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	<id>https://wiki.masterarms.se//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bankler</id>
	<title>Master Arms Wiki - Användarbidrag [sv]</title>
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	<updated>2026-04-27T09:58:14Z</updated>
	<subtitle>Användarbidrag</subtitle>
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	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=2925</id>
		<title>Intro Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=2925"/>
		<updated>2026-02-18T20:22:48Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Post-flight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Intro Flight Syllabi]] &amp;gt;&amp;gt; [[Intro Flight]]''&lt;br /&gt;
&lt;br /&gt;
This text is for F/A-18C, F-16C and F-14B. &amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For A-10C, Viggen and UH-1 use:&lt;br /&gt;
:- [[Intro Flight for Viggen]]&lt;br /&gt;
:- [[Intro Flight for Huey]]&lt;br /&gt;
:- [[Intro Flight for A-10C]]&lt;br /&gt;
&lt;br /&gt;
The intro flight is a newcomer's first familiarization flight. Its purpose is mainly to make sure all technical things work, make the newcomer feel welcome, go through some radio stuff and have some fun. It's not that important to learn any particular skills during the flight. That can come later. &lt;br /&gt;
This article describes the content of the sortie. A newcomer is welcome to practice any moments before, but there is no requirement nor expectation to do so.&lt;br /&gt;
&lt;br /&gt;
However, all newcomers are expected to have gone through the [[Technical Checklist]] carefully, before the flight. This step is important. You're more than welcome to ask for help if you have any issues following the guide, but please don't ignore any of the mandatory steps.&lt;br /&gt;
&lt;br /&gt;
''The intro flight is designed with the F/A-18C Hornet in mind. But it's entirely possible, and encouraged, that the newcomer flies the sortie in his/her main aircraft of choice. The content might vary slightly depending on the aircraft type.''&lt;br /&gt;
&lt;br /&gt;
==Brief description of the sortie==&lt;br /&gt;
[[Fil:IntroFlight.png|400px|thumb|Overview]]&lt;br /&gt;
===Pre-flight===&lt;br /&gt;
* Meet up on Discord&lt;br /&gt;
* Make sure Discord and SRS works, including all three PTT buttons&lt;br /&gt;
* The 1 minute version of what MA is and what we do&lt;br /&gt;
** Clarify radio rules on training server&lt;br /&gt;
* Briefing. Quickly go over what we will do in the flight and look at the map. [https://is.gd/fighterbrief_1kjwsqyp FighterBrief] [[Media:MA_Introflight_F-16_2023.zip.acmi|TacView example]]&lt;br /&gt;
&lt;br /&gt;
===Flight===&lt;br /&gt;
&lt;br /&gt;
# Disable Labels&lt;br /&gt;
# Startup&lt;br /&gt;
## Loadout: XT x 2, AIM-120C x 2, MK83 x 2, AIM-9X x 2&lt;br /&gt;
## Tower channel check-in (Report “2!”)&lt;br /&gt;
## Jet select&lt;br /&gt;
## Joker/Bingo setting&lt;br /&gt;
## Setup bombs (Nose, Inst, QTY: 2)&lt;br /&gt;
## Configure transponder&lt;br /&gt;
## Set QNH&lt;br /&gt;
# Formation takeoff&lt;br /&gt;
# Tac channel check-in (Report “2!”)&lt;br /&gt;
# Fence in at WP2 (Report “2, fenced in, [fuelstate]!”)&lt;br /&gt;
# Learn raygun and buddyspike calls (“Raygun, angels 12!”, “Buddyspike, angels 12!”)&lt;br /&gt;
# Engage enemy aircraft at WP3  (Report “Fox 3! Splash 1!”)&lt;br /&gt;
# Drop bombs on target at WP4 (Report “2, Winchester air-to-ground!”)&lt;br /&gt;
# Fence out (Report “2, fenced out, [fuelstate]!”)&lt;br /&gt;
# Go through on-speed flying&lt;br /&gt;
# Tower channel check-in (Report “2!”)&lt;br /&gt;
# Straight-in (or overhead break at 1500’) and land&lt;br /&gt;
&lt;br /&gt;
===Post-flight===&lt;br /&gt;
&lt;br /&gt;
* Short debriefing, going through what we just did and how it went. Some pointers on how to continue.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=New_Member_Guide&amp;diff=2805</id>
		<title>New Member Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=New_Member_Guide&amp;diff=2805"/>
		<updated>2025-12-31T11:29:34Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Which aircraft should I get? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[New Member Guide]]''&lt;br /&gt;
&lt;br /&gt;
'''This section is intended to help a new member understanding what Master Arms is and what can be expected from us, and what we expect from you.'''&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===What is Master Arms and how can I join?===&lt;br /&gt;
&lt;br /&gt;
Master Arms is a Swedish community for DCS enthusiasts. We have the ambition to fly in a serious manner, with realistic procedures, without ever losing sight of the importance of having fun together. Most of Master Arms' members are Swedish, but we regularly have foreign people joining us on missions as guests to established members. Briefings are typically in Swedish. In the sim, we use SRS (a radio simulation program) to simulate comms between flights and agencies like AWACS and tower. All these comms are in English.&lt;br /&gt;
&lt;br /&gt;
If you are interested in flying with us, the first step is to join our [https://discord.gg/hw3Aat4 Discord] and say hello in the #introductions channel. Please note that we remove all non-members from the Discord server every now and then, which means you will eventually be kicked out if you don't write in the #introductions channel.&lt;br /&gt;
&lt;br /&gt;
* Join [https://discord.gg/hw3Aat4 Discord] and write a short presentation of yourself in the channel called #membership&lt;br /&gt;
* Register an account on the [http://masterarms.se/register/ website]&lt;br /&gt;
&lt;br /&gt;
Most of us are around 25-45 years old. But it doesn't matter if you are younger (within reason) or older. You can be a beginner or an experienced DCS pilot. As long you share our passion for serious flying, you have a willingness to learn, and you are socially compatible with us, you're welcome!&lt;br /&gt;
For the sake of internet safety, members under 16 need a parent's consent to join. Parents will get a phone number so they can reach a non-anonymous contact if any questions arise.&lt;br /&gt;
&lt;br /&gt;
====What do I need?====&lt;br /&gt;
* A PC powerful enough to run DCS relatively smoothly in multiplayer.&lt;br /&gt;
* Some kind of HOTAS, or at the very least a joystick with a built-in analog throttle.&lt;br /&gt;
* Some kind of head tracking. It can be TrackIR or similar (TrackHat, DelanClip, Monkey King Puck, TrackHat etc), a VR headset, or even a webcam based solution.&lt;br /&gt;
* A headset/microphone.&lt;br /&gt;
* A humble attitude and willingness to learn.&lt;br /&gt;
&lt;br /&gt;
====I don't know Swedish, can I still join?====&lt;br /&gt;
The short answer is no. You will not be able to join the standard way (with almost zero prerequisites, enjoying our mentorship programs and so on). However, there is one way you can join our events, and that is by a) already be skilled in your aircraft of choice (we will not teach you to fly), and b) have an existing Swedish-speaking community member vouching for you, and accepting you into his/her flight helping you out, with them being the flight lead.&lt;br /&gt;
&lt;br /&gt;
==The Journey==&lt;br /&gt;
&lt;br /&gt;
===Standalone or Steam?===&lt;br /&gt;
&lt;br /&gt;
We generally recommend using the Standalone version. Even many of our users who use Steam for all other games, tend to use the Standalone version for DCS. The benefits are small but significant. Standalone lets you select any version/patch of the game you want, instead of being limited to the latest builds. Also, discounts and new releases tend to arrive to Standalone before they're available on Steam. Even if it's generally just a day or two, it can be frustrating to wait while everyone else is having fun on a newly released map or trying out a new aircraft. Finally, when you buy games through Steam, 30% goes to Valve's cut. This is money that could have gone to the DCS developers Eagle Dynamics, who surely need them more. Help out and keep our hobby going!&lt;br /&gt;
