User manual

F4-BMS 2.0 Technical Manual
AA missile pylons), when the pylons (and the drag!) are actually bolted to the wings and can’t be
jettisoned. BMS has rebuilt the SMS code to allow such differences amongst a wide-variety of
stores and their individual differences. More information about the BMS rack data and how it’s
built can found in the Appendices. Since Falcon is primarily an F-16 simulator, BMS focused only
on the SMS of the F-16 as well as the BMS rack data file only contains store/rack information for
only the F-16.
6.9.1 Selective Jettison (S-J)
The first thing the pilot will notice is some graphical differences. The line box drawn around the
store/pylon(s) are gone, and now replaced by inverse labels, upon when a station’s store/rack is
selected for jettison. The S-J page and the S-J mastermode are selected by depressing OSB 11
adjacent to the S-J label on any SMS page. This will allow the pilot to jettison weapons and racks
unarmed or unguided from selected aircraft stations. Only jettisonable stores will be displayed for
selection. The pilot presses the OSB adjacent to the station displayed on the S-J page. The
selected station’s bottom-most store is highlighted on the S-J page, indicating that it is selected. If
a jettisonable rack is also loaded, it may also be selected on the second depression of the OSB.
A third depression will then deselect all stores on that station. The pilot can preselect a selective
jettison configuration while in S-J mastermode, which will be remembered during mastermode
transitions. The stores are jettisoned using the pickle button when the Master Arm switch is in
ARM. After the stores are released, the highlighted stations are removed from the S-J page and
the associated weapon quantity reads zero. The S-J mode also bypasses any other weapons
settings.
6.9.2 Using the SMS in Combat
Also related to the SMS, is how it functions in combat. Previously, the SMS did not do a good job
at remembering what weapons you called up for a particular mastermode. Now, it should
remember the particular weapon type you select. This applies to all the mastermodes—Air-to-Air,
Air-to-Ground, NAV, Dogfight, and Missile Override. What this means is the pilot can program the
weapons he wants to come up first in a particular mastermode.
6.9.3 Remechanization – Hands-On Missile Select
Depress and Release (D&R) of the Missile Step switch on the sidestick controller provides
hands-on selection of a stores station. When in an A-A master mode, D&R of the Missile Step
switch for <0.5 seconds selects the next stores station in the rotary with the selected weapon
type. The selected station is identified on the SMS Base page by inverse video. Hands-off
changes remain the same.
When in an A-A master mode, depress and hold the missile step switch >= 0.5 seconds to select
the next missile type in the A-A weapon selection rotary. The avionics system automatically
selects the next missile type in the A-A rotary and displays the newly selected weapon mnemonic
adjacent to OSB #7 on the SMS Base page. The missile type (SRM, MRM) will also change on
the HUD if the new missile is a different type.
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