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If youve flown the ThirdWire series for a bit, theres a plethora of aircraft available to use for
your flying pleasure. One of the more practical ways, depending on the map, is to use terrain to your
advantage.
Why?
First question in your mind is why should I go low level when I got assets protecting me?
Given the cycling of friendly aircraft, and if it cycles a support mission, you may be left on your own.
This is where you come in. Low-Level flying is perhaps more dangerous than a furball (depending on the
engagement) and therefore understanding some tips on how to survive in the modern battlefield,
regardless of the time period selected.
Initial Target
For those new to the ThirdWire sims, the game engine is setup for one target only. So in the
random cycle you can fly hundreds of miles to blow up a Jeep, or an ammo bunker. Regardless, youre
going to have to fly to blow it up. Things to remember when dealing with the TW setup, is that generally
you get a close-up view of the target. Different key commands allow you to see the target and what
direction you are coming at it. The TW sims also have a general setup. For the Single Mission mode, the
target waypoint is always number 5. It makes it easy to remember, and in the case of a random mission,
okay. You can edit your waypoints slightly, but you can never reduce or add. That is a fault of the game
engine, but we all have survived for years with it. If you want less or more, I highly suggest creating your
own through the various mission editors that are available at Combatace.com, or from Check-Six
websites.
Navigation
Navigation at high speeds while low level flying is at best chancy, depending on the airframe.
Your key piece of knowledge is the Horizontal Situation Indicator, or HSI. For low level attacks, it is the
most crucial part of your aircraft, as most of the time you wont have time to use the in-game map to
orient yourself to the target area. The HSI varies, but has some common traits. The first trait is a simple
arrow pointing to the next selected waypoint. Often times the pregenerated routes are lacking, so to
avoid confusion sometimes, and a personal preference, I normally select Waypoint 5, which for
pregenerated missions, always your objective waypoint. I sometimes set my HSI to Waypoint 4, which is
your Initial Point (IP) because sometimes its a good reference just in case of you need to approach the
objective or you just want to be different. Unfortunately the lack of a good Mission Editor doesnt allow
you to design your own routes. However, there is the Kreelin Mission Designer, and Le Missioneur
which allows you to create your own missions. Sometimes its good to become familiar with those to
explore your own possibilities.
However, some aircraft simply do not have an HSI, so your best bet is to press M real quickly,
and realize where youre at. Sometimes I even do it with aircraft with an HSI, as theyre sometimes
inconveniently placed, or a top down look of the terrain around you is also good to look at.
Velocity Vector
On most contemporary aircraft, there is what is known as the Velocity Vector or a simple
circle with lines on the HUD. This, combined with the AOA indicator, and pitot probe, shows where your
nose is pointing at the given time. Western HUDs VV always move. Russian/Soviet VVs are all static.
Why this is so for each side Im not sure, but it is a guide for you to follow when doing low level terrain
following.
Using the Velocity Vector is pretty simple. In a mountainous environment the Velocity Vector is
pretty much used to ensure you dont plow into a side of one.
In the picture above, Im putting my Velocity Vector above the ridgeline. If I do not put any
input into the joystick, I will fly in that path as long as my fuel holds out. A lot of this requires practice to
get a feel of what you should do. Sometimes dragging the VV is the only way to get an idea of
where your aircraft will end up at that particular moment.
Put the bottom scale on the top of the ridge, and hold the stick until you are clear. Its by far the
best technique, and a good start for beginning virtual pilots.
Speed
Speed is crucial in this environment, as you need to keep it up as much as possible in order to
not crash into a side of a valley, or mountain. As a rule of thumb, I generally keep the throttle near full
military power (full power without afterburning). Since the ThirdWire series doesnt have a cruise
control function, it is best to leave it there. Reason being for the straight parts of any mountain range,
you will gain speed, while the twists and turns youll make will bleed off speed, the set throttle will
enable you to build up speed and maintain energy when you level off, relatively. Note the disadvantage
is you will overshoot your target, due to the location and angle of your attack geometry. At that point
you should just adjust your flight and speed accordingly.
