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