SINKEX
A timed anti-ship strike on a decommissioned ship. Put the two-ship's four anti-ship missiles on the target together, at the assigned time — TOT 12:02:40.
AT A GLANCE
- Target
- A decommissioned US Navy ship
40 km north of the carrier, in a Pacific training area - Weapons
- Anti-ship missiles (four from the two-ship)
- TOT
- 12:02:40
- Window
- ±10 s (NORMAL) / ±7 s (HARD) / ±5 s (ACE)
- Route
- Due north from the carrier, authorised altitude 150–600 m
The scenario is a joint US–Japan SINKEX — a live-target sinking exercise. The target is a decommissioned US Navy ship in a Pacific training area, 40 km north of the carrier.
The mission
This is timing practice. Training for a saturation attack, the two-ship has to put its four anti-ship missiles on the target together, at the assigned time: TOT 12:02:40.
What it tests is not so much whether you hit, but when.
How it flows
- Due north from the carrier. Authorised altitude 150–600 m. Pass each route gate at its scheduled time.
- Master arm on 5 seconds before the target area.
- Fire inside the target area. Your number two fires when you fire.
- Once you have fired, turn back to the carrier.
Weapons, the way the real jet does it
- Master arm starts in SAFE. Switching it on is your job.
- The target is designated by data transfer, so there is no lock.
- The gun is not an authorised weapon.
What it asks of you
Read the clock
The clock in the top right of the screen is the mission clock. You are scored on how far your impact is from the TOT.
| Difficulty | Window |
|---|---|
| NORMAL | ±10 s |
| HARD | ±7 s |
| ACE | ±5 s |
The instructor will not tell you not to fire. When to fire is yours to decide, from the clock.
Firing outside the target area, or leaving the route, the altitude band or the gate schedule, is a fail. Too fast or too slow — miss a gate's scheduled time and that is the end.
GALLERY
The major missions of the campaign in the Steam edition (Windows / Mac). Content may change in updates.