Lesson 24 — IR Countermeasures#
L23 built the infrared seeker; this lesson fights it. Every countermeasure is a move against the seeker's information — starve the track, clutter it, deceive it, or damage it — and every move is answered, from the flare to the IRCCM cue triad to the DIRCM laser. That move–countermove duel is the whole lesson.
IR Countermeasures
The four ways to attack the optical track, the flare seduction contest, the IRCCM cue triad that rejects flares, and why Band IV pushed CM toward DIRCM and signature suppression.
FlashcardsReview deck
Key terms and relations from the lesson, in a self-test deck.
Pre-flightPre-flight quiz
Five questions to work before class — anyone can be called to the board.
SlidesLesson slides
The deck we work through in class, as a PDF you can annotate.
DemoSeeker Bench
Drive the flare's peak intensity and rise time and watch the seduction window open when J_flare > J_tgt and slam shut when the pair splits the gate.