617 Squadron Operation Chastise


Practice Missions

Tips and Tools

Registered Participants

Operation Chastise Home Page

Operation Chastise Rules

Tangmere Wing Home Page


AJ-G

G.P. Gibson; H.T. Taerum; J. Pulford; F.M. Sparfford; R.G. Hutchinson; G.A. Deering; R.D. Trevor-Roper


AJ-A

H.M. Young; C.W. Roberts; D.T. Horsfall; V.C. MacCausland; L.W. Nichols; G.A. Yeo; W. Ibbotson


AJ-B

W. Astell; F.A. Wile; J. Kinnear; D. Hopkinson; A.A. Garshowitz; F.A. Barbas; R. Bolitho


AJ-J

D.H. Maltby; V. Nicholson; W. Hatton; J. Fort; A.J.B. Stone; V. Hill; H.T. Simmonds


AJ-L

D. J. Shannon; D.R. Walker; R.J. Henderson; L.J. Sumpter; B. Goodale; B. Jagger; J. Buckley


AJ-E

R.N.G. Barlow; P.S. Burgess; S.L. Whillis; A. Gillespie; C.R. Williams; H.S. Glinz; J.R.G. Lidell


AJ-H

G. Rice; R. McFarlane; E.C. Smith; J.W. Thrasher; C.B. Gowrie; T.W. Maynard; S. Burns


AJ-K

V.W. Byers; J.H. Warner; A.J. Taylor; A.N. Whitaker; J. Wilkinson; C.McA. Jarvie; J. McDowell


AJ-C

W.H.T. Ottley; J.K. Barrett; R. Marsden; T.B. Johnston; J. Guterman; H.J. Strange; F. Tees


AJ-F

K.W. Brown; D.P. Heal; H.B. Feneron; S. Oancia; H.W. Hewstone; D. Allatson; G.S. MacDonald


AJ-Z

H.E. Maudslay; R.A. Urquhart; J. Marriott; M.J.D. Fuller; A.P. Cottam; W.J. Tytherleigh; N.R. Burrows


AJ-M

J.V. Hopgood; K. Earnshaw; C. Brennan; J.W. Fraser; J.W. Minchin; G.H.F.G. Gregory; A.F. Burcher


AJ-P

H.N. Martin; J.F. Leggo; I. Whitaker; R.C. Hay; L. Chambers; B.T. Foxlee; Sereant T.D. Simpson


AJ-W

J.L. Munro; F.G. Rumbles; F.E. Appleby; Sergeamt J.H. Clay; Office P.E. Pigeon; W. Howarth; H.A. Weeks


AJ-T

J.C. McCarthy; D.A. MacLean; W.D. Radcliffe; G.L. Johnson; L. Eaton; R. Batson; D. Rodger


AJ-S

L.J. Burpee; T. Jaye; G. Pegler; J.L. Arthur; L.G. Weller; W.C.A. Long; J.G. Brady


AJ-N

L.G. Knight; H.S. Hobday; R.E. Graystone; E.C. Johnson; R.G.T. Kellow; F.E. Sutherland; H.E. O'Brien


AJ-O

W.C. Townsend; C.L. Howard; D.J.D. Powell; C.E. Franklin; G.A. Chalmers; D.E. Webb; R. Wilkinson


AJ-Y

C.T. Anderson; J.P. Nugent; R.C. Paterson; G.J. Green; W.D. Bickle; E. Ewan; A.W.Buck

1.  Introduction 

Navigating with just paper maps in WB is a simple process, however it needs some preparation in advance and a little concentration in flight.  It also needs a belief in your own abilities, especially when you've been flying over the North Sea for 10 minutes and still haven't sighted land. 

This document will give you a overview of how to navigate to and from a target without using the WB satellite map. 

2. Tools of the Trade 

Get yourself some good paper maps. Whilst Glars Maps are great for the keyhelps, for paper maps you really can't beat Max Overlays. Go and pick up a set. My preference is the two-page ETO printout, as it works with his navigation aids. 

You will also need a protractor, a pen and paper. The protractor can also be picked up from MaxOverlays, but you'll have to get the pen and paper yourself. 