If you already have invested in aircraft on Steam, but now want to use Standalone instead, you can [https://www.digitalcombatsimulator.com/en/support/faq/steam/ transfer them to your Standalone account] (not the other way around though).&lt;br /&gt;
&lt;br /&gt;
===Get a full fidelity DCS aircraft===&lt;br /&gt;
&lt;br /&gt;
====What aircraft are you guys flying?====&lt;br /&gt;
&lt;br /&gt;
We don't strictly require you to fly a certain type of aircraft. But the way it works is that when we are running missions, there are a number of ''slots'' available for members to join the event. These slots have different aircraft types. In other words, in a particular mission, there might be 12 Hornet slots and 4 Viper slots, but no M-2000 slots. The event organizer decides this.&lt;br /&gt;
In general, the most popular aircraft types in Master Arms will give you the smoothest ride, as you can get a lot of help, and there are always slots available for them in missions.&lt;br /&gt;
&lt;br /&gt;
In an ''approximate'' order of popularity (it varies quite a bit though), these are the aircraft commonly flown in Master Arms missions:&lt;br /&gt;
&lt;br /&gt;
# F/A-18C Hornet&lt;br /&gt;
# F-16C Viper&lt;br /&gt;
# AJS 37 Viggen&lt;br /&gt;
# A-10C Warthog ''(the new version)''&lt;br /&gt;
# AH-64D Apache&lt;br /&gt;
# F-14B Tomcat&lt;br /&gt;
# OH-58D Kiowa&lt;br /&gt;
# F-15E Strike Eagle&lt;br /&gt;
# UH-1H Huey&lt;br /&gt;
&lt;br /&gt;
Regardless which aircraft you pick, we recommend you to initially stick with one. It's better to master one type than to dabble with four.&lt;br /&gt;
&lt;br /&gt;
====Which aircraft should I get?====&lt;br /&gt;
&lt;br /&gt;
Here follows a brief summary of what to expect from the different types:&lt;br /&gt;
&lt;br /&gt;
* F/A-18C Hornet - This is a very versatile multirole fighter. It can do almost everything reasonably well. It has a large array of available air-to-ground weapons and is a solid air-to-air fighter in both the visual and beyond-visual-range arena. Most notably, it flies off the carrier. Carrier ops is quite challenging, but also very fun, and something we do a lot in Master Arms! If you have no idea which aircraft to choose, and you're okay with a modern fighter with quite a bit of &amp;quot;pressing computer buttons&amp;quot; this is probably the safest bet. Also, you will need the Supercarrier module since we fly these birds off the boat. ED sometimes have bundle deals though.&lt;br /&gt;
* F-16C Viper - Shares more or less the same mission set as the Hornet. If you want a multirole fighter, but you are not interested in landing on a boat, the Viper might be worth considering! Be prepared that the F-16 is in early access. The air-to-air parts work quite well, and the air-to-ground part is starting to look really nice, but it's not as mature in development as the Hornet. This is the best choice if you want a multirole fighter but carrier ops isn't your cup of tea.&lt;br /&gt;
* AJS 37 Viggen - This is one of our favorite jets. Partly because it's a Swedish design, but also since we have devs in the group, and it's a joy to fly! Be advised though that it's a niche aircraft. It's designed to fly low and fast, attack a ground/sea target and fly home. It's not a dogfighter, and it misses some of the systems that can be found in more modern jets, like datalink and aerial refueling capability.&lt;br /&gt;
* A-10C Warthog - This is a pure close-air-support aircraft. It's very complete in terms of systems implementation. If you are okay with a very slow aircraft and quite a bit of button pressing, this is a beautiful aircraft if you like carrying a virtually unlimited air-to-ground loadout and hunting tanks. Be sure to get the newest version of it (i.e the &amp;quot;A-10C II Tank Killer&amp;quot; module), rather than the A-10C or A-10A modules.&lt;br /&gt;
* F-14B Tomcat - The Top Gun icon! This is a much older aircraft than the Hornet and the Viper and requires more of the pilot in terms of flying the thing. There's no fly-by-wire helping you here, and the HUD is very minimalistic. Most importantly, it's a two-man crew aircraft. While it's possible to fly it alone using an AI RIO, it's just not the same thing as flying together with another human crewman. In general, it's much harder to become proficient in this aircraft than the single-seat jets, as it requires you to schedule your flying with a partner. On the other hand, it will be a very rewarding experience if you make it happen! The F-14 does air-to-air extremely well and is quite capable in the air-to-ground role. It also flies off the carrier, which adds to the fun! You will need the Supercarrier as well.&lt;br /&gt;
* AH-64D Apache - Doesn't get much more brutal than an Apache gunship. Just like with the Tomcat, it really shines when you are a two-man crew. Also be prepared that the AH-64D is in early development. Some parts work quite well, but it's not complete. Helicopters are sometimes included in our missions, but not always. Some of our pilots learn a jet as well, in order to be able to always participate.&lt;br /&gt;
* OH-58D Kiowa - Our light scout helicopter pilots are few but very dedicated! This is a great helicopter with a fun mix of analog old-school tech and advanced sensors. With multicrew and lots of ways to integrate with other flying assets, this is a nice one.&lt;br /&gt;
* UH-1H Huey - One of our favorite helicopters! If rotary wing is your thing, and you don't necessarily need to shoot missiles and bomb stuff, look no further than the Huey. It's an incredibly well simulated helicopter that have received praise from real-world pilots for its accuracy to the real thing. Just like with the Apache, it's worth mentioning that helicopters are not always included in our missions.&lt;br /&gt;
* L-39C Albatross - This aircraft doesn't get featured in missions that often, but deserves mentioning as it's a beatifuly simulated aircraft, and has a quite a few hard core fans in Master Arms using it during training flights and flying aerobatics in formation. The fact that this is one of the few jets that is somewhat reasonable to get to fly in real life, makes it quite interesting!&lt;br /&gt;
* F-5E - Just like with the Albatross, this is not an aircraft commonly seen in missions. But if you want a bare bones old school aircraft for training basic aviation, but also want some thrust when you need it, the F-5E is the perfect choice!&lt;br /&gt;
&lt;br /&gt;
====What terrains should I get?====&lt;br /&gt;
&lt;br /&gt;
* We recommend buying the Syria and the Persian Gulf maps. Quite a few of our missions are flown on those, especially Syria right now. You don't need any other terrain (except Caucasus, which is free and included in the base game).&lt;br /&gt;
&lt;br /&gt;
====What about the Supercarrier?====&lt;br /&gt;
&lt;br /&gt;
* Yes. If you plan to fly Hornet or Tomcat, you will need the Supercarrier. It's unfortunately not in a very good state at this point. But the fact that it lets us spawn lots of aircraft on the deck saves a lot of time, making it worth it.&lt;br /&gt;
&lt;br /&gt;
===Pick a pilot callsign===&lt;br /&gt;
&lt;br /&gt;
* If you have callsign/nickname from before, you can most likely go ahead and use it. See exceptions below!&lt;br /&gt;
* If you don't have a callsign, you can make one up, or even better, just use your first name for now and let us know that you would like to receive suggestions on callsigns. We would LOVE to help you out, coming up with a cool and fun callsign after you have started flying with us. Probably based on some shenanigans in your flying. Unlike the real military, in Master Arms you can always refuse these suggestions if you don't like them, and ask for another one. In the end, you are free to be called whatever you want. It's up to you to decide.&lt;br /&gt;
* Callsigns that you should avoid include:&lt;br /&gt;
** A callsign already used by a Master Arms member (at least core members, i.e the people who are actively flying). Just look in the Discord member list.&lt;br /&gt;
** A callsign from the Top Gun movie (Maverick, Goose, Ice Man, Slider, Cougar, Merlin, Viper, Jester).&lt;br /&gt;
** A callsign that is excessively cool/badass sounding. Don't be Demon, Hell Fury, Killer, Predator etc. It easily gets a little silly. Feel free to ask us if you are uncertain.&lt;br /&gt;
** A callsign that is very offensive or political.&lt;br /&gt;
&lt;br /&gt;
