Updated: 10Aug2021 # Bombing Modes with the F-14 There are several options for Air to Surface strikes. In this training we will discuss 2. **CMPTR-TGT (CCRP)** - Continuously Calculated Release Point - Used for medium to low altitude wings level strikes. (1k - 12k) - Can be used as a release technique for buddy lasing **CMPTR-PLT (CCIP)** - Continuously Calculated Impact Point - Used for any altitude (3k - 30k) # Wings Level with CMPTR - TGT (CCRP) - Steer the aircraft towards the target placing the bomb fall line in the HUD on the target - Use the VSL Hi/Lo to move the diamond onto the target - Use PAL to designate the target - At this point you can fly away and come back for a better approach if needed - As you approach the target, the lower bomb cue (short horizontal line) will pass your velocity vector, press and hold the weapons release button. - When the upper cue (larger horizontal line) crosses your velocity vector the bombs should release >[!note] > - The computer can not compensate for wind or sudden changes in speed or bank angle. > - This method of bombing is considered less accurate than CCIP > - This method can be used for Rockets ![[Pasted image 20230905181018.png]] # Wing Over with CMPTR-PLT (CCIP) - At the dive point, roll the aircraft at 135o towards the target. - Place the bomb fall line in the HUD on the target - Aim the velocity vector above the target - Roll the aircraft upright - When the pipper is over the target, press the weapons release button >[!note] >Always watch the pull up cue `|____|`. >You will need about 8000 ft above the minimum safe altitude (MSA) for a 30o dive at 400 kts. # Wing Over with CMPTR-PLT (CCIP) IP = Dive x 2 (or ⅔ Alt) Dive = Alt/3 ![[Pasted image 20230905181258.png]] | Altitude (k ft) Max hard deck 5k | IP (nm) Dive x 2 | Dive (nm) Alt/3 | | -------------------------------- | ---------------- | --------------- | | 6 | 4 | 2 | | 9 | 6 | 3 | | 12 | 8 | 3 | | 18 | 12 | 6 | | 24 | 16 | 8 | # Basic Strike Pattern ![[Pasted image 20230905181628.png]] # Special Settings ## Mk-82 Snake Eyes - Must only be dropped one at a time (NO PAIRS) - Must have at least 200 mSec delay between releases if rippling - Must NOT have any negative G’s on the jet while releasing. ## Ripple settings - Use the kneeboard - Must know how far apart you want the bombs to land - Must know how fast you are flying ![[Pasted image 20230905181844.png]] # Wing over thumb rule derivation The anatomy of a right triangle with a 30 degree angle theta 𝚹 will be that side c the hypotenuse will always be 2 times larger than side b. ![[Pasted image 20230905182021.png]] # Derivation Reorienting and rotating the triangle so that the hypotenuse represents a straight line from the IP to the target. Segment c is still twice as big as segment b. ![[Pasted image 20230905182325.png]] Segment c is still twice as big as segment b. Using this knowledge we can ensure the target will always be on our 3 - 9 line when the attack is started. If c=10 then b=5 and so forth. ![[Pasted image 20230905182455.png]] # Now for the Altitude Same 30 degree triangle. But this time we need `u`. So here comes the trig. Since we know the angle and one of the legs, we can calculate the others. In this case `u` will be equal to b\*(tan(𝚹)) or u = b\*.577 \*6000 to convert miles to feet. ![[Pasted image 20230905182614.png]] The rule of thumb rounds this number down for simplicity and is always low by about 10%. tan(30)= u/b b\*tan(30)=u b\*0.577=u