Basically however, the gist is that you have to figure out what works for you, i.e. a faster setting
versus a lower setting is also depending on what you are capable of as a virtual strike pilot. If you have
really honed reflexes, then go faster, and slower if you are slower. Its best to get comfortable with
what aircraft really fits you and your style. Me, I always fly birds that can drop bombs, and have good
maneuverability, so the Hornet Series, as well as the Flanker series tend to be my preferred aircraft. I
deviate to not get too comfortable with an aircraft, but overall select what works for you.
So thus we have a dilemma what do we do? First off, since this was a reconnaissance mission,
we load up a couple bombs, therefore allowing us to see the gunsight to the air-to-ground mode. This
allows us to perform a low level ingress to the target. Key thing to remember the bottom of your
gunsight is your horizon line, and your fixed velocity vector. The rest my friends is just skill in keeping
the plane from not plowing into the ground.
And to avoid that, I put the bottom above this ridge, and like the Russian aircraft, I let inertia do
its thing, therefore allowing me to clear the ridgeline. You can try it in air-to-air mode, but I strongly
recommend you use the Pig in this mode. But the basic gist of this is to find something that works.
Many aircraft are different, and therefore too broad of an area to cover in one document. This is only
to get the ball rolling in you getting familiar with your own aircraft.
As you can see, while I dont have much to use to ensure I dont plow into the ground, I used the
bottom edge of the mirrors as my horizon
Weapons Use
This is perhaps the most important part of the whole tutorial. Now that youve gotten to the
target, now its time to destroy it. Generally, unguided bombs or any ordnance that does not have
guidance requires the most use of training to use. Engagement times are shorter, and require more
finite lining up and timing to be successful. Guided missiles such as the Maverick series, and
equivalents, are preferred, if they are available for the time period. Guided bombs also fall under this
category, as most often they need some time to acquire the target and engage them. It must be noted
for guided weapons that they require pretty specific parameters when using them. Again, practice is
needed in order for you to successfully engage the target. However, it should be noted that you also
need to bring along any necessary pods that the weapon system require, especially for laser guided
weapons, unless the aircraft specifically has one mounted internally. GPS weapons, such as the JDAM,
JSOW, KAB-500S, obviously do not need one. Again you have to time your drop right in order to be
successful.
It should be noted for self defense missiles, usually short range air-to-air missiles are preferable
over radar guided AAMs. Reason being it takes less time for them to lock on a target than trying to
maneuver and lock a target with a radar homer. Engagement ranges are much shorter, making them
preferable to longer ranged air to air missiles. The later models, such as the AIM-9X, the Darter, and the
R-73 (AA-11 Archer) are excellent for this environment, them being designed for the close quarters
combat and hence, great for tight terrain. Generally though your loadout is always dependent on where
you are going, how youre getting there, and what you have to blow up, and how far you have to go.
This is of course depending on how many pylons available and what you are limited. The more modern
aircraft have more thrust, more capability, hence a higher survivable rate, on average. However it is
possible to take an A-4 and get to the target, which then boils down to skill and efficient use of terrain.
Iron Bombs
The staple of any air force, the iron bomb is inexpensive and commonly used. Using this at low
level depends on the aircraft use. Modern aircraft have a simple pipper and a bomb fall line, which
shows the bomb drop at a given height. If youre highly skilled at dropping iron bombs then its easy.
For those who are inexperienced, using these takes practice and familiarity with your aircraft. With
those aircraft that does not have a bomb fall line, carpet bombing is your only option.
Laser guided Bombs
More advanced and more accurate, LGBs (Paveway, KAB-series and others) are the precision
warriors weapon of choice. More LGBs are dropped in Afghanistan and Iraq, and the technology while
Tactics
Air-To-Air: Offensive
Generally the only time you go on the offense in this environment is either sneaking up on a
target, such as an AWACS, or other airborne aerial asset, which can include other fighters. Your skill
determines this, as well as weapon capability, when performing this role. The only issue is that Red
Crown is not always available, and emanating radar attracts the target to you, thereby defeating the
whole purpose of a sneak attack. If, however you do have enemy aircraft visible on the map, then
generally its skill in sneaking up on them, and weapon capability. Older AAMs require a rear-aspect
shot, while newer AAMs (infrared) are all aspect. If you can get into the cherished no escape zone, i.e.
the distance to where flares or other countermeasures are useless as well as defensive maneuvering
against your missiles will not work. Be advised if you are at a lower level and your target is higher, your
engagement range is significantly shorter, due to the missile requiring more energy to escape gravity,
which the energy is wasted on maneuvering, so your shot has to count generally.
