Examen ACM

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Daisan
Posts: 6384
Joined: Sat, 24 Aug 2013, 14:53

Examen ACM

Post by Daisan » Sun, 12 Nov 2017, 11:32

Lo iba a meter en el PAB del hornet, pero os lo dejo a todos por aquí

Hacedlo en casa, pensad las respuestas y cuando lo tengáis os paso de forma individual la plantilla de respuestas

Suerte!

Lesson 1: Geometry of Air Combat

1. Which attack pursuit course is used most of the time to shoot a missile at an adversary? Holding your nose on this pursuit course for the entire attack will probably result in an overshoot.
a. Lag pursuit.
b. Pure pursuit.
c. Lead pursuit.

2. During an out-of-plane pull away from the bandit, which attack pursuit course are you are flying?
a. Lag pursuit.
b. Pure pursuit.
c. Lead pursuit.

3. If you place your HUD flight path marker directly on the bandit, which attack pursuit course are you flying?
a. Lag pursuit.
b. Pure pursuit.
c. Lead pursuit.

4. You are entering gun parameters. Which attack pursuit course is necessary for a gun shot?
a. Lag pursuit.
b. Pure pursuit.
c. Lead pursuit.

5. If you drive in on the bandit and he is able to out-turn you as you get in closer, which attack pursuit course will you more than likely get stuck in?
a. Lag pursuit.
b. Pure pursuit.
c. Lead pursuit.

6. In question 5, the bandit is out-turning you. If this happens, where would your HUD flight path marker end up?
a. Out in front of the bandit.
b. Directly on the bandit’s jet.
c. Behind the bandit.

7. Which positional geometry parameter do you get when you take the velocity vectors of two aircraft and measure the angle between them?
a. Aspect angle.
b. Angle-off.
c. Collision antenna train angle.

8. Which positional geometry parameter do you get when you take a measure in degrees from the tail of the target to your aircraft?
a. Aspect angle.
b. Angle-off.
c. Collision antenna train angle.

9. You are at 6 o’clock on a bandit, and he turns at high G into you. How will this hard turn by the bandit affect your missile shot?
a. Rmax (maximum range) will move out from the aircraft, and so will Rmin (minimum range). Rmin moving out may jam your missile shot.
b. Rmin will move in, and so will Rmax. Rmin moving in will give you more time to take your shot.
c. The weapons envelope is unaffected by target G.

10. What is the effect of target G on the Rmin for a gun shot?
a. Moves Rmin out.
b. Moves Rmax in.
c. The gun is an all-aspect weapon that has no minimum range.

Lesson 2: Offensive BFM

1. What is the effect of airspeed on turn radius at a constant G?
a. The faster the airspeed, the smaller the turn radius.
b. The faster the airspeed, the larger the turn radius.
c. You can’t tell because it depends on the aircraft type.

2. What is the effect of being either below or above corner velocity on turn rate?
a. Turn rate will go down.
b. Turn rate will go down until you get to corner velocity, and then it will stay the same.
c. Again, it just depends on what kind of jet you are flying.

3. You have entered a turning fight with a MiG-29 and are pulling 9 Gs in a level turn. You suddenly notice that your nose is not moving at the rate that it should be for this G load. What should you do?
a. Speed up, you are too slow.
b. Slow down, you are too fast.
c. You are probably experiencing a failure in the pitch axis of the flight control computer. Eject and sort out the problem on the ground.

4. You have just jumped a bandit, and the range in your HUD shows 1 nm. You fire an AIM-9M, but it is a shark killer and dives for the water below. The bandit, a MiG-29, gets a tally on you and takes this attack personally. In response, he pulls max Gs to jam your next missile shot. What should you do in this situation?
a. Start an immediate climb to get turning room.
b. Drive all the way into the bandit in pure pursuit to intimidate him.
c. Drive to the position in the sky where the bandit started his turn. This will put you in the entry window.

