SFL

DOGFIGHT BRACKET

SFL Pilot SPINS · OTS-2 · Jul ‘26
COMPETITOR DISTRIBUTION
OTS-2  ·  JUL ’26
NTTR · Las Vegas
Format
3 SETS
Cumulative UIS decides
Engagement
HABFM
High-aspect BFM
Aircraft
F/A-18 / F-16
Eligible types
Weapons
GUNS ONLY
The whole nine yards

Mission Overview

Each matchup in the Dogfight Bracket is three HABFM sets — cumulative UIS across the sets decides the winner
Set 1 — Abeam, Altitude Split
Higher seed takes the high fighter; lower seed takes the low fighter
Set 2 — Abeam, Altitude Split (Reversed)
Starting altitudes swapped from Set 1
Set 3 — Traditional Abeam (Co-Altitude)
Both fighters co-altitude

Mission — Kill or Be Killed

  • Deny your opponent weapons-employment opportunities
  • Achieve the first weapons-employment opportunity
  • Gain positional advantage
  • Employ weapons
  • Timely transition to DBFM, if required

Admin — Overview

Map Study
Not required
Line Up
Eligible aircraft: F/A-18C Hornet  |  F-16C Fighting Falcon
Environmentals
Ceiling and visibility unrestricted (CAVU), winds light, sun overhead
Fuel
F/A-18 starts with 3,500 lb (32% fuel)
F-16 starts with 3,500 lb (49% fuel)
Parity note: 3,500 lb provides ~197 seconds of fuel in maximum afterburner at sea level for both airframes.
Comm
Per TechAdmin SOP

Admin — Start & Recovery

Marshal / Taxi / Takeoff / Departure
All sets: Competitors spawn airborne at PADS
Recovery
Not required — an aileron roll post guns-kill is encouraged

TacAdmin

Fires

  • 20MM Full loadout / slick aircraft

Expendables

  • All buckets filled with flares

Threats

  • Your bracket opponent

Navigation

  • Not required

Comm

Voice SFL Discord event voice channel — per TechAdmin SOP (App. B § B.3.3)
Control Competition Control callsign “CLASSIC”

Operating Area

  • Nevada Test & Training Range (NTTR)

HABFM PADS

Sets 1 & 2 — Altitude Offset
Position: Abeam (line abreast)
Altitude: 17.5k′ AGL + 12.5k′ AGL (swap on 2nd set)
Distance: 1.0 NM
Speed: 350 kts IAS
Set 3 — Co-Altitude
Position: Abeam (line abreast)
Altitude: 15k′ AGL
Distance: 1.0 NM
Speed: 350 kts IAS
15k′ AGL is used as the razor for the altitude split.

HABFM Comm — Fight’s On

Fight setup
CLASSIC assists in fight setup; Competitors will be in server pause
Once Competitors are set
CLASSIC: “Call Ready Left” — LEFT FIGHTER: “Ready”
CLASSIC: “Call Ready Right” — RIGHT FIGHTER: “Ready”
CLASSIC: “3, 2, 1, Fight’s On”

TechAdmin

Authoritative source: SFL Charter Appendix B — TechAdmin SOP v1.1.
Required reading: all Competitors must read Appendix B in its entirety prior to competition.
Dogfight-specific: § B.8 — Dogfight execution standards.

Relevant SOP Sections

  • § B.2 Qualification submission (file types, token, submission window)
  • § B.3 Live OTS execution flow, Competition Control (CLASSIC), comms standards
  • § B.4 Competition environment: DCS server, MIZ files, MODs, terrain, aircraft
  • § B.5 Client requirements and prohibited assistance
  • § B.8 Dogfight execution standards
  • § B.9 Timing, reporting, troubleshooting
  • § B.10 Acronyms and definitions

The Bracket

Eight competitors, single elimination. Seeding is based on competitors’ combined score from the trials phase — highest score is #1, lowest is #8.
QUARTERFINALSSEMIFINALSFINALCHAMPIONSEED 1SEED 8SEED 4SEED 5SEED 3SEED 6SEED 2SEED 7TBDTBDTBDTBDTBDTBDTBD

Bracket Rules

Three HABFM sets per the PADS on the TacAdmin tab
Cumulative Unified Impact Score (UIS) across the matchup determines the winner
A 0–0 set stands

Scoring — Unified Impact Score (UIS)