However, you can also use this to your advantage while performing a strike mission. If Red
Crown gives you a bogie warning, it may be good to perhaps perform a sneak attack on enemy fighters.
Air-To-Air: Defensive
Touched briefly, this is when youre making your run and you get jumped by enemy fighters.
It can be anything from audio to Red Crown, or you happened to look at the map and what do you
know? Youre about to get shot down. Be aware that Red Crown doesnt always give you information
regarding enemy flights, so paying attention to your surroundings as best as possible is the idea. At this
point your decision is either to engage, or to run. Running is a good option depending on the terrain,
and whether or not if its your ingress, or egress. If its your ingress, your main role is to get him out of
your sky now. Thing is what happens if you have to drop your ordnance, it constitutes a mission kill,
i.e. the enemy prevented you from accomplishing your mission. If he shoots you down, well thats
pretty obvious. My suggestion is to practice flying your aircraft at heavy loads. Therefore youll be
accustomed how it handles and how to get the most out of your defensive skills. If it means taking it on
the Range map and engaging your target and then maneuvering, fine, itll help you on a real combat
map, where youll have all the enemies firing at you and you to figure out what to do. Engagements
should be quick, and sharp. Dont hang around in any case, as you have to get to the target, and then
back to home base. If its your egress, Id still get out of Dodge and live to fight another day.
A non-weapon tactic is to hit the mountains. Generally you are more intelligent than the AI,
simply because you can think quicker and faster than the best ThirdWire has to offer. Fly into every
nook and cranny and youll get lucky to the point that youll fly the enemy aircraft into the wall of a
mountain, and hopefully not you! One key thing to remember is that once you hit the friendly border,
you have a saving grace, as usually the enemy aircraft fly BARCAP, or Barrier Combat Air Patrol, which is
defensive in nature, which is designed to prevent you from getting in, or at the least, get out. Doesnt
mean they wont take a shot if they cant, as they will surely engage whenever possible. Fly to friendly
SAM sites to lure him in, in hopes theyll be shot down. Depending on the quality however, this may be
a lost cause. Either way, heading for home is always good, unless you got a ton of AAMs, and you got
the fuel to burn. Me? I head home to fly another day. Strike pilots dont need to be flashy, they need to
get the job done.
Getting There
Of course, getting to the target is the key to the whole point of the tutorial. If you cant get
there is no real point in flying right?
Mountains
Mountain flying requires energy, timing, and reaction, good reactions. Flying mountains,
depending on the terrain can be easy to being extremely difficult. However it is all depending on your
skill as a virtual pilot. Once you get the hang of the basic steps listed above with each aircraft, then its
all cake from there. What is important is that maintaining your speed and energy is required, especially
when carrying heavy loads and you have to get them to the target. Using afterburner for short instances
also keeps your momentum up, but like anywhere else, it burns a lot of fuel fast, so think wisely. Try
and stick to the valleys as much as possible, and only climb mountains if you absolutely must.
Additonally, you have to think ahead when performing mountain traversing. Using your
overhead map lets you see ahead of your route, and allow you to make faster decisions. Sometimes
though, you have to commit to where you are going, with little choice, depending on how youre feeling.
But the main thing is trying to remain out of hostile radars (both ground and airborne) as much as
technically possible. Radar Cross Section (RCS) values play a part in WOX, so use that to your advantage,
especially if your aircraft is a radar magnet. This is where using terrain masking is very important.
Turning is also very important when flying in mountains, as along with the above, for you have
to plan ahead your turn, which requires you to bank in flight. You want to start banking before your
turn, so all you have to do is pull on the stick and youre through the chokepoint. If its hard at first,
practice your turns at a medium speed, then as you get more comfortable, at faster speeds. The end
result is that you should be able to fly at full (or near) military power and turn and burn like the pros.
Its not difficult, it just enhances your reactions and gets you out of a chokepoint a lot faster. And if
youre getting chased by an enemy fighter in the mountains, you can try and drive him into the side as
you head for home.