3. Overview of Navigation 

Navigating in this context is simply the process of getting your aircraft from your base to the target and back. It uses simple principles, based on distance travelled in a particular direction. 

For example, if you lift from F9 in the ETO, fly at 045 degrees for 17 miles, then turn and fly at 090 degrees for 32 miles, you will reach Rotterdam. You don't need to look out of the window to know this. 

Basic Navigation Route

Example of Basic Navigation Plan

Unfortunately, your aircraft doesn't come equipped with a mileometer, so if you wanted to fly from F9 to Rotterdam along this route you will need to be able to estimate how far you have flown. This is simple in theory.

My schoolboy maths lectures tell me that the distance travelled is equal to the speed of travel multiplied by the time you spend travelling at that speed. For example, if you fly at 200 kts (knots = nautical miles per hour) for two hours, you will have travelled 2 x 200 = 400 nautical miles.

Similarly, if I want to fly 17 miles at 200 kts, I have to fly for 20/200 = 0.085 hours, or 5 minutes 6 seconds. So, to fly from F9 to Rotterdam, we could say: Fly at 045 from F9 at 200 kts for 5 minutes 6 seconds, then turn to 090 and fly at 200 kts for 9 minutes and 36 seconds.

And that's it. Divide your route to the target and back in to manageable steps like this and you've written yourself a route plan that you can follow to get from A to B without ever looking outside your aircraft window.

Simple in theory, but difficult in practice, as you need to keep at an accurate speed and heading. Add wind to the equation and there's a huge potential for error. So, even though you don't need to look out, it's a good idea to visually identify landmarks to make sure you are where you think you are, and make corrections to the heading where needed.

4. Preparation

You can do as little or as much preparation as you like.

If you're just off on your own for a short solo jolly you can hop into an aircraft with no preparation at all. Raids which are good for this are attacks on ports or coastal towns, where the shape of the coastline gives obvious visual clues as to where you are.

As your targets get further and further inland, and as you get lower and lower, more preparation is needed, as well as more accurate flying.

The reason for this is simple. For a short raid at altitude of 10k or more, an error in heading of five or ten degrees will be no big problem as you will still be able to ID your target from a distance and make adjustments to get a good bomb run.

As you go deeper and deeper, heading errors put you further and further from your target. As you get lower and lower, the horizon gets closer and closer to you're a/c, and your visible range decreases. This makes it less easy to ID the landmarks and your target.

For the Dambusters raid, we're going to be doing a very low level raid deep into the German heartland. Preparation is essential.

4.1 Basic Preparation

For many missions you don't need to worry about speed, distance travelled and time taken. You can assign a start point and a series of visual waypoints to get you from A to B and back. As an example, a simple mission might be to bomb the port of Rotterdam. The plan might be as follows:

W Notes
W0 Lift from F1 and fly at 120 degrees until you're over the radar SE of F1
W1 When over the radar, turn left to 090 and climb all the way to Rotterdam
W2 Hit Rotterdam and continue on 090 until you reach the bridge East of Rotterdam
W3 Reverse, and head at 270
W4 Hit Rotterdam on the way back and continue over the North Sea
W5 When you reach the coast of the UK turn right to 315 degrees, pass over the port
W6 When you reach the end of the estuary turn left to 270 degrees and begin your descent
W7 Land at F1

The above is a simple plan which allows you to navigate using visual clues to hit your target and return to base. It produces a planned route like this:

Simple Navigation Plan

Simple Navigation Plan - Click for Full Size

4.2 Thorough Preparation

When flying at very low level, or if planning turns over featureless terrain (eg water, or the farmland of central Europe) you need to know when to turn to your next heading. This is where planning gets more complex and flying the mission becomes more difficult.

The basic process is the same as when making up a basic plan (above). Simply decide where you want to go, how you want to get there, and how you want to get back.

I find examples illustrate the point best, so lets plan a mission from Duxford (F2) to hit the oil storage facility south of Paris. We're going to use the Mosquito F/B and make one run on the target at low level before bugging out back to base before the enemy can respond.

There is no obvious safe route in and out. There are fields (with fighters and acks) to be avoided, as well as the acks at ports and other defences at Caen and Rouen. We need to be a little creative to get to the target, pass overhead, and egress safely.