===Getting setup===&lt;br /&gt;
&lt;br /&gt;
* Contact us by signing up on the forum and joining the Discord, like described above. &lt;br /&gt;
* Then make sure all the necessary software (DCS, SRS and Discord) is installed and configured. Follow the guide called [[Technical_Checklist]]. Please, follow this guide carefully, and don't skip any steps, as that will take unecessary time from other people when it's time to fly.&lt;br /&gt;
* Ask us on Discord for advice on how to setup your joystick and throttle bindings.&lt;br /&gt;
&lt;br /&gt;
===Schedule an intro flight===&lt;br /&gt;
&lt;br /&gt;
* Your first flight with Master Arms will be with one other member (one of our IPs or &amp;quot;instructor pilots&amp;quot;, which is nothing more fancy than a senior member that likes to help people out) that will welcome you aboard and help you out getting started. During the flight, he will make sure you get to learn the basics of how we fly in the community, and make sure your tech stuff (like SRS) is working as intended.&lt;br /&gt;
* To schedule an intro flight, you should contact Bankler on Discord.&lt;br /&gt;
&lt;br /&gt;
===Start practicing===&lt;br /&gt;
&lt;br /&gt;
* After your intro flight, your IP might have given you some pointers or advice on what to start looking into. In general, the things that most new-comers need to practice are landing patterns (like the overhead break, and/or CASE 1 recovery if you're flying a Navy jet), formation flying and aerial refueling.&lt;br /&gt;
* If you're unsure about what to practice, you can take a look in the [[Aircraft Syllabi]] section.&lt;br /&gt;
* You are free to use the Master Arms training server, which is online 24/7.&lt;br /&gt;
* Also feel free to ask people to join you in your training sessions and help you out or just provide some company. Many times, people are more than happy to join you if just advertise you're in.&lt;br /&gt;
* Every Tuesday, we are hosting training events that you can sign up for. Sometimes it's just an open airfield with a manned tower and you can practice whatever you want. Sometimes there's a certain theme for the evening, like overhead breaks or formation flying. These events are posted on the [http://masterarms.se/events/ website]. To sign-up, you need to be logged in, and specify what aircraft you plan to fly in the form.&lt;br /&gt;
&lt;br /&gt;
===Participate in missions===&lt;br /&gt;
&lt;br /&gt;
* When you feel reasonably comfortable in your jet, you are free to sign up for Thursday missions (same signup process as Tuesday trainings).&lt;br /&gt;
* How long you should wait before joining missions is up to you. Some new-comers are ready right away! Others feel they new a couple of weeks of practice before they are ready.&lt;br /&gt;
* Don't be too hard on yourself here. You don't need to be an expert by any means to participate. It's not uncommon that new-comers feel anxious and wait too long. Don't be shy! We will be patient with you and understand that lots of stuff will be new.&lt;br /&gt;
* The things we EXPECT from you at this point is that: &lt;br /&gt;
** You can take off and land in the intended way for the jet you're flying. For instance, being on-speed with the Hornet, or using flare and aerodynamical braking for the Viper.&lt;br /&gt;
** Using the aircraft systems to navigate, finding your way to waypoints and back to base.&lt;br /&gt;
** Basic knowledge of the aircraft's most commonly used air-to-air and air-to-ground weapons.&lt;br /&gt;
** The most basic [[Comms]], like checking in to a channel.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=New_Member_Guide&amp;diff=2804</id>
		<title>New Member Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=New_Member_Guide&amp;diff=2804"/>
		<updated>2025-12-31T11:22:51Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* What aircraft are you guys flying? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[New Member Guide]]''&lt;br /&gt;
&lt;br /&gt;
'''This section is intended to help a new member understanding what Master Arms is and what can be expected from us, and what we expect from you.'''&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===What is Master Arms and how can I join?===&lt;br /&gt;
&lt;br /&gt;
Master Arms is a Swedish community for DCS enthusiasts. We have the ambition to fly in a serious manner, with realistic procedures, without ever losing sight of the importance of having fun together. Most of Master Arms' members are Swedish, but we regularly have foreign people joining us on missions as guests to established members. Briefings are typically in Swedish. In the sim, we use SRS (a radio simulation program) to simulate comms between flights and agencies like AWACS and tower. All these comms are in English.&lt;br /&gt;
&lt;br /&gt;
If you are interested in flying with us, the first step is to join our [https://discord.gg/hw3Aat4 Discord] and say hello in the #introductions channel. Please note that we remove all non-members from the Discord server every now and then, which means you will eventually be kicked out if you don't write in the #introductions channel.&lt;br /&gt;
&lt;br /&gt;
* Join [https://discord.gg/hw3Aat4 Discord] and write a short presentation of yourself in the channel called #membership&lt;br /&gt;
* Register an account on the [http://masterarms.se/register/ website]&lt;br /&gt;
&lt;br /&gt;
Most of us are around 25-45 years old. But it doesn't matter if you are younger (within reason) or older. You can be a beginner or an experienced DCS pilot. As long you share our passion for serious flying, you have a willingness to learn, and you are socially compatible with us, you're welcome!&lt;br /&gt;
For the sake of internet safety, members under 16 need a parent's consent to join. Parents will get a phone number so they can reach a non-anonymous contact if any questions arise.&lt;br /&gt;
&lt;br /&gt;
====What do I need?====&lt;br /&gt;
* A PC powerful enough to run DCS relatively smoothly in multiplayer.&lt;br /&gt;
* Some kind of HOTAS, or at the very least a joystick with a built-in analog throttle.&lt;br /&gt;
* Some kind of head tracking. It can be TrackIR or similar (TrackHat, DelanClip, Monkey King Puck, TrackHat etc), a VR headset, or even a webcam based solution.&lt;br /&gt;
* A headset/microphone.&lt;br /&gt;
* A humble attitude and willingness to learn.&lt;br /&gt;
&lt;br /&gt;
====I don't know Swedish, can I still join?====&lt;br /&gt;
The short answer is no. You will not be able to join the standard way (with almost zero prerequisites, enjoying our mentorship programs and so on). However, there is one way you can join our events, and that is by a) already be skilled in your aircraft of choice (we will not teach you to fly), and b) have an existing Swedish-speaking community member vouching for you, and accepting you into his/her flight helping you out, with them being the flight lead.&lt;br /&gt;
&lt;br /&gt;
==The Journey==&lt;br /&gt;
&lt;br /&gt;
===Standalone or Steam?===&lt;br /&gt;
&lt;br /&gt;
We generally recommend using the Standalone version. Even many of our users who use Steam for all other games, tend to use the Standalone version for DCS. The benefits are small but significant. Standalone lets you select any version/patch of the game you want, instead of being limited to the latest builds. Also, discounts and new releases tend to arrive to Standalone before they're available on Steam. Even if it's generally just a day or two, it can be frustrating to wait while everyone else is having fun on a newly released map or trying out a new aircraft. Finally, when you buy games through Steam, 30% goes to Valve's cut. This is money that could have gone to the DCS developers Eagle Dynamics, who surely need them more. Help out and keep our hobby going!&lt;br /&gt;
If you already have invested in aircraft on Steam, but now want to use Standalone instead, you can [https://www.digitalcombatsimulator.com/en/support/faq/steam/ transfer them to your Standalone account] (not the other way around though).&lt;br /&gt;