Terrain Masking
Terrain Masking is important for flatter land. In the miltary we call it Inter-Visibility lines or
the natural terrain creates a blind spot. We cant do anything about it, but this is where you use it to
your advantage to be safe. Basically, you use a hill to allow you to get to where you need to go, to block
hostile radars, and SAMs from firing on you, or at the minimum obtaining lock. The only thing is to look
around, and look where youre going. If however, youre on a flat desert plain Well fly as low as
possible in order to prevent the missiles from firing at you. If you have a jammer, then turn it on and try
to make it to the objective. Theres not much gaurantee at this point, but if you have it, Id suggest you
use it.
As you can see above, Im using the small hill as cover from the airfield SAMs. I dont have to fly
excessively low to evade threats, but enough to get by without being engaged.
Ridge Rollover
Basically an aerobatic maneuver designed for crossing over ridges quickly, and somewhat
efficiently. What you do is find a valley that you know either by flying the map, or through the overhead
map, and vaulting over a ridgeline. This works out two ways. First off, if youre about to take a
missile, or one is on the way, then it may be a good choice to do it ASAP. Timing and speed is everything
so its not a 100% gauranteed tactic. You may be shot down on the up portion of the maneuver, so
realistically you have a 50/50 chance of making it. You simply pull up on the nose, and roll your aircraft
over the ridge. Only be careful of whats on the other side!
It should be stressed that you know your aircrafts limitations before attempting this maneuver,
as stress on the airframe is modelled to an extent. Also common sense should apply. Make sure you
have a good enough speed (which you should already!) and enough energy to accomplish this
maneuver. Remember youll only go as fast as youre loaded down. So dont be expecting to take a B52 and get away with doing this.
Mountain Climbing
Another easy tactic that is akin to the above is mountain climbing. This is a way to climb a
mountain and still maintain some modicum of low-level flight. This requires a near vertical climb
(afterburner may have to be used depending on aircraft, load, etc.). The only disadvantage is of course,
you may end up in the threat envelope of enemy aircraft, SAMs, AAA.
As you can see here, Im going up a near vertical face in order to continue on my mission.
In this case, my travels end up putting me in the threat envelope of the SAM/AAA sites just
above me, to the North. As an attack puke, I had to end up moving South-East to avoid this threat.
Getting Home
Now of course, weve dropped the bomb, weve stopped X Enemy in his nefarious plans in
ruining your day. Now its time to get home, drink a few beers and celebrate another poke at Mister
Enemy. Enough joking around and now its time to get to business. Youve dropped the bomb but now
you need to get out of there, depending on the situation. I say that because now you may have several
choices, bomb some more, or if a lot of Red Air is flying around, you may have other ideas, such as the
one above about the beer. The best thing about the maps is that its usually North or South, or East or
West for your friendly home direction. This allows you to point your aircraft in the direction of your
home border, and of course gives you something to look forward to.
When Im pulling gs, I usually orient my aircraft in the general direction towards friendly lines. I
call this my Escape Clause as my aircraft is safely pointed in the right direction. Even if it may be a bad
drop, or if I miss with my weapon initially, then things start to get interesting. The reason I do this is
because if I do not miss, Im heading away at the fastest speed as possible. Youre first instinct once you
are successful, depending on the tactical situation, is to run. If youve burned your AAMs getting in,
there may be no sense in trying to mix it up. The adage dont bring a knife to a gunfight is my rule of
thumb. If Im Winchester air-to-air, I start putting my head between my feathers and beat feet. If I have
a few left, Ill still head out of there. Also by this time you may not have enough fuel to make it back, so
fuel conservation is on my mind at all times. If you have an escort flight, let them handle it, to a degree.
As youre leaving, monitor the tactical situation, as your escorts may get shot down to enemy fire
(aircraft, SAMs, Jimmy Hoffa, etc.) and now youre on your own. Generally never as a rule of thumb get
involved with AI furballs. You may be trying to help, but you may lock onto a friendly fighter and shoot
him down. Since whenever Ive had the rare opportunity to experience friendly fire on the virtual level, I
immediately hit Esc and often reflew the mission, and watch myself and my trigger finger. Try to divert
at best as possible as well. Take a shot if you know deep down you locked onto an enemy.
