Saturday, September 28, 2024

DCS Shrike: "Iron Hand's my thing"

F-4E Phantom II, 37th TFW with an AGM-45 Shrike, near George AFB, California, credit to TECH. SGT. Bob Simons, https://picryl.com/media/an-f-4e-phantom-ii-aircraft-of-the-37th-tactical-fighter-wing-launches-an-agm-55a7b4

DCS F-4E, AGM-45 Shrike

Here are my personal notes for using the AGM-45 Shrike with the F-4E Phantom II module for DCS World. This started as a set of quick reference notes as I hop modules too often and need reminders. I got distracted reading more about Wild Weasel lore in the process.

I've separated content as follows but I recommend the well-written and well-organized Heatblur module as a primary reference.
  1. Tips and reminders (for DCS).
  2. Reference information: seekers, threats, full procedure.
  3. Background info: Unnecessary commentary and historical notes.
  4. Reference links 

Tips and reminders

REMEMBER!
  • Set DF REJECT (for WRCS and DIRECT modes, don't use for LOFT). (Last I looked, this wasn't implemented and DF REJ is always used but good habit). 
  • Set ALTITUDE for Target in the WRCS.
  • NOTE: If rippling, set release advance.
  • Wind: Winds at altitude will throw your missile off target so be aware of this. A tail wind could push your missile past the target. A cross wind could easily push your missile just a little bit left or right of the target. In either case, even if the seeker picks it up, the missile may not have enough energy at that point to successfully hit. 
  • Pull up smoothly for the loft, slow your pitch rate (ease your pull) as you anticipate reaching the loft angle. You want to see AoA indexers retain the donut after release. If it switches immediately upon release to a dive indication, you may have just over-lofted. Start your pull as centered as possible on the target using the ADI needles, tone, or visual cues, such as smoke from launched missiles. 
  • Be precise! This is definitely a case of aim small, miss small. This is not like throwing a HARM down range, the Shrike needs to hit a fairly small window above the target for both the seeker to home in on the emitter as well as for the missile to have enough glide energy to adjust its course. 
  • Remember, you need some altitude for LOFT seekers in order for the seeker to activate, maybe as much as 3,000 ft (it needs about 1 PSI of pressure change to activate which is about 1,000 to 3,000 feet of altitude drop depending on altitude and temperature). The seeker also needs to be below about 18,000 ft MSL to activate.

Reference info

Short cheat sheet, prioritizing seekers that will provide tone against chosen emitter:
SA-2 S-75   - Mk 22
SA-3 S-125  - Mk 36, Mk 49
SA-5 S-200  - Mk 23, 24, 50 - search only
SA-10 S-300 - Mk 23, Mk 50 (Mk 36, 49 for Clam Shell, no tone)
SA-6 Kub    - Mk 36, Mk 49
SA-11 Buk   - Mk 49 
SA-8 Osa    - Mk 49 (and SA-3, SA-6)
SA-19Tunguska Mk 23

Before take off or in Mission Editor 

  • Select appropriate seeker for threat emitter you anticipate in the rearm/loadout menu.
  • Select LOFT or DIRECT for the seeker as desired.

Credit to user ChipWhip from hoggit back in May of 2024. See https://discord.com/channels/269535523922509826/1242984549932335105/1244011292977533008 



Employment

  • Set ALTITUDE in WRCS (WSO) for your target (for WRCS mode). <- Jester or do it yourself in the back.
  • TGT/MSL to DF REJ (WRCS).
  • WRCS delivery mode: DIRECT or AGM-45 for WRCS mode. (Or LOFT but I don't use this.)
  • Select weapon STATION.
  • Master ARM ON.
  • Flight Director ON for ADI needle guidance.
  • (optional) Set A/G optical sight mode.
  • (optional) Adjust volume for aural tone over left shoulder, aft left console.
Note: Your HSI will now display guidance straight ahead and the range readout will show slant range to the calculated INS point. Maxes at 30 nm. 