Everything converts to Impact Seconds. Scored per competitor, per set — accumulated across the matchup; the higher cumulative UIS wins the matchup. If no kill occurs, UIS alone decides the set — no judging.
This section publishes the complete scoring specification — the same math, thresholds, and detection logic the scorer runs. Nothing is scored that is not written here.
S = TCZ + TOFF + (TDENY × 0.5) + (TPURSUIT × 3.0) + (Ri × 0.75) + (WDEFEAT × 5.0) + (OSHOOT × 15.0) + TBONUS

Engagement States

Every moment of the fight, each competitor is in exactly one of three mutually exclusive states — so TOFF + TDEF + TNEUT = TMATCH:
Offense — all three, simultaneously: AOT ≤ 90° (on or aft of the bandit’s 3/9 line), AON ≤ 45° (bandit within 45° of your nose), range ≤ 5.0 kft
Defense — the bandit meets the Offense criteria on you
Neutral — neither competitor is on Offense
Pursuit is a scored condition, not a fourth state — its range gate (> 5.0 kft) puts it outside all three, so it can only occur while both fighters are Neutral.

Term Definitions

Positional Time

  • TCZ Control Zone Time: seconds on Offense inside the bandit’s Control Zone — AOT ≤ 30°, range 800 ft–2.5 kft. The 800 ft floor is deliberate: inside 800 ft you are too close to be in control — that is not the Control Zone
  • TOFF Offense Time: total seconds in the Offense state
  • TDENY Deny Time: while on Defense, seconds you keep the attacker out of your Control Zone — credited at 0.5 s per denied second. Offense must out-pay defense: earned pressure nets the attacker +0.5 s per second over the defender’s deny credit, so score separation comes from penetrating the Control Zone — not from circling outside it
  • TDEF Defensive Time: total seconds in the Defense state. Not a term in S — used only in tie-breaker 4
  • TNEUT Neutral Time: total seconds Neutral. Not used in the S calculation

Pursuit

  • TPURSUIT Pursuit Time: seconds chasing a fleeing bandit — all three, simultaneously: range > 5.0 kft, your AON ≤ 45° (bandit near your nose), bandit’s AON ≥ 120° (you are near their tail — they are running). Credit begins only after the geometry is held 8.0 s continuously — the first 8 seconds never credit, and breaking any condition resets the sustain clock. Credited at 3.0 s per pursuit second; the fleeing competitor accrues nothing
Running from the fight feeds your opponent. A full-set run donates roughly double the best scoring rate of a fought set — no lead survives it. The runner controls the credit completely and ends it by turning back in. Normal fight resets — mutual extensions, beam separations — earn exactly zero: the cones are tight and the 8-second sustain filters them out.

Gun Effects

  • Ri × Tr Rounds on Target: weighted bullet impacts at 0.75 s per weighted hit. Weight tiers are set by the damage each hit does to the target — the fraction of airframe life that hit removes: Vital ×3 (target destroyed by the hit, or ≥ 60%), Major ×2 (> 10% and < 60%), Peripheral ×1 (≤ 10%). Every impact counts, from any range — there is no employment gate on hits. If you hit the jet, you hit the jet
  • WDEFEAT × TD Weapons Defeated: +5 s each time you defeat a valid gun employment against you — the attacker’s track broken and held broken ≥ 1.0 s (full detection logic below)
  • OSHOOT × TO Overshoot Forced: +15 s per true role reversal — the attacker driven out in front of your 3/9 line. A role reversal is a really big deal

Detection Logic — Gun Solution, Defeats, Overshoots

These are the exact triggers the scorer runs, from telemetry: slant range R, gun-line (boresight) error to the target line-of-sight ε, line-of-sight angular rate ωLOS, gun selected, and each fighter’s angle-off-nose (AON, 0° = on the nose).

Gun Solution (GS) — the definition of a valid gun employment

GS = TRUE when all of the following hold continuously ≥ 0.25 s:
Gun selected
R ≤ 2,500 ft
ε ≤ (bandit within 3° of the gun line)
ωLOS15°/s (stable tracking solution)

Weapons Defeated (awards 1 × WDEFEAT)

The attacker’s GS was TRUE, then goes FALSE and stays FALSE ≥ 1.0 s, and
R ≤ 2,500 ft at the instant GS breaks
Cooldown: 2.0 s between counted defeats

Forced Overshoot (awards 1 × OSHOOT)

A true role reversal — the attacker driven out in front of your 3/9 line. Both crossings below must occur within 1.5 s of each other:
the attacker’s AON to you crosses up through 90° (you pass behind the attacker’s 3/9 — the attacker slides out in front), and
your AON to the attacker crosses down through 90° (the attacker enters your forward hemisphere)
Hold: after the later crossing, both hold (attacker AON ≥ 90°, your AON ≤ 90°) continuously ≥ 0.50 s
Role precondition: only a competitor reversing out of a defensive state is credited — you must have been on Defense within 10 s before the earlier crossing. An overshoot cannot be forced from Neutral
Cooldown: 2.0 s between counted overshoots
Precedence: a defeat within ±1.0 s of a credited overshoot is suppressed — one event never credits both an overshoot and a defeat
Hold-Window Semantics
“Continuously” means no frame may violate the condition during the hold window; a timer cancels immediately if its enabling condition is lost.

