Flanker 2.02 Mission Master

Black Sea Fleet Intelligence Directorate

6th Directorate, Glavnoye Razvedyvatelnoye Upravlenie

Last updated: 21 May 2000

S E C R E T

1. Pilots of the North Caucasus Military District 4th Air Army are advised to utilise range data presented in this document for all mission planning. Additional intelligence for mission planning is available at the Flanker 2 Ironhand Site. Test results from Savostlyeka supercede data from all other sources, including Western print media and the Flanker 2.0 manual, for all operations in the Black Sea Theater.

Table 1: Reference Distances

Measurement (km)
Dimensions: Black Sea Map
1240 x 780
Dimensions: Max Unzoom, Editor Map
900 x 670
Dimensions: Default "Crimean View", Editor Map
300 x 200*
(*approximation; actual size 293 x 215)
Dimensions: Max Zoom, Editor Map
50 x 40 m2
Distance: Khersones - Kirovskoye
156
Distance: Khersones - Simferopol
69
Distance: Khersones - Kerch
243
Distance: Kerch - Kirovskoye
88
Distance: Saki - Razdolnoye
72

Notes:

1. Opposing aircraft taking off from Khersones and Kirovskoye airfields, which are farthest apart among those visible on the Crimean View Editor Map, begin their missions on the very edge of one another's GCI/AWACS-assisted 150 km radius "attention zone" for Fighter Sweep, Intercept, and Escort tasks. This can cause illusions of omniscience in the part of computer-controlled aircraft.

Table 2: Crimean Aerodromes

Aerodrome
Runway Length x Width (m2)
Runway Heading
Runway Altitude ASL (m)
Control point
Parking apron
Airplane's cover
Hangar
Repair workshop
Garage
Depot
Tank
Boiler-house
Airfield building
An-2
Mi-8
Civil building
Hotel
Belbek
3240 x 60
071o
90
2
6
44
3
1
4
5
16
1
1
3
2
Dzhankoy
2650 x 60
050o
50
1
21
27
3
4
5
16
1
1
2
2
1
Gvardeyskoye
3170 x 60
013o
50
1
7
81
3
1
8
9
16
1
1
3
2
9
1
Kerch
3580 x 60
046o
110
2
5
54
3
1
4
5
16
1
1
2
2
1
1
Khersones
1780 x 60
010o
10
1
3
37
6
1
2
2
7
1
2
2
3
Kirovskoye
3200 x 60
104o
90
1
25
15
3
1
3
2
15
1
1
1
3
1
Krasnogvardeyskoye
3490 x 60
050o
50
1
17
33
4
1
4
5
16
1
2
3
Octyabrskoye
3450 x 60
058o
50
2
4
152
4
1
4
5
16
3
3
2
2
Razdolnoe
3170 x 60
000o
50
2
25
15
3
1
4
2
16
1
1
1
3
Saki
3390 x 60
3350 x 60
045o
50
2
8
105
4
1
4
5
16
1
3
2
3
Simpheropol
3870 x 60
2670 x 60
013o
60
2
9
6
2
8
7
16
2
8
8
8
1

Table 3: Aircraft Tasking

Aircraft
Nothing
Ground Attack
Pinpoint Strike
Runway Attack
CAS
Observation
Antiradar
Antiship Strike
GAI
Intercept
Fighter Sweep
Escort
CAP
AWACS
Reconnaissance
Refuelling
Transport
MiG-23ML
+
+
+
+
+
+
+
+
MiG-25RBV
+
+
MiG-27
+
+
+
+
+
+
+
MiG-29
+
+
+
+
+
+
+
+
+
+
MiG-31
+
+
+
Su-27
+
+
+
+
+
+
+
Su-30
+
+
+
+
+
+
+
+
+
+
+
+
+
Su-33
+
+
+
+
+
+
+
+
+
+
+
+
+
Su-24M
+
+
+
+
+
+
+
+
Su-25
+
+
+
+
+
+
Su-39
+
+
+
+
+
+
Tu-22M3
+
+
+
+
+
+
Tu-95MC
+
+
+
+
Tu-142
+
+
Tu-160
+
+
+
A-50
+
+
Il-78M
+
+
Il-76MD
+
+
F-14A
+
+
+
+
+
+
+
+
+
+
F-15C
+
+
+
+
+
+
+
+
+
+
+
F-16C
+
+
+
+
+
+
+
+
+
+
+
+
+
F-18C
+
+
+
+
+
+
+
+
+
+
+
+
+
F-111E
+
+
+
+
+
+
+
F-117
+
+
+
A-10A
+
+
+
+
+
B-52H
+
+
+
B-1B
+
+
+
E-3A
+
+
KC-10A
+
+
C-130J
+
+