Comments/notes

  • Set TGT/MSL reject switch (pedestal) to DF reject. This turns off seeker head until launched. DF reject is used for WRCS launches which sets the INS as ADI guidance rather than the missile seeker receiver, and should be more accurate. Note: This isn't actually implemented yet so it always uses DF reject but some day it may be implemented suddenly. 
  • Configure: Set Target altitude. Set WRCS delivery mode: DIRECT or AGM-45 depending on direct or loft attack. Select ARM on weapon select, select station, master arm on, DF REJ on TGT/MSL REJECT, turn on flight director for the ADI needles, optionally set A/G optical sight mode, optionally adjust volume over left shoulder/aft left console. ADI needles should provide guidance to steer, hold bomb button to release when in range.
  • Best method: WRCS mode with a seeker set to LOFT. Set up everything else the same. Approach at much higher altitude, the seeker needs to drop through altitude to arm the warhead (seeker?). I'm used to being able to loft from 10 - 15 nm depending which is just inside SA-3 Guideline (S-125) range. Do your best to have your needles on the ADI centered so you can throw that Shrike as accurately as possible.
  • Alternate method: Direct delivery, as you don't have to take time lofting though I advise anticipating the missile to drop so aim over your target. Usually can launch within 10 nm and any altitude. This is useful for engaging targets of opportunity and for engaging SAM sites from close range, such as after continuing to push toward a SAM site after an initial loft attack.
  • JAMMER: I recommend using the ECN pod (AN/ALQ-131) as this feels like it gives you that much extra margin when kinetically defeating SA-2 and SA-3 missiles. Remember, don't use for more than about 20 minutes, depending on temperature conditions. It should work for up to 30 minutes maximum, low and slow altitudes. On that note...
  • Dodging missiles is quite fun and waiting for the right moment to pull seems to be key. Ideally, you would launch and leave the SAM engagement zone before letting a missile get close but the exciting crappiness of both the Shrike and SA-2 and SA-3 SAMs provides this fun zone where you can be dodging missiles in cinematic fashion. What I find easiest is to fly abeam of the missile. As the missile gains energy and accelerates to its intercept point (your aircraft), it'll be harder for it to change direction relative to your ability to provide more of an angular difference as it gets closer (your pull maneuver will introduce more angle as it gets closer). It's possible it really isn't even accelerating that much after launch but pulling once it's within this "dodge range" becomes effective. Per the above note with the jammer, I'm still not sure if it's making a difference to bring a jammer but it feels like I've had more success dodging missiles than without it. Requires more testing.


Background info and some history


F-4G from the 81st TFS, 52nd TFW, with AGM-45 near Spangdahlem Air Base, Germany. Credit to MSGT Don Sutherland. From https://picryl.com/media/an-air-to-air-left-side-view-of-an-f-4g-phantom-ii-aircraft-banking-right-the-8086c9, last accessed 9/28/2024. 
“The task of duelling with SA-2s was seen as almost suicidal by some pilots who were approached to join the project. Amongst those in the initial cadre of USAF Wild Weasel pilots hand-picked from volunteers were Capts Jack Donovan and Allen Lamb. When told of the role he and Lamb would now be undertaking, Donovan allegedly responded with the comment, ‘You gotta be shittin’ me!’ Lamb described this as ‘the natural response of an educated man [a veteran EWO on B-52s] upon learning that he was to fly back-seat to a self-absorbed fighter pilot while acting as flypaper for SAMs’. Although squadronmate Capt Ed Sandelius observed that Donovan said the same thing regarding just about everything, his words became the lasting motto of the Wild Weasel community, tastefully abbreviated to ‘YGBSM’.”

— F-4 Phantom II Wild Weasel Units in Combat (Combat Aircraft Book 147) by Peter E. Davies

My experience in DCS with the Shrike is hardly extensive. These notes were generated based on my learning in custom made, singleplayer missions I set up in the Mission Editor. My goals were to use the Shrike effectively to disable SAM sites, mostly targeting search radars (SR) as those are relatively easy to attack first. Targeting tracking radars (TR) would be the best way to disable a site short of full destruction of all units in the SAM group, such as launchers and logistics trucks. Disabling the search radar for a site in DCS will show that a SAM site will still engage on some of the available targets that have already entered the threat zone, but the site is much easier to attack at this point.

