DCS F-4 & Nav Gaming Navigation

F-4E Navigation: Impromptu In-Game No-Tools Planning – VR Friendly!

The idea behind this video came from a post I read on ED’s forum about having an in-game F-4E kneeboard page that does pretty much everything (from course and distance to time and fuel). An idea I found very much not feasible. However, with a bit of the usual ingenuity and the very same rule of thumbs we apply in-cockpit, we can definitely plan something basic in just a few minutes. A more complex solution definitely requires something ad hoc; something that should come from ED itself, and should be fully integrated in DCS.

In an interesting recent topic on Eagle Dynamics’ forum, someone asked Heatblur’s devs to implement a kneeboard page that calculates bearing, distance, fuel, time, and other parameters from the waypoints marked in-game. Intrigued, I asked why not pre-planning, as usual. And oh boy, the kid went full reheat. One of the points they raised is the necessity of using external tools such as OpenKneeboard. Needless to say, this is a lie, unless you want to plan a thorough and complex sortie, which cannot be planned in a kneeboard page anyway.
So, here is how you can make a quick flight plan using the same rule of thumb used in the cockpit. I still don’t see why this shouldn’t be pre-planned and pasted into the standard kneeboard, but here we are.

Note that, in the video, I took it all the time in the world to prepare markers and collect data. If time is of the essence, this sort of basic planning can be done in half the time. Even better, once data is gathered, additional wind and time computations can be easily done in-cockpit post-departure. Lastly, it is worth reiterating again how this stuff can be easily pre-planned, VR or not.

Up to this point, the video above has so far shown the creation of a blank mission, with a single F-4E set as a client. Now let’s set up some waypoints randomly, but in easily identifiable locations.
The basic criteria follow the rules of dead reckoning and pilotage, so landmarks, unique places, et cetera. For instance, junctions, lakes and so on. The first point is usually reached via INS, and it is also a good moment for a quick fix update in missions longer than a couple of minutes.

Once the in-game markers are set, most of the job it’s done already!
Assuming, as mentioned, that the start of the plan is reached via INS navigation, all it takes to complete the plan is copying the magnetic bearing and distance. Copy where you ask? Simple, on your canopy, of course!

Now, that the numbers are there, there is no need for the F10 map any more, besides checking the terrain, that is.

Time is easily computed starting from the desired TAS value. E.g. 480 kts means 8 nm/min. Time is obtained by dividing the length of the leg by nm/min. For instance, 16 [nm] / 8 [nm/min] = 2 minutes.

Speed and wind calculations can be done whilst flying. Ergo, procuring and preparing this partial plan required only a couple of minutes in “sloppy” mode. Half of that in “chop chop” mode.

Wind corrections are easily approximated with the “clock method”. More information here.

Okay, we’re all set and good to go. It took me 6 minutes to put together the plan. Keep in mind, I was also recording and speaking, and this is only the third time I have done these calculations manually. With a bit of practice, it becomes a 3-4-minute job. Remember that all this is normally pre-planned and automated. Another alternative, if the scenario allows, is the NS 430.

More for fun than anything else, I added “a couple” of timers to the video.
Eventually, it took:

  • 2 minutes to collect data and compute data;
  • 3 ½ minutes to prepare the basic plan for negligible or no-wind scenarios;
  • 6 minutes from start to finish, including wing calculations and explanations.

Before closing up shop, let’s review the raised point: do we really need to spend dev time making something like this in-game when it really takes a few minutes to prepare everything? In my opinion, no. As I stated in the post on ED’s forum, fitting everything into a kneeboard is challenging. There are lots of parameters to set, and lots of caveats as well. Dev time would be better invested in a more thorough and comprehensive tool made by ED itself. This is the point worth stressing, in my opinion. In-game equivalents of planning tools, TacView, LotATC, OpenKneeboard and many other community-created software would be great to simplify the players’ lives. The in-game voip is a great first step, and I am looking forward to more.

So, what do you think?

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