Activation, Match Clock & Kill Bonus

TBONUS = (TMATCH − TKILL) + 50   if a valid kill occurs  ·   TBONUS = 0   if no kill
ActivationScoring and the set clock start at the earlier of: (1) the fighters first closing within 1.0 NM of each other after “Fight’s On”, or (2) Pursuit Activation — the instant one competitor holds pursuit geometry for 8.0 s continuously. Pursuit Activation fires immediately, without waiting for the Merge Window — a runner starts paying the moment pursuit is established. Nothing accrues before activation — no state time, pursuit, hits, defeats, or overshoots
TMATCHFight time limit per set: 180 s, clocked from scoring activation — not from “Fight’s On”
TKILLTime of your first valid kill in the set. Kill = gun kill, CFIT, ejection, fuel mort, or any opponent death condition
TBONUSKill Bonus: flat +50 s kill credit plus the set time remaining at TKILL — finishing fast pays. No kill → TBONUS = 0, full stop: the no-kill case is exactly zero, not the formula evaluated at TKILL = TMATCH
Merge Window
Competitors have 20 seconds from “Fight’s On” to activate scoring — either by closing within 1.0 NM, or by one fighter establishing 8.0 s of pursuit geometry on a running opponent. If neither happens, CLASSIC terminates the set; it is recorded 0-0 and stands — regardless of any pre-activation death, no kill or kill bonus is awarded. If one fighter runs, Pursuit Activation fires the instant the 8-second sustain is met — scoring starts and Pursuit Time accrues right then, not at the 20-second mark. There is no free run.
Pre-Activation Kills
A death condition after “Fight’s On” but before activation counts as a valid kill only if activation subsequently occurs within the Merge Window; its TKILL is clocked at 0 s. If activation never occurs, the set is 0-0 and no kill is awarded.
Mutual Kill Criteria
Kills within 5 seconds of each other are treated as mutual: both pilots receive the kill bonus, computed at the first kill’s timestamp — equal time-remaining for both; no time-differential is awarded between them.

Tie Breakers

Tie Breakers (only if UIS ties)

Applied cumulatively over the matchup, in order:
1 — More finishes (gun kill > no-kill)
2 — Higher (Ri × Tr) — Rounds on Target
3 — Higher TCZ — Control Zone time
4 — Lower TDEF — less time on defense
If all four remain tied — single sudden-death set (re-fly)
0-0 Stands
If both pilots score 0 UIS in a set, the set stands at 0-0; no tie-break is applied.

Constants Quick Reference

Offense gateAOT ≤ 90° · AON ≤ 45° · range ≤ 5.0 kft
Control ZoneAOT ≤ 30° · range 800 ft–2.5 kft
Deny conversion0.5 s per denied second
Pursuit gaterange > 5.0 kft · own AON ≤ 45° · bandit AON ≥ 120°
Pursuit sustain / conversion8.0 s continuous before credit · 3.0 s per pursuit second
Hit weights / conversionVital ×3 (kill or ≥ 60% damage) · Major ×2 (>10–<60%) · Peripheral ×1 (≤ 10%) · 0.75 s per weighted hit · no range gate
Gun Solutiongun selected · R ≤ 2,500 ft · ε ≤ 3° · ωLOS ≤ 15°/s · hold ≥ 0.25 s
Defeat+5 s · GS broken ≥ 1.0 s at R ≤ 2,500 ft · 2.0 s cooldown
Overshoot+15 s · role-reversal crossings paired ≤ 1.5 s · held ≥ 0.50 s · defensive entry required (no credit from Neutral) · 2.0 s cooldown · same-event defeat never double-credits
Kill creditflat +50 s, plus time remaining at TKILL
Match clock180 s per set, from activation
Activation / Merge Window≤ 1.0 NM range · 20 s window · Pursuit Activation the instant 8.0 s pursuit sustain is met (immediate, no window wait)
Mutual-kill window5 s