The impression I get from reading historical accounts is that when developing tactics for employing the Shrike against early Russian SAMs in Vietnam with the F-4Cww (Wild Weasel, taking over from the F-105 WWs in this role*), the goal was to suppress, and optionally destroy, SAM sites in direct support of bombing and strike missions. These operations would typically be in support of B-52 bombing raids and F-105 strikes. Timing of Wild Weasel flights relative to the bombers became a key part of these operations, obviously, as coverage of the bombers' vulnerability time during a strike was vital. Later on, F-4Cwws were replaced with F-4Gs which eventually carried HARMs into Desert Storm and were a key part to winning that war twenty years after Vietnam.

In DCS, we are privileged to play with a model of the F-4E with AGM-45 Shrikes. As far as I know, we won't receive the more effective AGM-78 Standard ARM or the AGM-88 HARM for the F-4 Phantom II in DCS. Usually gameplay against a SAM involves just killing the site instead of suppressing it in coordination with bombers but I think this would be the most enjoyable form of multiplayer gameplay. Indeed, having at least one wingman as you role play a Wild Weasel flight against a SAM site is probably going to be the most effective as you can have one aircraft going defensive against SAM launches while the other aircraft has more time to employ Shrikes.

Other options could include low-level rocket attacks and cannon attacks, or MK-82 Snake Eye or cluster bomb drops.

*It seems that the first Wild Weasel missions were developed and pioneered with the F-100F Super Sabre toward the end of 1965 with the F-105F Thunderchief soon replacing the "obsolete" F-100s at the beginning of '66. The F-100 was a Mach 1 capable successor developed from the F-86, while the F-105 could reach Mach 2, developed for high speed, low-level penetration for the nuclear attack role in the '50s. The initial Wild Weasel tactics with the F-100F involved attacking SA-2 SAM sites with 2.75-inch rockets followed up by bombs and rockets from F-105 Iron Hand flights.


AGM-45 Shrike

The AGM-45 Shrike is basically an AIM-7 Sparrow with an RF seeker on the front. Keep that in mind as you decide to launch one or two of these missiles on an emitter and how much damage is achieved. You may not kill the unit.

The Shrike's "12-mile range placed the launch aircraft well within the 40-mile range of an N-band ‘Fan Song’ radar and the 18-mile effective range of the SA-2," from F-4 Phantom II Wild Weasel Units in Combat (Combat Aircraft Book 147) by Peter E. Davies. “The later AGM-45B version, with an Aerojet Mk 78 motor, could achieve a 25-mile range when ‘lofted’ from medium altitude.”

We only get the AGM-45A (at least for now). I've been able to launch a Shrike in the DCS F-4 from further away than 12 miles with varying results based on precision of the loft and winds at altitude. This sets up some very fun gameplay where you get to try and doge a missile.

See the HB manual for more info: https://f4.manuals.heatblur.se/stores/air_to_ground/missiles/shrike.html


Dodging missiles

In DCS, I've had success dodging SA-2 and SA-3 missiles at the last minute. I'm not sure, but it feels like having an ECM pod actively jamming helps with just a little bit of extra margin with that incoming missile.

"Another innovation that continued into lasting Weasel strategy was the use of a diving turn into the missile’s trajectory, breaking away as late as the pilot’s nerves could stand, in order to prevent a SAM from correcting its course and exploding close to the aircraft.” From F-4 Phantom II Wild Weasel Units in Combat (Combat Aircraft Book 147) by Peter E. Davies.



Reference links:

DCS info:
History:

An F-4G Phantom II aircraft carrying an AGM-45 Shrike, an AGM-65 Maverick, an AGM-78 Standard Arm training missile, and an AGM-88 HARM: https://www.reddit.com/r/WarplanePorn/comments/8glgrv/an_f4g_phantom_ii_aircraft_carrying_an_agm45/