Lets see if we can find a safe and easy route. Remember, as there are few visual features we're going to have to be making timed runs and turns, so we want to keep the route as simple as possible, with ample time to prepare for each turn.

This is what I came up with:

Waypoint Heading Speed Time to Next WP Notes
W0 090 N/A N/A Lift from Duxford and head East. We’re flying this route on visual.
W1 090 300 1:42 Start of timed run on crossing the UK coast.
W2 180 300 11:36 Long run South to IP. We have three landmarks to check our progress by: enemy coast at 4:18; first river at 8:06; second river at 10:30.
W3 225 300 4:30 Run-in to target. We should pass directly over where the Seine diverges in Paris at 1:42. If we aren’t on track we’ll know, and have to adjust quickly. The target should come up in 2:18.
W4 270 300 3:12 This is our last timed leg. There is some latitude here, as the gap between Le Harve and Caen is reasonably wide. We’ll need all the latitude we can get, though, after the last-minute adjustments over the target.
W5 000 N/A N/A No more timed runs are needed as home is right ahead.
W6 355 N/A N/A Over Croydon take a slight left turn towards home.
W7 Land None None Back to the Officers Mess for bacon and eggs.
The planned route corresponding to this set of waypoints is as follows:

Thorough Navigation Plan

Thorough Navigation Plan

As you can see, the plan involves a mixture of timed and non-timed legs. 21 minutes will be on timed legs, which will be 100% concentration, looking at the stopwatch, adjusting the throttle to maintain the correct speed, looking out for known landmarks, staying on the correct heading, making minor course adjustments if needed, as well as flying the aircraft below radar and avoiding ploughing in to the ground.

Your pilot is a vital asset - having him take care of flying the aircraft will make your job easier - as long as he stays at the correct speed and on the correct heading. If he doesn’t, you’re in trouble.

5. Practice Missions

If you’re going to navigate using paper maps you’re going to have to practice. It simply won’t work if you hop in to the a/c and hope for the best. The RAF spends a lot of money training navigators, and with good reason. It requires concentration, and the lives of the entire crew depend on him. After all, you don’t want to accidentally fly over the enemy ack in stead of around it, do you?

Go here to find the practice missions.

6. Wind

Everything I’ve said above assumes that there is no wind. If there is wind, it becomes more tricky to plan and more important to follow the flight plan accurately. Speed and heading become much more important, as changes to either will throw you off your planned route.

Without wind, if you fly too fast you simply arrive at your waypoints early. With wind, if you fly too fast you arrive too early and in a different place than you expected. Historically, bomber crews estimated wind in flight. We don’t have that facility in WB, so we must know beforehand what the wind is to plan our flightpath.

Wind affects an aircrafts heading and speed. If you fly in to the wind, your ground speed will be lower for a given airspeed, and if you fly with the wind then ground speed will be higher for a given air speed.

The Effect of Wind (1)

The Effect of Wind

The effect of the wind can be broken down into manageable components, thus if we have a wind that is blowing at 10kts from 200 degrees (slightly West of South) it will tend to blow our aircraft both North and East as follows:

The Effect of Wind (2)

The Effect of Wind

These effects mean that we have to change our heading and timings in order to fly the same route at the same indicated air speed (note: whilst the air speed will read the same in the cockpit, the speed over the ground will vary depending on the wind and your heading).

The maths involved in determining ground speed and actual heading in wind conditions involves some simple trigonometry and vector calculations. The trick in deriving the formulas is to work relative to the known aircraft heading, rather than relative to fixed compass directions, and build up triangles of forces for the aircraft and wind. This all sounds rather daunting if you're not familiar with the maths, however I've developed a few useful tools to help. Go to the Tips and Tools page to find formulas, wind correction tables and an Excel spreadsheet to make it easy for you.

7. Altitude

The information above is accurate only at low level. If you climb, altitude affects your indicated air speed in the cockpit, so that the true air speed is actually greater than the indicated speed. This must also be compensated for, and I will be developing this section later to give more information on this.

8. Accounting for Turns

The process of turning an aircraft can affect the timings over very short missions (ie, the type we normally fly in Warbirds). It is possible to take account of this, and I may update this page later with more info.