Table 4: An Evaluation of Flanker 2.02 Radar Cross Sections (RCS) and Zhuk-27/Miech-33 Range Performance

Target Aircraft Detection @ (km) Tracking @ (km) Lock-On @ (km) Enemy Lock @ (km) Equivalent RCS (m2) "Real World" RCS (m2)
B-52H
250
173
123
16.1
100
Tu-95MC
250
173
123
16.1
Tu-142
250
173
123
16.1
E-3A
236
165
116
14.3
KC-10A
236
165
116
14.3
C-130J
236
165
116
14.3
A-50
236
165
116
14.3
Il-78M
236
165
116
14.3
Il-76MD
236
165
116
14.3
Tu-22M3
220
154
108
12.4
A-10A
140
96
69
5.0
B-1B
140
96
69
5.0
0.75
MiG-25RBV
140
96
69
5.0
Tu-160
140
96
69
5.0
15
F-111E
130
90
64
4.3
7
Su-24M
130
90
64
41
4.3
Su-25
116
81
58
3.5
Su-39
116
81
58
3.5
MiG-23ML
116
81
58
31
3.5
MiG-27
116
81
58
3.5
MiG-31
116
81
58
73
3.5
F-14A
111
78
55
73
3.2
F-15C
108
75
53
41
3.0
Su-27
108
75
53
53
3.0
3
Su-30
108
75
53
53
3.0
Su-33
108
75
53
53
3.0
F-16C
98
67
50
20
2.5
F-18C
98
67
50
33
2.5
MiG-29
98
67
50
33
2.5
F-117
25
16
12
0.2
0.025

Notes

1. Equivalent RCS is a theoretical calculation which assumes radar cross section to be the only variable affecting detection range. Effects of noise, ground curvature over large distances, irregular beam spreading and atmospheric attentuation are not considered. This results in the discrepancy between "Equivalent" and "Real World" RCS values for large targets.

2. "Real World" RCS figures are taken from Nicholas Fourikis, "Phased Array-Based Systems and Applications" and are themselves estimated values. Figure given for Su-27 is used as a common reference point for calculating relative RCS of other aircraft based on detection range.

3. AI aircraft behave differently according to type and mission, and often do not fire long-range weapons at their maximum lock-on range.

4. A-50 and E-3A AEW&C aircraft behave identically in every respect. The presence of either in a mission provides the user with unlimited detection and lock-on range against any target (tested at >1600 km vs F-117). Computer-controlled aircraft, on the other hand, appear to be advised only if they themselves are within 150 km of the target AND within 150 km of the AEW&C aircraft. EWR radars operate similarly, except that they direct only computer-controlled aircraft, and not the user.

5. The subject of Tu-160 vs B-1B "stealthiness" has been a topic of debate for some time ("Combat Aircraft" Sept. & Nov. 1998).

6. RCS is currently independent of aspect. "Beaming" Doppler radars has no apparent effect.

7. Computer-controlled aircraft detect and react to enemy radar lock-on.

8. Computer-controlled aircraft always use radar instead of EOS when attacking the user's aircraft.

9. Terrain masking against the user's radar is modelled.

10. Detection and lock-on range does not vary with altitude and air resistance, the way that missile range does.

Table 5: An Evaluation of Flanker 2.02 Missile Range

Designation
Max Range when fired by AI, 2000 m alt (km)
Max Range when fired by AI, 8000 m alt (km)
Max Range when fired by User, 2000 m alt (km)
Max Range when fired by User, 8000 m alt (km)
Flanker 2.02 Encyclopaedia
Range (km)
Average Max Range Quoted in "Real World" Media (km)
AIM-9
16
19
28
18
AIM-7
16
24
45
74 (+/- 35%)
AIM-120
17
21
32
60 (+/- 20%)
AIM-54
51
87
184
129
R-40T (AA-6)
30
30
R-23T (AA-7)
5
8.5
20
35
R-23R (AA-7)
5
8.5
20
33 (+/- 9%)
R-60 (AA-8)
5
8.5
20
9 (+/- 20%)
R-73 (AA-11)
18
22
21.5
30
30
30
R-27T (AA-10B)
23
36
35
72
72
46 (+/- 57%)
R-27R (AA-10A)
20
36
34.5
80
80
63 (+/- 27%)
R-27TE (AA-10D)
31.5
55
52.5
120
120
120
R-27RE (AA-10C)
36
68
67.5
170
170
123 (+/- 39%)
R-77 (AA-12)
22
38
38.5
90
90
70 (+/- 29%)
R-33E (AA-9)
90
91
200
135 (+/- 19%)
R-37
47
71
150

Notes

1. Results were measured using head-on engagements against targets of sufficient radar cross section to ensure that the rocket motor, and not the user or AI radar, was the limiting factor in range. Max ranges will be lower for stealthy and/or evasive targets.