&lt;br /&gt;
===Get a full fidelity DCS aircraft===&lt;br /&gt;
&lt;br /&gt;
====What aircraft are you guys flying?====&lt;br /&gt;
&lt;br /&gt;
We don't strictly require you to fly a certain type of aircraft. But the way it works is that when we are running missions, there are a number of ''slots'' available for members to join the event. These slots have different aircraft types. In other words, in a particular mission, there might be 12 Hornet slots and 4 Viper slots, but no M-2000 slots. The event organizer decides this.&lt;br /&gt;
In general, the most popular aircraft types in Master Arms will give you the smoothest ride, as you can get a lot of help, and there are always slots available for them in missions.&lt;br /&gt;
&lt;br /&gt;
In an ''approximate'' order of popularity (it varies quite a bit though), these are the aircraft commonly flown in Master Arms missions:&lt;br /&gt;
&lt;br /&gt;
# F/A-18C Hornet&lt;br /&gt;
# F-16C Viper&lt;br /&gt;
# AJS 37 Viggen&lt;br /&gt;
# A-10C Warthog ''(the new version)''&lt;br /&gt;
# AH-64D Apache&lt;br /&gt;
# F-14B Tomcat&lt;br /&gt;
# OH-58D Kiowa&lt;br /&gt;
# F-15E Strike Eagle&lt;br /&gt;
# UH-1H Huey&lt;br /&gt;
&lt;br /&gt;
Regardless which aircraft you pick, we recommend you to initially stick with one. It's better to master one type than to dabble with four.&lt;br /&gt;
&lt;br /&gt;
====Which aircraft should I get?====&lt;br /&gt;
&lt;br /&gt;
Here follows a brief summary of what to expect from the different types:&lt;br /&gt;
&lt;br /&gt;
* F/A-18C Hornet - This is a very versatile multirole fighter. It can do almost everything reasonably well. It has a large array of available air-to-ground weapons and is a solid air-to-air fighter in both the visual and beyond-visual-range arena. Most notably, it flies off the carrier. Carrier ops is quite challenging, but also very fun, and something we do a lot in Master Arms! If you have no idea which aircraft to choose, and you're okay with a modern fighter with quite a bit of &amp;quot;pressing computer buttons&amp;quot; this is probably the safest bet. It's in early access, but at least near-complete. Also, you will need the Supercarrier module since we fly these birds off the boat. ED sometimes have bundle deals though.&lt;br /&gt;
* F-16C Viper - Shares more or less the same mission set as the Hornet. If you want a multirole fighter, but you are not interested in landing on a boat, the Viper might be worth considering! Be prepared that the F-16 is in early access. The air-to-air parts work quite well, and the air-to-ground part is starting to look really nice, but it's not as mature in development as the Hornet. This is the best choice if you want a multirole fighter but carrier ops isn't your cup of tea.&lt;br /&gt;
* AJS 37 Viggen - This is one of our favorite jets. Partly because it's a Swedish design, but also since we have devs in the group, and it's a joy to fly! Be advised though that it's a niche aircraft. It's designed to fly low and fast, attack a ground/sea target and fly home. It's not a dogfighter, and it misses some of the systems that can be found in more modern jets, like datalink and aerial refueling capability.&lt;br /&gt;
* A-10C Warthog - This is a pure close-air-support aircraft. It's very complete in terms of systems implementaton. If you are okay with a very slow aircraft and quite a bit of button pressing, this is a beautiful aircraft if you like carrying a virtually unlimited air-to-ground loadout and hunting tanks. Be sure to get the newest version of it (i.e the &amp;quot;A-10C II Tank Killer&amp;quot; module), rather than the A-10C or A-10A modules.&lt;br /&gt;
* F-14B Tomcat - The Top Gun icon! This is a much older aircraft than the Hornet and the Viper and requires more of the pilot in terms of flying the thing. There's no fly-by-wire helping you here, and the HUD is very minimalistic. Most importantly, it's a two-man crew aircraft. While it's possible to fly it alone using an AI RIO, it's just not the same thing as flying together with another human crewman. In general, it's much harder to become proficient in this aircraft than the single-seat jets, as it requires you to schedule your flying with a partner. On the other hand, it will be a very rewarding experience if you make it happen! The F-14 does air-to-air extremely well and is quite capable in the air-to-ground role. It also flies off the carrier, which adds to the fun! You will need the Supercarrier as well.&lt;br /&gt;
* AH-64D Apache - Doesn't get much more brutal than an Apache gunship. Just like with the Tomcat, it really shines when you are a two-man crew. Also be prepared that the AH-64D is in early development. Some parts work quite well, but it's still limited in many systems. Helicopters are sometimes included in our missions, but not always. Some of our pilots learn a jet as well, in order to be able to always participate.&lt;br /&gt;
* UH-1H Huey - Our favorite helicopter! If rotary wing is your thing, and you don't necessarily need to shoot missiles and bomb stuff, look no further than the Huey. It's an incredibly well simulated helicopter that have received praise from real-world pilots for its accuracy to the real thing. Just like with the Apache, it's worth mentioning that helicopters are not always included in our missions.&lt;br /&gt;
* L-39C Albatross - This aircraft doesn't get featured in missions that often, but deserves mentioning as it's a beatifully simulated aircraft, and has a quite a few hard core fans in Master Arms using it during training flights and flying aerobatics in formation. The fact that this is one of the few jets that is somewhat reasonable to get to fly in real life, makes it quite interesting!&lt;br /&gt;
* F-5E - Just like with the Albatross, this is not an aircraft commonly seen in missions. But if you want a bare bones old school aircraft for training basic aviation, but also want som thrust when you need it, the F-5 is the perfect choice!&lt;br /&gt;
&lt;br /&gt;
====What terrains should I get?====&lt;br /&gt;
&lt;br /&gt;
* We recommend buying the Syria and the Persian Gulf maps. Quite a few of our missions are flown on those, especially Syria right now. You don't need any other terrain (except Caucasus, which is free and included in the base game).&lt;br /&gt;
&lt;br /&gt;
====What about the Supercarrier?====&lt;br /&gt;
&lt;br /&gt;
* Yes. If you plan to fly Hornet or Tomcat, you will need the Supercarrier. It's unfortunately not in a very good state at this point. But the fact that it lets us spawn lots of aircraft on the deck saves a lot of time, making it worth it.&lt;br /&gt;
&lt;br /&gt;
===Pick a pilot callsign===&lt;br /&gt;
&lt;br /&gt;
* If you have callsign/nickname from before, you can most likely go ahead and use it. See exceptions below!&lt;br /&gt;
* If you don't have a callsign, you can make one up, or even better, just use your first name for now and let us know that you would like to receive suggestions on callsigns. We would LOVE to help you out, coming up with a cool and fun callsign after you have started flying with us. Probably based on some shenanigans in your flying. Unlike the real military, in Master Arms you can always refuse these suggestions if you don't like them, and ask for another one. In the end, you are free to be called whatever you want. It's up to you to decide.&lt;br /&gt;
* Callsigns that you should avoid include:&lt;br /&gt;
** A callsign already used by a Master Arms member (at least core members, i.e the people who are actively flying). Just look in the Discord member list.&lt;br /&gt;
** A callsign from the Top Gun movie (Maverick, Goose, Ice Man, Slider, Cougar, Merlin, Viper, Jester).&lt;br /&gt;
** A callsign that is excessively cool/badass sounding. Don't be Demon, Hell Fury, Killer, Predator etc. It easily gets a little silly. Feel free to ask us if you are uncertain.&lt;br /&gt;
** A callsign that is very offensive or political.&lt;br /&gt;
&lt;br /&gt;
===Getting setup===&lt;br /&gt;
&lt;br /&gt;