Threats
Naturally the world of WOX wouldnt be complete with SAMs and AAA. Dealing with either is
easy, depending on your target, and where you are. Deep in a valley is a bad place to be with a SAM as
Reading and understanding this type is easy. The center of it is of course your own aircraft. The
detected radar threat is shown around this bubble that circles your aircraft, with the top being your
front, and bottom, your rear of your aircraft. Its represented by a light green dot. Unfortunately
distance isnt shown, so you have to estimate just how far it is. The good thing it shows something is out
there. Radars, whether air or ground, are represented by the solid dot. When an enemy system is
locked on to you, it will flash and give an audible warning. Techniques to stop this is to put a piece of
terrain between you and the emitter. The game has optically guided AAA and SAMs, as well as IR so
obviously, it wont detect them.
Checking the map and RWR, there were no SAMs/AAA around. However I was getting this:
This pretty much indicated that there were hostile aircraft, as if you are deep in a valley,
knowing that there isnt a ground threat. And when you try to block the contact, but it disappears,
and reappears, you have an enemy fighter on your tail. In this case, I had to prepare for aerial combat.
Weather
Weather of course, can affect your flight plan when making an attack. If there are heavy clouds
in a mountainous environment, then it means you have to stay as low as possible in order to reach the
target. However, this may force you to fly a higher profile, which increases your risk of getting shot
down of course, either by enemy aircraft, or by radar guided SAMs. It also requires your mastery of
skills but with older aircraft bombing a target with iron bombs isnt going to hit the target. However, a
modern aircraft with a JDAM, can still fly high and engage the target without ever seeing the target, the
pilot only needs to get the bomb within launch parameters and release. Typically heavy clouds is not
the preferred method of course, because if you do go higher in the mountains, you run the risk (as I
have!) of flying into the side of a mountain.
As this picture shows, while there are heavy clouds, its broken enough to allow flight without
too much hassle. In this case taking the high road is the preferable option until I can find a break in
the clouds and continue at low level. However, if you are flying this in say, the AmericaNW terrain, then
serious flying issues may crop up, such as flying into the side of a mountain. The Black Sea terrain by
pfunkmusik is nominally cloudy most of the time as the above picture (not as much, pictured above is
the VietnamSEA terrain). And also remember that even in level terrain you may have to fly through
Soup:
Even in this terrain, its possible to get lost when trying to attack a target. That is why using your
HSI is most important, or quickly using the overhead map to orient you. Additionally if you think this is
bad, try it in the mountains. In this case try to stay as low as possible, as soon as you reach the bottom
of the cloud deck, youre going into the side of a mountain. This is where knowledge of the terrain
youre flying is most important!
Practical Scenario
An odd mix of threats, but nonetheless, with only two AIM-9X Sidewinders as my only air-to-air
defense, I had to play it safe, so I had to cut down the speed, and still remain low level.
I tend to fly at 68%, but had to chop the throttle at 43% to slow down. Occasionally I had to use
the spoilers to keep my speed down more. The intent was of course, not be detected, by anything. So
far the area was clear of SAMs, but any higher and I would have been spotted and fired at. And of
course the enemy AI talks and the MIGs would have turned on me in an instant. I had the back door of
the friendly border, but I had to move on to the target.
As you can see so far my gambit has paid off as they still havent detected me. As normal
operating procedures, my radar has been kept off. I still havent cycled the range just in case if I had to
make a BVR shot, but since I didnt have any BVR missiles, it would have been a waste of time.
By this time it was open ground, with a mesa off to my SE. Still trying to stay out of radar
detection by the enemy aircraft, I nudge towards my target. After this picture however, things got busy.
The great Brother Russia still talks and the fighters listen. I launch my two AGM-65Es in order to hit the
target, and then get out of there. I had the two MIG-29s attack me first, so I launched both AIM-9Xs. I
know I shot down two aircraft, but probably was a MIG-23 and a MIG-29. By this time Ive dodged a few
By this time, my JDAMs hit home, and mission successful. At this point in the game, I can Esc
and get home and survive. However, well delay that for a bit. Continuing West, I skim the mountains
with a MIG-29 in hot pursuit. The intent is to fly low below the minimum height for the AAMs it has a
full load of. I continue at high speed, into a valley. By this time either the MIG-29 is running out of fuel
(I was using burner, so it must have done the same) and decided to turn off.
