HORNET BAY
FLIGHT LOG
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#WEAPONS — 4 ENTRIES
WEAPONSSPECS

FOX ONE — the AIM-7 Sparrow and why you have to keep the lock

Cockpit view in a dive over dark water: a green lock diamond labelled BOGEY TEST 01 with a flashing DO NOT FIRE banner on the HUD, above the instrument panel with radar scope and weapon page.

The AIM-7 Sparrow only guides while your radar holds the lock; let it go for half a second and the missile goes ballistic. In Hornet Bay the lock is the weapon.

A Sparrow is a missile that never really leaves your jet. It rides a radar beam that you have to keep painting on the target, which makes the AIM-7 the most honest weapon on the Tomcat’s ring: the lock is not a step before the shot, it is the shot.

How it works

The round is semi-active. It carries a receiver, not a transmitter, and steers on radar energy your own set bounces off the bandit. The sim models the consequence directly: while your radar holds the locked target the round guides; let the lock go for more than half a second and it goes ballistic for good, with SPARROW LOST — RADAR LOCK BROKEN on the screen. A flicker is forgiven. A turn away is not.

In the sim, by the numbers

Why keep it

Phoenix lets you crank away the moment it leaves the rail. The Sparrow wants you pointed at the bandit and eating the closure, so it suits the shot where the merge is coming anyway. The rules around when you may shoot are in Sparrow and the rules of engagement; the short-range counterpart, which needs no help after launch, is FOX TWO. Meet the airframe that carries it on the Tomcat page.

Try this: in the Tomcat, press ENTER until the stores page reads SP SARH, lock a bogey at about 15 km, fire, then deliberately roll off and watch the lock drop.

— HB

WEAPONSSPECS

FOX TWO — the AIM-9 Sidewinder, the round that wins knife fights

Four missile bodies side by side against a dark blue background, shown once without and once with an orange exhaust cone: a short-finned Sidewinder on the far left and three longer rounds to its right.

The Sidewinder is the round for the fight that has collapsed to a few kilometres: 850 m/s, the tightest turn rate on the rail, and an infrared seeker that flares can still fool.

Every pilot in the sim carries the Sidewinder, and every pilot eventually learns what it is for: the fight that has already collapsed to a few kilometres, where the radar rounds are too slow to turn and the gun is too late.

Where it came from

The real AIM-9 was led by Dr. William B. McLean at the Naval Ordnance Test Station, China Lake. An experimental round was first fired on 21 August 1952 and flew the wrong way; the first successful launch followed on 9 January 1954. Its first combat kill came on 24 September 1958, when a Chinese Nationalist F-86F pilot downed a MiG-17 near the Formosa Strait. The principle never changed: passive infrared homing, a seeker that simply follows hot exhaust and emits nothing for the target to detect.

The AIM-9 by the numbers (in the sim)

Why it wins knife fights

That turn rate is the whole story. At close range the Sidewinder out-pulls nearly anything it is chasing, and unlike the Sparrow it does not need you to keep a lock once it is away. The trade-off is that a heat-seeker is only as good as the heat it is looking at: a flare dropped inside 1,500 m has a 75% chance of fooling it, and a hard break at close range can shake it too. Flares beat IR. Chaff beats radar. Knowing which is which keeps you alive; the stores callouts tell you what is on the rail.

The round now looks the part, too: fins, nozzle and a live exhaust cone while the motor burns, as seen in the lineup above (the Sidewinder is the one on the far left; the others are the AIM-120, Phoenix and Sparrow). Each body is in the Print Bay if you want one on your desk.

Try this: cycle to AIM-9 with ENTER, fire with SPACE, then hit F to drop flares the moment a bandit shoots back — and note how quickly 22 seconds runs out.

— HB

FEATUREWEAPONS

Fins and fire — the missile family gets its real silhouettes, and the swing wing finds its voice 85c5067

The four air-to-air rounds in profile — Sidewinder, Sparrow, Phoenix and AMRAAM — clean above and burning below, rocket flames streaming off the nozzles

The armory went back to school. Until now the air-to-air family flew as painted tubes with a red cone glued on — recognizable only by the label on the HUD. Put the reference photography on the bench and the differences are glaring: a Sidewinder is not a Sparrow is not a Phoenix. Now they aren’t.

Fox three and watch it go: fins, fire, and a proper smoke column off the rail. — HB

FEATUREWEAPONS

Green means hold, red means shoot — and the Tomcat gets its 1994 stick: the AIM-7 Sparrow 9bfad5b

The HUD at full lock on an unidentified airliner — the diamond, lock circle and DO NOT FIRE advisory all paint green, with SCREWTOPS calling civil traffic at ten o'clock

Two rules of the air war are now painted right on the glass. First: this is an air-to-air fighter — the lock system simply will not offer a firing solution on surface contacts. The shadow sub and the raft are still out there on the scope, and the gun still settles arguments with them, but the T-key no longer tones up anything sitting on the water.

Four Sparrows, one rule: the lock is the weapon. — HB