* Contact us by signing up on the forum and joining the Discord, like described above. &lt;br /&gt;
* Then make sure all the necessary software (DCS, SRS and Discord) is installed and configured. Follow the guide called [[Technical_Checklist]]. Please, follow this guide carefully, and don't skip any steps, as that will take unecessary time from other people when it's time to fly.&lt;br /&gt;
* Ask us on Discord for advice on how to setup your joystick and throttle bindings.&lt;br /&gt;
&lt;br /&gt;
===Schedule an intro flight===&lt;br /&gt;
&lt;br /&gt;
* Your first flight with Master Arms will be with one other member (one of our IPs or &amp;quot;instructor pilots&amp;quot;, which is nothing more fancy than a senior member that likes to help people out) that will welcome you aboard and help you out getting started. During the flight, he will make sure you get to learn the basics of how we fly in the community, and make sure your tech stuff (like SRS) is working as intended.&lt;br /&gt;
* To schedule an intro flight, you should contact Bankler on Discord.&lt;br /&gt;
&lt;br /&gt;
===Start practicing===&lt;br /&gt;
&lt;br /&gt;
* After your intro flight, your IP might have given you some pointers or advice on what to start looking into. In general, the things that most new-comers need to practice are landing patterns (like the overhead break, and/or CASE 1 recovery if you're flying a Navy jet), formation flying and aerial refueling.&lt;br /&gt;
* If you're unsure about what to practice, you can take a look in the [[Aircraft Syllabi]] section.&lt;br /&gt;
* You are free to use the Master Arms training server, which is online 24/7.&lt;br /&gt;
* Also feel free to ask people to join you in your training sessions and help you out or just provide some company. Many times, people are more than happy to join you if just advertise you're in.&lt;br /&gt;
* Every Tuesday, we are hosting training events that you can sign up for. Sometimes it's just an open airfield with a manned tower and you can practice whatever you want. Sometimes there's a certain theme for the evening, like overhead breaks or formation flying. These events are posted on the [http://masterarms.se/events/ website]. To sign-up, you need to be logged in, and specify what aircraft you plan to fly in the form.&lt;br /&gt;
&lt;br /&gt;
===Participate in missions===&lt;br /&gt;
&lt;br /&gt;
* When you feel reasonably comfortable in your jet, you are free to sign up for Thursday missions (same signup process as Tuesday trainings).&lt;br /&gt;
* How long you should wait before joining missions is up to you. Some new-comers are ready right away! Others feel they new a couple of weeks of practice before they are ready.&lt;br /&gt;
* Don't be too hard on yourself here. You don't need to be an expert by any means to participate. It's not uncommon that new-comers feel anxious and wait too long. Don't be shy! We will be patient with you and understand that lots of stuff will be new.&lt;br /&gt;
* The things we EXPECT from you at this point is that: &lt;br /&gt;
** You can take off and land in the intended way for the jet you're flying. For instance, being on-speed with the Hornet, or using flare and aerodynamical braking for the Viper.&lt;br /&gt;
** Using the aircraft systems to navigate, finding your way to waypoints and back to base.&lt;br /&gt;
** Basic knowledge of the aircraft's most commonly used air-to-air and air-to-ground weapons.&lt;br /&gt;
** The most basic [[Comms]], like checking in to a channel.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:Flights_THT.png&amp;diff=2769</id>
		<title>Fil:Flights THT.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:Flights_THT.png&amp;diff=2769"/>
		<updated>2025-12-14T10:46:49Z</updated>

		<summary type="html">&lt;p&gt;Bankler: Bankler laddade upp en ny version av Fil:Flights THT.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:Flights_kb.png&amp;diff=2768</id>
		<title>Fil:Flights kb.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:Flights_kb.png&amp;diff=2768"/>
		<updated>2025-12-14T09:23:56Z</updated>

		<summary type="html">&lt;p&gt;Bankler: Bankler laddade upp en ny version av Fil:Flights kb.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Technical_Checklist&amp;diff=2758</id>
		<title>Technical Checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Technical_Checklist&amp;diff=2758"/>
		<updated>2025-12-07T22:57:47Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Optional, highly recommended steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Technical Guides]] &amp;gt;&amp;gt; [[Technical Checklist]]''&lt;br /&gt;
&lt;br /&gt;
This page explains the steps you need to take to prepare your computer for DCS flying with Master Arms.&lt;br /&gt;
&lt;br /&gt;
==Mandatory Steps==&lt;br /&gt;
&lt;br /&gt;
===Download the correct DCS client===&lt;br /&gt;
&lt;br /&gt;
Install DCS on a SSD. Running DCS on a mechanical HDD is not a good experience. We are using the latest DCS client.&lt;br /&gt;
&lt;br /&gt;
If you don't have DCS installed:&lt;br /&gt;
&lt;br /&gt;
'''Get DCS here: https://www.digitalcombatsimulator.com/en/downloads/world/'''&lt;br /&gt;
&lt;br /&gt;
===Configure DCS===&lt;br /&gt;
&lt;br /&gt;
* Set Options / Gameplay / Easy Communication to OFF.&lt;br /&gt;
* Set Options / Gameplay / Wake Turbulence to OFF.&lt;br /&gt;
* Set Options / Gameplay / Labels to &amp;quot;NONE&amp;quot; (or press RShift + F10 in the game to toggle labels off). Alternatively, set labels &amp;quot;NEUTRAL DOT&amp;quot; if your hardware makes it very hard to see other aircraft. &lt;br /&gt;
* Set Options / Misc / Battle Damage Assessment to OFF.&lt;br /&gt;
* Set Options / Special / DCS-SRS / Show DCS Overlay by Default to OFF (or press LCtrl + LShift + ESC in the game to toggle SRS overlay off).&lt;br /&gt;
&lt;br /&gt;
===Download and configure Discord===&lt;br /&gt;
&lt;br /&gt;
The daily chatter, much of the mission planning and such happens on our Discord server. Please join and start interacting with the community.&lt;br /&gt;
&lt;br /&gt;
'''Get Discord here: https://discordapp.com/download'''&lt;br /&gt;
&lt;br /&gt;
#Connect to our server at: https://discord.gg/hw3Aat4&lt;br /&gt;
#Say hello and present yourself in the #introductions channel&lt;br /&gt;
#PTT (Push to talk) is required in most channels&lt;br /&gt;
#Under Settings/Notifications, un-tick the PTT Activate and PTT Deactivate sounds (for your own sanity's sake)&lt;br /&gt;
&lt;br /&gt;
===Download and configure SRS===&lt;br /&gt;
&lt;br /&gt;
SRS is an external software used for comms when flying, simulation radio communications more realistically. &lt;br /&gt;
&lt;br /&gt;
* Get SRS here: http://dcssimpleradio.com/&lt;br /&gt;
* Go through the [[SRS Setup Guide]]&lt;br /&gt;
&lt;br /&gt;
==Optional, highly recommended steps==&lt;br /&gt;
&lt;br /&gt;
===Download Tacview===&lt;br /&gt;
&lt;br /&gt;
Tacview is an amazing, free software that let's you look through flights after you exit the mission. It's very useful for analyzing mistakes and learn from them.&lt;br /&gt;
&lt;br /&gt;
'''Get TacView here: https://www.tacview.net/download/latest/en/'''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Technical_Checklist&amp;diff=2699</id>
		<title>Technical Checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Technical_Checklist&amp;diff=2699"/>
		<updated>2025-10-20T19:12:04Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Configure DCS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Technical Guides]] &amp;gt;&amp;gt; [[Technical Checklist]]''&lt;br /&gt;
&lt;br /&gt;
This page explains the steps you need to take to prepare your computer for DCS flying with Master Arms.&lt;br /&gt;
&lt;br /&gt;
==Mandatory Steps==&lt;br /&gt;
&lt;br /&gt;
===Download the correct DCS client===&lt;br /&gt;
&lt;br /&gt;
Install DCS on a SSD. Running DCS on a mechanical HDD is not a good experience. We are using the latest DCS client.&lt;br /&gt;
&lt;br /&gt;
If you don't have DCS installed:&lt;br /&gt;
&lt;br /&gt;
'''Get DCS here: https://www.digitalcombatsimulator.com/en/downloads/world/'''&lt;br /&gt;
&lt;br /&gt;
===Configure DCS===&lt;br /&gt;
&lt;br /&gt;
