00 PM »
Great job Sabre!
Please post this in "Help and Training" as well.

eskimo

Offline Revvin

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Formation Flying 101 for Buffs
« Reply #2 on: August 08, 2000, 12:07:00 PM »
I agree with alot of what you say except the reliance on autopilot to hold a formation, I flew buffs in WB for about 4 years (without refuelling!   ) and formations always fell when using autopilot. While the FL should be on auto climb so he's free to co-ordinate with other flights and assign targets and indeed not using 100% throttle (75-80% is a reasonable figure) the formation breaks up too easily  as invariably pilots joining the formation give too credit to the autopilot to keeping them in formation and don't take into account such things as how much speed they carry into the formation before enabling autopilot and even though they are carrying the same ord and fuel load-out they can't uderstand why they lag behind of overshoot then over correct then lag behind  

Persoanlly for all the scenarios I have ever flown and formations are required to be tight then I fly the plane myself...thats not trying to make some kind of macho statement but I soon notice who is relying on auto climb to hold formation when they ask for the FL to slow down so they can play catch-up and then the ensuing 'see-saw' effect kicks in as everyone struggles to adjust.

I liked what you wrote, it will help people alot, just adding my own personal experience

>[This message has been edited by Revvin (edited 08-08-2000).]

eskimo

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Formation Flying 101 for Buffs
« Reply #3 on: August 08, 2000, 12:43:00 PM »
Revvin,
This is not WB.
This method works!

The Buccaneers also have had pilots who choose to "fly the plane themselves".  When a fighter comes in, they are forced to jump to a gun, they then drift off from the squad, get out of mutual protection range, and die!
You also missed the point.  The lead never adjusts his speed or throttle.  The other planes never have to ask for "some".  They stay locked together (Often within a 1 or 2 yard variable for 10 minutes and more at a time!).  I have even ridden in the tail gun of my B-17 for up to 15 min. at a time without straying.

Advanced methods involve the lead giving rudder adjustment advice Via RW to each plane while they are in the guns.  Typical RW traffic among a Buccaneer buff flight:

Lead, "eskimo, left rudder... good."
Gronk, " Another 190 at 9:00 high."
Lead, "Sabre, tap right rudder."
Wabbit, "The spit at 12:00 is making his run."

Remember, we are trying to do the jobs of 10 men.  You can't be the pilot and gunner at the same time.  But you have to be!

eskimo

Offline Revvin

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Formation Flying 101 for Buffs
« Reply #4 on: August 08, 2000, 01:15:00 PM »
I know this is not WB, but the autopilot is just the same, also I never said the lead should change his speed but invariably he has to if everyone in the flight relies on autopilot. I'm just not convinced its a better solution than just flying it plain manually thats all from past experience both here and WB.

eskimo

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Formation Flying 101 for Buffs
« Reply #5 on: August 08, 2000, 01:35:00 PM »
I/we (The Buccaneers) also flew WB.
The AH auto pilot has some similarities to WB, but is not the same.

Let me repeat; the lead never has to adjust his speed.  If he is flying at 140, and you are too far back, you type .speed 145 (Or 141 if you want to ease up just a few yards or so.) If somehow you get in front, you type .speed 138.  Usually the only way that this gets screwed-up is when someone goes to manual.  If you both have .speed 140 set, you can only drift to the side, or up and down.  You can't possibly overshoot.  Side to side can be adjusted with rudder inputs from the nose gun position.  Up and down only adjust with throttle settings.

We have many great sim pilots in our squad, and many are RL pilots as well (Some with military training an experience).  No one can match the precision of this method.  And what counts, is that when an enemy is spotted and you need to become the gunner, you will stay in a tight formation.

Try using auto-pilot-formation as Sabre described, you will be amazed.

eskimo