5. In the situation in question 4, what is the best way to get turning room against this high G bandit?
a. In the vertical. You can never go wrong climbing above a hard turning bandit.
b. Drive to where the fight started, and you will gain horizontal turning room inside the bandit’s turn. In a 1 nm setup, the bandit will not usually be able to take away or use your horizontal turning room inside his turn.
c. Turning room is not important in this situation because you are at 1 mile. Almost anything you do will work.

6. Which statement about vertical turns is correct?
a. When you pull your nose towards the ground, turn rate and radius increase.
b. When you pull your nose towards the ground, turn rate increases and radius decreases.
c. Gravity’s effect on the turn rate and radius of high G aircraft is negligible.

7. You roll out of a tactical intercept at 2 nm behind a MiG-29. He sees you immediately and dispenses flares, while breaking into you at 8 Gs at corner velocity. Which of the following statements is true?
a. Since an immediate climb will always work, start a pull up in the vertical.
b. A high speed wiffer-shnauntz can be used to decrease aspect and angle-off in this situation.
c. You are outside the bandit’s turn circle. Prepare to fly a head-on BFM fight. Any big moves for turning room may cost you.

8. You are feeling kind of stupid, so you point your nose toward a multi-bogey fight and notice that a MiG-29 has spit out of the fight. As you approach the spitter, he sees you and starts dropping flares while turning into you. You are at 2 nm and notice that he is not generating very many angles on you. What should you do?
a. Do the same thing that you did in the question 7. A MiG-29 at 2 nm is a MiG-29 at 2 nm, so the same thing should work.
b. Fight what you see. The MiG probably got slow in the “food fight.” You are inside his turn circle. Drive for the entry window.
c. It’s a trap. Separate from the fight before it is too late.

9. How do you know when you have entered the offensive BFM entry window?
a. The range decreases to 4,500 feet.
b. When the bandit is 30° off your nose, you are inside the entry window and can start your turn.
c. The entry window light in the cockpit flashes.

10. At what range from the bandit should you normally go from lag to lead pursuit in offensive BFM?
a. 3,000 feet.
b. 4,500 feet.
c. Exact procedures do not apply to modern air combat. Every situation is different, so do what feels right.

Lesson 3: Defensive BFM

1. Your wingman calls for you to break left, and as you rack the jet around in a 7 G turn in response to his call, you see the smoke trail of the missile pulling lead on you. What should you do?
a. Turn to put the missile on the beam (on your 3/9 line) immediately, while dropping chaff and flares.
b. Split-S to face the missile head-on from low altitude, dropping chaff and flares.
c. Just keep your high-G turn coming all the way into the missile, while dropping chaff and flares.

2. You are attempting to separate from a mature engagement above the Mach, but you don’t quite make it. A MiG-29 fires a missile your way, and you decide not to bet your life that he is out of range. How should you turn to defeat this missile?
a. Keep your Mach up as you turn. You can never have too much airspeed.
b. You must slow down quickly to corner velocity so you can turn at your best turn rate.
c. Slow down to the minimum airspeed possible while turning. This will give you the tightest turn radius, which may cause the missile to overshoot.

3. Which statement is true concerning defensive turns?
a. Always put your lift vector below the horizon to preserve energy.
b. Always turn level with the horizon. That way you won’t get disoriented.
c. Don’t worry about the horizon. Put your lift vector directly on the bandit during a defensive turn. If you do anything else, you will give the bandit turning room.

4. You get a tally on a MiG-29 at 7 o’clock at over 2 nm and closing. You crank into an 8 G defensive turn, and as you come around, you notice that the bandit is not moving forward toward your 3/9 line. He is maintaining his 7 o’clock position. Given that your initial range estimation is correct, what is the problem?
a. This guy is very good and must know a lot about offensive BFM.
b. You are probably too fast and are not generating your best turn rate. The bandit, therefore, is inside your turn circle and is matching your very poor turn rate.
c. Speed up. Your turn radius is too tight.

5. In the situation in question 4, what will normally happen when you execute the correct defensive turn into a bandit at 2 nm?
a. You will the drive the bandit forward toward your 3/9 line.
b. Anything can happen in an air-to-air engagement. You just don’t know what to expect.
c. The bandit will be forced into a vertical move to maintain his position.