* Set Options / Gameplay / Easy Communication to OFF.&lt;br /&gt;
* Set Options / Gameplay / Wake Turbulence to OFF.&lt;br /&gt;
* Set Options / Gameplay / Labels to &amp;quot;NONE&amp;quot; (or press RShift + F10 in the game to toggle labels off). Alternatively, set labels &amp;quot;NEUTRAL DOT&amp;quot; if your hardware makes it very hard to see other aircraft. &lt;br /&gt;
* Set Options / Misc / Battle Damage Assessment to OFF.&lt;br /&gt;
* Set Options / Special / DCS-SRS / Show DCS Overlay by Default to OFF (or press LCtrl + LShift + ESC in the game to toggle SRS overlay off).&lt;br /&gt;
&lt;br /&gt;
===Download and configure Discord===&lt;br /&gt;
&lt;br /&gt;
The daily chatter, much of the mission planning and such happens on our Discord server. Please join and start interacting with the community.&lt;br /&gt;
&lt;br /&gt;
'''Get Discord here: https://discordapp.com/download'''&lt;br /&gt;
&lt;br /&gt;
#Connect to our server at: https://discord.gg/hw3Aat4&lt;br /&gt;
#Say hello and present yourself in the #introductions channel&lt;br /&gt;
#PTT (Push to talk) is required in most channels&lt;br /&gt;
#Under Settings/Notifications, un-tick the PTT Activate and PTT Deactivate sounds (for your own sanity's sake)&lt;br /&gt;
&lt;br /&gt;
===Download and configure SRS===&lt;br /&gt;
&lt;br /&gt;
SRS is an external software used for comms when flying, simulation radio communications more realistically. &lt;br /&gt;
&lt;br /&gt;
* Get SRS here: http://dcssimpleradio.com/&lt;br /&gt;
* Go through the [[SRS Setup Guide]]&lt;br /&gt;
&lt;br /&gt;
==Optional, highly recommended steps==&lt;br /&gt;
&lt;br /&gt;
===Download Tacview===&lt;br /&gt;
&lt;br /&gt;
Tacview is an amazing, free software that let's you look through flights after you exit the mission. It's very useful for analyzing mistakes and learn from them.&lt;br /&gt;
&lt;br /&gt;
'''Get TacView here: https://www.tacview.net/download/latest/en/'''&lt;br /&gt;
&lt;br /&gt;
===Download Skatezilla's Launcher===&lt;br /&gt;
&lt;br /&gt;
This is more a quality-of-life thing than anything else, and it's entirely up to you if you want to use it. Skatezilla's app makes updating and launching DCS a little more hassle free and flexible, allowing you to keep multiple configurations (one for VR and one for screen for instance) and such.&lt;br /&gt;
&lt;br /&gt;
'''Get Skatezilla's Launcher here: https://forums.eagle.ru/showthread.php?t=160053'''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Mission_Design_Guide&amp;diff=2679</id>
		<title>Mission Design Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Mission_Design_Guide&amp;diff=2679"/>
		<updated>2025-09-28T15:02:11Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Mission Template */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Mission Design Guide]]''&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
* Make it a smooth process for mission designers to create new missions.&lt;br /&gt;
* Establish standard configurations for things such as callsigns, comms and TACAN channels.&lt;br /&gt;
* Provide workarounds for common DCS problems, such as loss of TACAN.&lt;br /&gt;
* Provide tips for how to design a fun mission.&lt;br /&gt;
&lt;br /&gt;
==Game Options Considerations==&lt;br /&gt;
&lt;br /&gt;
Some settings that you set in the game's options (available through the DCS main menu) are copied into the actual mission. You need to make sure the following is setup in your options:&lt;br /&gt;
&lt;br /&gt;
* Gameplay / Wake Turbulence OFF&lt;br /&gt;
* Gameplay / Easy Communication OFF&lt;br /&gt;
&lt;br /&gt;
==Mission Editor Considerations==&lt;br /&gt;
&lt;br /&gt;
===Mission Template===&lt;br /&gt;
&lt;br /&gt;
[[Fil:Flights_THT.png|400px|thumb|Lineup]]&lt;br /&gt;
&lt;br /&gt;
To make things easy, you can download a template .miz file that has all the basic stuff already setup for you. This will most likely save you quite a lot of time.&lt;br /&gt;
&lt;br /&gt;
The template includes:&lt;br /&gt;
* Supercarrier with correct frequencies and TACAN.&lt;br /&gt;
* Deactivatable backup carrier.&lt;br /&gt;
* F10 menu controlled script that lets us reactivate the TACAN and ILS in case it shuts down because of a bug.&lt;br /&gt;
* Moose framework.&lt;br /&gt;
* Five tankers with patterns and correct frequencies.&lt;br /&gt;
* E-3 AWACS.&lt;br /&gt;
* 21+ flights of F/A-18C, F-14A/B, AJS 37, A-10C, F-16C, Mirage 2000, F-15E, UH-1H, AH-64D and Ka-50.&lt;br /&gt;
* All aircraft have comms preset synchronized as per Master Arms standards.&lt;br /&gt;
* All aircraft have unique modex/tailnumbers as well as laser codes matching the included kneeboard.&lt;br /&gt;
* Enemies that can be spawned through LotAtc.&lt;br /&gt;
* Copy-paste friendly Skynet SAMs (more intelligent than usual SAMs).&lt;br /&gt;
Download it here:&lt;br /&gt;
* [https://wiki.masterarms.se/images/5/58/MA_MissionTemplate_CA_6_6.miz Caucasus Mission Template 6.6]&lt;br /&gt;
* [https://wiki.masterarms.se/images/2/2e/MA_MissionTemplate_PG_6_6.miz Persian Gulf Mission Template 6.6]&lt;br /&gt;
* [https://wiki.masterarms.se/images/8/87/MA_MissionTemplate_SY_6_6.miz Syria Mission Template 6.6]&lt;br /&gt;
* [https://wiki.masterarms.se/images/b/b1/MA_MissionTemplate_AF_1_0.miz Afghanistan Mission Template 1.0]&lt;br /&gt;
* [https://wiki.masterarms.se/images/5/54/MA_MissionTemplate_CWG_1_0.miz Cold War Germany Mission Template 1.0]&lt;br /&gt;
* [https://wiki.masterarms.se/images/3/34/MA_MissionTemplate_KO_1_0.miz Kola Mission Template 1.0]&lt;br /&gt;
* Written briefing template: [[Mission Briefing Template]]&lt;br /&gt;
&lt;br /&gt;
===Detailed Basic Instructions===&lt;br /&gt;
&lt;br /&gt;
This section covers all the things that should be considered in all missions. If you're using the mission template, most of this stuff is already taken care of.&lt;br /&gt;
&lt;br /&gt;
====Carrier Setup====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;''The mission templates already have these things set up.''&amp;lt;/span&amp;gt;&lt;br /&gt;
* Use ship number for TACAN (72X for CVN-72) and 264.00 for AI comms.&lt;br /&gt;
* Use the method showcased in the template .miz to allow for TACAN and ILS reactivation.&lt;br /&gt;
* If you have wind, make sure that the carrier route makes the carrier steam ''into'' the wind. No carrier cross-wind.&lt;br /&gt;
* The wind-over-deck speed should be around 25 kts. If you have zero wind, set the speed to 25. If you have 10 kts of headwind, set the speed to 15 kts.&lt;br /&gt;
** If you change the wind, you may need to tweak the carrier's heading and speed. Use this tool to know what approximate heading and speed is recommended for any given wind setting. https://magwo.github.io/carrier-cruise/&lt;br /&gt;
* To calculate the BRC, you need to work some magic because of true vs magnetic heading differances. &lt;br /&gt;
** In Caucasus and in Syria, take the course you see in the ME minus 6. Example: Boat is heading 000. BRC is 353.&lt;br /&gt;
** In Persian Gulf, take the course you see in the ME minus 2. Example: Boat is heading 000. BRC is 358.&lt;br /&gt;
&lt;br /&gt;
====Flight Callsigns====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;''The mission templates have flight names set to Arctic1, Bender2, Crimson3 and so on by default, and you are recommended to keep them. Feel free to be creative and change them, but if you do, a new custom transponder json file will have to be created for your mission, making things more complicated.''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the callsigns in the templates make things easier. Here is a spreadsheet with the flights available in the templates:&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1C_Cu42DHHPnOjoe6QEh-Vef0yCF0RqlnCd3AfM36kDw/edit?usp=sharing Master Arms Mission Template Flights on Google Drive]&lt;br /&gt;
&lt;br /&gt;
Here are a few guidelines:&lt;br /&gt;
* Unless there's a good reason for not doing so, use incremental numbers on the flights. If you have three flights and want to use the names Adam, Boxer and Charlie, call them Adam1, Boxer2 and Charlie3.&lt;br /&gt;
* Don't use callsigns that are too similar to each other. For instance avoid using two callsigns starting with the same letter (like Viper and Victor).&lt;br /&gt;