However, he still hasnt fired, but doesnt mean he was letting up. He followed me until I hit the
border and then he turned around. Thats the good thing about the enemy AI, they dont cross the
border unless its scripted. Even though damaged, I still managed to make it home.
Another example is this bridge strike in the VietnamSEA map. Overall the scenario is much like
the one above, however the main differences is that I had an escort and Intercept flight:
However, since I was flying solo I really had no option other than to evade as best as possible
the air battle that was raging overhead. I did have self defense missiles with me, but only at a last
resort, depending on how the air battle worked out. Luckily it did work out and I was able to strike the
bridge and return to base.
This is also a good defensive strategy, depending on your mindset. Personally Im not the
greatest in BFM (Basic Fighter Maneuvering) but I can hold my own when the chips are down. If its not
my mission to engage and intercept, then I wont do it, unless I have to, as mentioned above. Either
way, Im too heavy for effective maneuvering, and just right at the target, so Ill worry about relieving
my aircraft of heavy ordnance before I get into a knife fight. Also, with friendly and enemy aircraft
mixed together, I run the risk of shooting down a friendly aircraft.
Strike Fighters 2
Not much has changed significantly from Strike Fighters 1, WoX to change anything above.
However there are a few changes which are significant.
Vector RWR
The Vector RWR is used on aircraft in the Strike Fighters 2 engine on aircraft built prior to 1978.
Its similar to the systems to what we are used to today. However, the main difference, the Vector RWR
does just that, show a line pointing towards the enemy radar system. The higher signal strength of the
emitter, the longer the line is towards the threat emitter. The line also flashes, indicating which
direction the threat is locking on to you.
TEWS
The Threat Warning System is a more advanced form of threat detection gear, in the ability to
give a more accurate bearing and also display the type of radar that is illuminating the aircraft. For
example, the above image shows two enemy SAMs, an SA-10 and an SA-2. Since the SA-10 is closer, the
game assigned the diamond around it to show its a higher threat. The SA-2 however is out there, and
therefore waiting for me. When the SA-10 locks on me, the inside of the diamond will show a pulsing
circle.
One of the other benefits of the TEWS system in SF2 is that it shows the proximity better of the
threatening system relative to the aircraft. Here a ZSU-23-4 is off to my 7 oclock and rapidly
diminishing due to my use of an internal jammer. Behind me is an escort flight of F/A-18Fs, as well as a
Tunguska off to my 2 oclock. Such information is much better to decipher than the earlier system used
in SF1/WoX.
Unfortunately, updating the TEWS is all on you, the pilot for your aircraft. While a TEWS
database can be setup, it also requires you to update as necessary. One thing I recommend
(and do myself), is setup a simple text file with all the current TEWS database radars you have
available. Therefore you can simply copy and paste it on the particular file. Unfortunately you
have to have a _RWR.lst for each aircraft, you cannot have one master TEWS .lst and use that
for all of your aircraft. Therefore when you takeoff, it alleviates the U syndrome, and you
know what youre facing when you get painted by a radar.
Threading the Needle
The main benefit of course of the TEWS system, is that you can figure out whats out
there, and how to avoid it.
In this picture, I am faced with an SA-3, a few Calliopes (a what if from a story series I
read), and two SA-17s during a strike mission in Afghanistan. Thankfully, the real world
Afghanistan is nowhere this serious, but in any case, this is a good way to figure out what to
avoid. Since the game engine is highlighting a Calliope that is west of me (or NW if you want to
be technical), Im going to head more to the SW, as low as I can so I can avoid that, and the SA3. I also have to be aware of the Calliope to my South, as well as the two SA-17s. This thinking
on the fly has made the SF2 series much better. Sure many complain about the complexity, but
the more you can wargame your options as you fly, the more thinking youre doing, and that is
always good.
Thanks to:
Spectre_USA (Editing, taking a second look)
Combatace.com, for providing a lot of the good mods I used for the tutorial.
Addons Used
F-111A from Dave
Wings Over Israel
Wings Over Vietnam map