6. You have gotten slow gunning a MiG-29, and as you come off the kill, you see another MiG-29 closing from 6 o’clock at 2 nm. You have only 300 knots. What should you do?
a. Unload the jet and accelerate to corner velocity as quickly as possible. After reaching corner, break into the MiG.
b. Turn with all you’ve got before the MiG gets to your turn circle. This will give him the most BFM problems.
c. Pray for divine intervention. It is the only thing that can work in this situation.

7. A MiG-29 rolls out at your 6 o’clock at 1 nm. You put your best defensive turn on him, and he immediately pulls up into the vertical. What should you do?
a. Quake with fear. This is the dreaded high yo-yo maneuver. You are in for a real tussle.
b. You are in luck. The bandit has just given you turning room you can use. Rotate your lift vector up into the bandit and make him pay for this buffoonery.
c. Slice for the deck to keep his nose out of phase. This is the only counter to a vertical move by the bandit.

8. This situation is the same as in question 7, but this time, the MiG keeps his nose on you all the way in. No missiles are fired. What does this pure pursuit course tell you about the bandit?
a. He is flying HUD BFM. He will arrive close to your jet with no turning room and will overshoot.
b. He is doing perfect BFM. Get ready for the bandit to saddle up on you for a stabilized tracking gun shot.
c. The nose position of an attacking bandit is irrelevant. You can never really tell what people are going to do, especially in high pressure situations like this one.

9. A MiG-29 rolls out behind you at 1 nm, and as you break into him, he puts his nose in lead pursuit and closes the range. At 3,000 feet, you see that he will overshoot with his nose in lead. What should you do?
a. The MiG is probably lining up for a snapshot. Break immediately out of plane to trash his shot.
b. Keep your lift vector on the MiG and keep pulling.
c. Ease off to 1 G to force a larger overshoot.

10. A MiG-29 is camped at your 6 o’clock, inside gun range, with his overtake and angle-off under control. What should you do?
a. Break straight into the bandit with your lift vector right on him to create BFM problems for him.
b. Turn into him while simultaneously dropping the gear and opening the speed brakes. This move, made famous in the movies, will always cause the bandit to overshoot.
c. Execute your planned guns jink immediately. You must start by moving out of the bandit’s plane of motion. Don’t expect miracles. Just keep jinking to stay alive.

Lesson 4: Head-on BFM

1. You have entered a head-on fight with a MiG-29, and after the third pass, you find yourself in a Lufbery. You are stagnated directly across a 2,000 foot circle with neither fighter able to gain on the other. Where is your escape window in this situation?
a. Your escape window is open because your angle-off is high. At any time, you can roll wings-level and accelerate out of the fight.
b. Your escape window is closed because you are at low energy. If you try to roll out and separate, the bandit will continue his turn and spank you like a baby.
c. The escape window is both open and closed. It depends on how good you are at accelerating the jet. A skillful pilot can always get out of a turning fight.

2. You have entered an offensive fight against a MiG-29 and are inside his turn circle in a perfect lag position, about to go lead for guns. Suddenly your bingo warning (low fuel) sounds and Betty (the voice warning system) reminds you that it is time to get out of Dodge. What are your options?
a. You should keep turning and kill this guy. Your escape window is shut, and the only way out of this one is through a cloud of enemy hair, teeth, and eyeballs.
b. Since you are on the offensive, your escape window is open. You are low on gas, so dive out of your escape window and separate from the fight.
c. This is a complex situation. You should stay in lag and think it over. Flying fighters is a very intellectual endeavor that, at times, requires a pause for quiet contemplation.

3. You have just come off a kill and are accelerating the jet away to distance yourself from the fireball. As you check 12 o’clock, you pick up a tally on a MiG-29 two miles off your nose, turning toward your jet. What are your options?
a. You must turn and enter a fight with this guy. Your escape window is closed because the MiG-29 has a tally.
b. You can enter a head-on BFM engagement with this guy or separate. All your options are open.
c. An immediate pull into the vertical in this situation will usually work.