* Avoid callsigns that are easily associated with a certain aircraft type, if the flight flies something else. For instance, don't have an F-16 flight called Stinger1 or an F/A-18 flight called Viper2 or Falcon3.&lt;br /&gt;
&lt;br /&gt;
''The mission templates have flight names set to Arctic1, Bender2, Crimson3 and so on by default.''&lt;br /&gt;
&lt;br /&gt;
====Tanker Setup====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;''The mission templates already have these things set up.''&amp;lt;/span&amp;gt;&lt;br /&gt;
* Navy aircraft (F/A-18C and F-14B) use &amp;quot;probe-and-drogue&amp;quot; refueling. They can refuel from KC-135 MPRS, S-3B and KC-130.&lt;br /&gt;
* Air Force aircraft (F-16C, F-15C, A-10C) use &amp;quot;flying boom&amp;quot; refuling. They can refuel from KC-135 only (NOT the MPRS version).&lt;br /&gt;
* Be advised that the KC-130 carries significantly less fuel than the KC-135 MPRS and as such, can refuel fewer aircraft before it heads home.&lt;br /&gt;
* You may want to add a two-ship HAVCAP that escorts the main tankers.&lt;br /&gt;
* To setup a tanker pattern, add two waypoints (1 and 2) in addition to the starting waypoint. On WP1, add an action &amp;quot;ORBIT / RACE-TRACK&amp;quot;. The tanker will fly in a race-track between WP1 and WP2.&lt;br /&gt;
* For tankers at about 15000-17000', a ground speed of 360 kts is good. Don't forget to set this speed in the Orbit Waypoint action as well.&lt;br /&gt;
* We recommend setting the tankers' &amp;quot;Reaction to Threat&amp;quot; setting to &amp;quot;Passive Defence&amp;quot;.&lt;br /&gt;
* In most missions, you should setup three (or more) tankers:&lt;br /&gt;
** 1) Navy overhead tanker using Ch 14 (260.00). Could be KC-135 MPRS or a KC-130. Recommended callsign &amp;quot;Arco1&amp;quot; and TCN 101Y.&lt;br /&gt;
** 2) Air Force main tanker using Ch 20 (266.00). Always a KC-135. Recommended callsign &amp;quot;Texaco2&amp;quot; and TCN 102Y.&lt;br /&gt;
** 3) Navy overhead tanker using Ch 19 (253.00). Could be S-3B, KC-135 MPRS or a KC-130. Recommended callsign &amp;quot;Shell3&amp;quot; and TCN 103Y.&lt;br /&gt;
&lt;br /&gt;
====AWACS Setup====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;''The mission templates already have these things set up.''&amp;lt;/span&amp;gt;&lt;br /&gt;
* There are two different EW aircraft. E-2D Hawkeye and E-3 Sentry. We recommend using the E-3 because of its superior radar coverage.&lt;br /&gt;
* Put the aircraft in a location between the airfield or carrier and the enemy AO, in such a way that it can be protected by friendly forces if needed.&lt;br /&gt;
* E-3 normally flies at around 29000' at 0.75M.&lt;br /&gt;
* E-2D normally flies at around 22000' at 250 kts indicated airspeed.&lt;br /&gt;
* You may want to add a two-ship HAVCAP aircraft that escorts the EW aircraft.&lt;br /&gt;
* Set the AWACS frequency to 251.00. Normally we have a human acting AWACS on Ch 3 (265.00). Channel 18 (251.00) is the AI AWACS channel (normally not used).&lt;br /&gt;
* We recommend setting the aircraft's &amp;quot;Reaction to Threat&amp;quot; setting to &amp;quot;Passive Defence&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Bullseye Placement====&lt;br /&gt;
Pilots and AWACS often need to describe locations relative to a known pre-briefed location, called the bullseye.&lt;br /&gt;
&lt;br /&gt;
* Place the bullseye between friendly airspace and enemy airspace, 20-100 NM from anticipated engagement area.&lt;br /&gt;
* If possible, place the bullseye on a geographically well-known, visually spottable location such as a city, village, bridge, mountain or airfield.&lt;br /&gt;
* Don't place the bullseye on a target area. It causes impractically large bearing changes when aircraft are moving around the target area.&lt;br /&gt;
&lt;br /&gt;
====Radio Presets====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;''The mission templates already have these things set up.''&amp;lt;/span&amp;gt;&lt;br /&gt;
* As far as it is possible, all aircraft should have the same radio presets for the UHF radio. It should follow the Master Arms standard [[Comms]] plan, which is identical to the DCS standard list for F/A-18C and F-16C (305.00, 264.00, 265.00 and so on).&lt;br /&gt;
* Normally, you only have to change F-14 and AJS 37 flights.&lt;br /&gt;
* AJS 37 flights should have Special 1: 270.00, Special 2: 257.00, Special 3: 265.00&lt;br /&gt;
&lt;br /&gt;
====Mission Customization====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;''To allow for convenient testing, the mission templates don't have F10 View set to &amp;quot;Map Only&amp;quot;, so you need to change it manually.''&amp;lt;/span&amp;gt;&lt;br /&gt;
* You typically want to set all waypoints to ground level (set them to 0 and it will get moved to ground level). Especially important on target waypoints.&lt;br /&gt;
* Do not zoom the map all the way out before saving. The can cause the map to get &amp;quot;stuck&amp;quot; on certain aspect ratio monitors. Set it approx 50% zoomed in or so.&lt;br /&gt;
* Do not include large groups of ground movers. Especially not in the vicinity of structures that can block their path finding. If a ground mover needs to move through a town, set its waypoints to &amp;quot;on road&amp;quot;, so it avoids the buildings and backyards.&lt;br /&gt;
* Buildings can not be seen in TacView. So if you have buildings as targets, put a Russian Infantry in the roof, and set WP 0 to &amp;quot;Set Option/ROE/Weapon Hold&amp;quot; and &amp;quot;Perform Task/HOLD&amp;quot;, to make sure we can evaluate if we hit the targets after a mission.&lt;br /&gt;
* When developing the mission, it's nice to have the F10 View Option set to &amp;quot;All&amp;quot;, for easy debugging.&lt;br /&gt;
* When you are done, before actually playing the mission, change this option to &amp;quot;Map Only&amp;quot; (and enforce it), so people can't use the F10 map as a GPS.&lt;br /&gt;
* Enforce the padlock option to &amp;quot;OFF&amp;quot;.&lt;br /&gt;
* You can enforce Labels to &amp;quot;OFF&amp;quot; if you want. But we recommend leaving it not enforced. The mission needs to allow &amp;quot;Neutral Dot Labels&amp;quot; to allow for pilots to use the Mini Dot Labels mod found under [[Mods]]. Typically, we trust people to not use actual full labels.&lt;br /&gt;
&lt;br /&gt;
==Design Considerations==&lt;br /&gt;
&lt;br /&gt;
* While it's up to you as a mission designer to decide the difficulty level, be advised that it's more common that one accidently makes the mission too hard than too easy. It's tempting to add lots of enemies, but generally it's not needed to provide an interesting challenge.&lt;br /&gt;
* Even if the mission turns out to be easy, meaning nobody got shot down or was close to being so, you can count on that the mission will get challenging regardless. Comms, formation flying, keeping SA, aerial refueling and so on are very challenging and fun elements in themselves, even without somebody shooting at you.&lt;br /&gt;
* Don't over-complicate things. With lots of players, things will get complicated regardless.&lt;br /&gt;
* DCS always has a number of bugs, and some of them appear only in MP. Be very conservative using triggers. Avoid triggers that are crucial for the mission flow.&lt;br /&gt;
* Always assign a package lead/mission commander. Inform them a couple of days before the flight preferably. If you don't have anybody else, consider taking this responsibility yourself. Don't run the mission without a formal commander.&lt;br /&gt;
&lt;br /&gt;
==Written Briefing Considerations==&lt;br /&gt;
This is the recommended format for the written briefing.&lt;br /&gt;
Here's a copy-paste friendly briefing template: [[Mission Briefing Template]]&lt;br /&gt;
&lt;br /&gt;
*Event details&lt;br /&gt;
**RSVP&lt;br /&gt;
**Activity&lt;br /&gt;
**Theatre&lt;br /&gt;
**Modules&lt;br /&gt;
**Prerequisites (State any general or slot-specific prerequisites for participation (i.e CASE 3, BQ, AAR etc))&lt;br /&gt;
**Lineup&lt;br /&gt;
*1 SITUATION&lt;br /&gt;