2. Max missile ranges in the print media (including the Flanker 2.0 manual, eg. p. 116) show significant variance and contradiction. An indication of this is given as the percent spread in parentheses.

3. Note that although the Flanker 2.0 Encyclopaedia figures do not always agree with outside sources, they are highly consistent within the game. Missiles behave exactly according to their descriptions.

4. Note that computer-controlled aircraft are conservative and never launch at maximum range. This may be the result of an attempt to make combat easier by giving the user first-shot opportunity, rather than spoiling the missile models. Computer-controlled aircraft also tend to fire IR missiles before radar missiles, especially for forward-aspect shots, unless the radar missile offers dramatically superior range.

Table 6: An Evaluation of Flanker 2.02 Su-33 360o Horizontal Turn Rate Performance (Full Afterburner/Reheat)

Airspeed (km/h) "Empty", 20% fuel, 18030 kg, 2000 m alt (s) "Empty", 20% fuel, 18030 kg, 8000 m alt (s) "R-27 (r,t) R-73", 100% fuel, 28618 kg, 2000 m alt (s)
400
23
41
35
500
22
38
35
600
21
34
33
700
22
35
32
800
22
35
32
900
25
35
32
1000
34

Notes

1. Most missiles in Flanker 2.0 are controlled by modern, realistic "proportional navigation" homing logic. They predict the flight path of the opponent and do NOT follow a lag pursuit trajectory that is easily outmaneuvered by "beaming" the missile. Defeating missiles with maneuvering is difficult and requires dramatic changes in altitude and relative direction (e.g. beam the missile and perform a split-S). This will force the missile to constantly recompute your trajectory as you throw your plane around the sky. By forcing it to steer while it is in unpowered flight, you can sometimes slow it down to the point where it cannot keep up with you. This is not true of long-range S-300PS missiles and the AI's conservative 20 km AMRAAM shot, in which the missiles are still in "burn" when they reach you.

2. Knowing this, your rate of turn becomes the single most important flight parameter that will determine whether or not you can physically outmaneuver an incoming, post-burn missile. Second in importance is your speed (i.e. can you get away from the warhead quickly enough when the missile control fins are defeated).

3. The table above demonstrates that your altitude and your weight are FAR MORE IMPORTANT to your rate of turn than whether or not you are at "Corner Velocity". If you are carrying any air to ground ordnance, drop it (Ctrl-W)! A full load of KAB-1500KRs can weigh over 6000 kg. Even worse, a full load of fuel is 8500 kg. Try to plan short-range missions or dogfights with less fuel on board. Jettisonning air-to-air weapons, however, is generally unnecessary, a full load of R-27s is only 2618 kg, R-77s are even lighter.

4. An additional observation. If your aircraft is light enough, you can establish 800 km/h, activate autothrottle (press "J"), and yank on the stick as hard as you like to get near-maximum horizontal turn rate without losing "energy". It turns out that under these conditions, the engines have enough power to overcome drag no matter how hard you turn. This should allow online gunzo fighters to spend more time concentrating on their opponent without worrying about their energy state. This may also be a good tactic with which to enter a missile threat zone, since it lets you quickly turn to beam a missile, dive and split-S to change direction, and still have a good high speed at the end of the maneuver with which to get away. When you level out, the autothrottle will keep you from overspeeding and losing your maneuverability.

Defeating Air Missiles with Maneouvering

1. Pilots are advised that maneouvering solutions to aspect problems generated by modern air-to-air missiles have timing windows shorter than one second (1 s) and constitute neither viable training material nor practicable tactics for the mission planning level. Pilots will train and plan to prevent launch at all times, through combinations of avoidance, masking, and standoff SEAD, including high-altitude AWACS-assisted R-27ER shots.

2. When approaching a SAM or aircraft threat zone, pilots are advised to employ the tactic described in Table 6, Note 4: Establish 800 km/h and engage Autothrottle ("J"). Maximum maneouverability is experienced at altitudes below 3000 m. Sorbtsiya ECM pods should be activated.

3. Air missile threats must be categorized according to a) speed and b) motor burn on/off. The R-33E is used at various phases in its TOF in the recordings below by way of example.

dodge.zip

The second file demonstrates dodging the first post-burn R-33E only, after waiting for launch authorization with an R-77. This aggressive tactic shows that dodging the later, harder missiles can be avoided.