4. You are committed to a head-on fight. Which statement is true concerning lead turns?
a. Lead turns should only be made in the horizontal.
b. When fighting head-on, you should always attempt to lead turn. Lead turns are the most efficient way to trade energy for position.
c. Lead turns should only be used if you have a jet that can out-turn the enemy.

5. You are approaching a head-on pass with a MiG-29 and have decided to stay and fight. Your game plan is to execute a slicing lead turn. Which statement is true when using a slicing lead turn game plan?
a. The slice should be executed at corner velocity, with your nose about 10° low.
b. The biggest advantage of the slice is that it is the best move you can make to keep a tally.
c. A slice should be made as slow as possible to shrink your turn radius.

6. You executed a slice into a MiG-29 after a head-on pass, and he rolled away from you, put his lift vector on you, and started pulling. What can you expect from this fight?
a. Since you pulled into him and he rolled away from you at pass, you have entered a two-circle fight. You may have a chance for a front aspect AIM-9M.
b. The bandit will make angles on you because turning away from the other fighter on a head-on pass is the best way to execute a lead turn.
c. You should have some angles on the bandit, since he turned away and gave you turning room. This is a one-circle fight, and you will probably be in too tight for an AIM-9M shot.

7. After passing a MiG-29 head-on, you enter a 7 G level turn into the bandit. Which statement is true concerning the level turn option at the pass?
a. You can get your nose around faster by doing a level turn than you can by using any other head-on BFM option.
b. Level turns are not very efficient BFM, but you can usually maintain a tally during a level turn and it is easy to execute a level turn. (This is important because most head-on engagements are lost and not won.)
c. One of the disadvantages of doing a level turn at the pass is that you will probably lose sight of the bandit.

8. You are about to pass head-on with a bandit but find yourself above him. As you close on the bandit, he is nose-high and you are nose-low. What will the bandit probably do, and how do you counter it?
a. The bandit is in a perfect position for a nose-high-to-nose-low lead turn. Any time you pass a bandit who is coming uphill into you at high angles, you must counter the big lead turn with a lead turn of your own.
b. The bandit’s best move is to pass you and keep climbing for an altitude advantage. To counter the bandit’s move in the vertical, extend downhill until you get to corner velocity and then zoom.
c. The bandit is in a bad position to enter a head-on fight in this situation, so turn away from him to force a one-circle fight.

9. Which statement is true about pulling up in the vertical during a head-on fight?
a. All pulls in the vertical should be done at corner velocity or above. This may require you to extend for energy after passing the bandit.
b. Always start your pull in the vertical with your lift vector oriented toward the bandit. This will normally cause you to pull up in the oblique on your initial move.
c. Normally, it is best to make your initial pull into the vertical from a wings-level position. After reaching the 90° point in your pull, roll and put your lift vector on the bandit.

10. You have merged with a MiG-29 and entered a two-circle fight. You are Winchester (out of missiles). What is your primary concern in this fight as you pull around for your second pass with the bandit?
a. Sometimes you have a chance to shoot an all-aspect heat missile in a two-circle fight. You don’t have a missile, and he does, so “Heads up.”
b. You should only think in terms of lead turning the bandit in this situation, since two-circle fights are always too tight for a missile shot.
c. Since two-circle fights are inherently tighter than one-circle fights, be prepared to enter a scissors.
Diego Novillo "Daisan"
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mppzgz
Posts: 973
Joined: Sat, 24 Aug 2013, 21:20

Re: Examen ACM

Post by mppzgz » Sun, 26 Nov 2017, 15:47

Primera parte...


Lesson 1: Geometry of Air Combat

1.b.
2.a.
3.b.
4.c.
5.a.
6.c.
7.a.
8.b.
9.a.
10.c.
Mario P "Mario" - AME74
Piloto de Caza y Ataque
F-16C LCR

Piloto 401st Tactical fighter Wing

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