**1.1 Overview&lt;br /&gt;
**1.2 Area of operations&lt;br /&gt;
**1.3 Time and weather&lt;br /&gt;
**1.4 Air threats&lt;br /&gt;
**1.5 Ground threats&lt;br /&gt;
**1.6 Friendly forces&lt;br /&gt;
**1.7 Civilian/3rd part&lt;br /&gt;
*2 MISSION&lt;br /&gt;
*3 EXECUTION&lt;br /&gt;
**3.1 Commander’s intent&lt;br /&gt;
**3.2 Packages&lt;br /&gt;
**3.3 Order of events&lt;br /&gt;
**3.4 Rules of engagement&lt;br /&gt;
**3.5 Acceptable level of risk&lt;br /&gt;
**3.6 Flight tasking&lt;br /&gt;
*4 ADMINISTRATION AND LOGISTICS&lt;br /&gt;
**4.1 Airfield operations&lt;br /&gt;
**4.2 Carrier operations&lt;br /&gt;
**4.3 Tankers&lt;br /&gt;
*5 COMMAND AND CONTROL&lt;br /&gt;
**5.1 Commander&lt;br /&gt;
**5.2 Frequencies&lt;br /&gt;
**5.3 Authentication&lt;br /&gt;
**5.4 Freq flow (Airfield flights)&lt;br /&gt;
**5.5 Freq flow (Carrier flights)&lt;br /&gt;
**5.6 Brevity&lt;br /&gt;
**5.7 Bullseye&lt;br /&gt;
*6 ANNEXES (maps and so on)&lt;br /&gt;
&lt;br /&gt;
==Step Briefing Considerations==&lt;br /&gt;
&lt;br /&gt;
* Try to start the briefing asap. Don't wait more than a couple of minutes for late-joiners.&lt;br /&gt;
* Quickly go through the plan from an overview perspective.&lt;br /&gt;
* Let the mission commander, AWACS operator and ATC/Carrier people communicate any additional instructions and potential risks everyone needs to be aware of.&lt;br /&gt;
* Allow for questions but avoid long discussions.&lt;br /&gt;
* Keep the tempo up! Make sure the briefing doesn't take more than 15 minutes for easier missions and 30 minutes for very advanced missions.&lt;br /&gt;
* Allow for a quick restroom break just before starting the server.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_SY_6_6.miz&amp;diff=2678</id>
		<title>Fil:MA MissionTemplate SY 6 6.miz</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_SY_6_6.miz&amp;diff=2678"/>
		<updated>2025-09-28T15:01:12Z</updated>

		<summary type="html">&lt;p&gt;Bankler: Bankler laddade upp en ny version av Fil:MA MissionTemplate SY 6 6.miz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_PG_6_6.miz&amp;diff=2677</id>
		<title>Fil:MA MissionTemplate PG 6 6.miz</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_PG_6_6.miz&amp;diff=2677"/>
		<updated>2025-09-28T15:00:49Z</updated>

		<summary type="html">&lt;p&gt;Bankler: Bankler laddade upp en ny version av Fil:MA MissionTemplate PG 6 6.miz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_SY_6_6.miz&amp;diff=2676</id>
		<title>Fil:MA MissionTemplate SY 6 6.miz</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_SY_6_6.miz&amp;diff=2676"/>
		<updated>2025-09-28T14:59:12Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_PG_6_6.miz&amp;diff=2675</id>
		<title>Fil:MA MissionTemplate PG 6 6.miz</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_PG_6_6.miz&amp;diff=2675"/>
		<updated>2025-09-28T14:59:02Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_CA_6_6.miz&amp;diff=2674</id>
		<title>Fil:MA MissionTemplate CA 6 6.miz</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:MA_MissionTemplate_CA_6_6.miz&amp;diff=2674"/>
		<updated>2025-09-28T14:58:56Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Comms&amp;diff=2671</id>
		<title>Comms</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Comms&amp;diff=2671"/>
		<updated>2025-09-26T08:22:31Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* MIDS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Comms]]''&lt;br /&gt;
&lt;br /&gt;
==Channels and Frequencies==&lt;br /&gt;
&lt;br /&gt;
===PRI===&lt;br /&gt;
&lt;br /&gt;
This is the default comms plan for missions.&lt;br /&gt;
 &lt;br /&gt;
''Mission specific channels'' (11 through 13) are used to fit the scenario of a mission. These may include additional tankers, airport towers &amp;amp; ground, specific tasking channels, JTAC etc. If used for a mission, the table will be updated with said channels' functions in the mission event page. &lt;br /&gt;
&lt;br /&gt;
These common channels are called the PRI (primary) channels. They are used on Com1 (i.e the left radio in the Hornet).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Channel&lt;br /&gt;
! Function&lt;br /&gt;
! Frequency&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Carrier Tower&lt;br /&gt;
| 305.00&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Carrier Tower &amp;lt;small&amp;gt;(AI)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 264.00&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Tactical&lt;br /&gt;
| 265.00&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Carrier Red Crown&lt;br /&gt;
| 256.00&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| CAP A&lt;br /&gt;
| 254.00&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Ground&lt;br /&gt;
| 250.00&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Tower&lt;br /&gt;
| 270.00&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Control&lt;br /&gt;
| 257.00&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| AWACS Check In&lt;br /&gt;
| 255.00&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| CAP B&lt;br /&gt;
| 262.00&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Air Force Secondary Tanker &amp;lt;small&amp;gt;(AI)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 259.00&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Navy Secondary Tanker &amp;lt;small&amp;gt;(AI)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 268.00&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Mission Specific&lt;br /&gt;
| 269.00&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Navy Primary Tanker &amp;lt;small&amp;gt;(AI)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 260.00&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Carrier Approach A&lt;br /&gt;
| 263.00&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Carrier Marshal&lt;br /&gt;
| 261.00&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Carrier Approach B&lt;br /&gt;
| 267.00&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| AWACS &amp;lt;small&amp;gt;(AI)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 251.00&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Carrier Overhead Tankers &amp;lt;small&amp;gt;(AI)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 253.00&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Air Force Primary Tanker &amp;lt;small&amp;gt;(AI)&amp;lt;/small&amp;gt;&lt;br /&gt;
| 266.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is the standard comms table for AJS 37. Note that there's no AJS 37 preset for Ground. It has to be manually set to 250.00.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Channel&lt;br /&gt;
! Function&lt;br /&gt;
! Frequency&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Ground&lt;br /&gt;
| 250.00&lt;br /&gt;
|-&lt;br /&gt;
| S1&lt;br /&gt;
| Tower&lt;br /&gt;
| 270.00&lt;br /&gt;
|-&lt;br /&gt;
| S2&lt;br /&gt;
| Control&lt;br /&gt;
| 257.00&lt;br /&gt;
|-&lt;br /&gt;
| S3&lt;br /&gt;
| Tactical&lt;br /&gt;
| 265.00&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
| AWACS Check In&lt;br /&gt;
| 255.00&lt;br /&gt;
|-&lt;br /&gt;
| F&lt;br /&gt;
| Mission Specific&lt;br /&gt;
| 259.00&lt;br /&gt;
|-&lt;br /&gt;
| G&lt;br /&gt;
| Mission Specific&lt;br /&gt;
| 268.00&lt;br /&gt;
|-&lt;br /&gt;
| H&lt;br /&gt;
| Guard&lt;br /&gt;
| 243.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===AUX===&lt;br /&gt;
&lt;br /&gt;
The AUX frequencies are used by flights for intraflight comms. These are ''not'' presets. You have to manually tune your AUX radio to the correct frequency. The frequencies start at 130.10 and increases by .10 for each flight, corresponding to that flight's number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flight&lt;br /&gt;
! VHF&lt;br /&gt;
! UHF&lt;br /&gt;
|-&lt;br /&gt;
| Flight 1&lt;br /&gt;
| 130.10&lt;br /&gt;
| 330.10&lt;br /&gt;
|-&lt;br /&gt;
| Flight 2&lt;br /&gt;
| 130.20&lt;br /&gt;
| 330.20&lt;br /&gt;
|-&lt;br /&gt;
| Flight 3&lt;br /&gt;
| 130.30&lt;br /&gt;
| 330.30&lt;br /&gt;
|-&lt;br /&gt;
| Flight 4&lt;br /&gt;
| 130.40&lt;br /&gt;
| 330.40&lt;br /&gt;
|-&lt;br /&gt;
| Flight 5&lt;br /&gt;
| 130.50&lt;br /&gt;
| 330.50&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| ...&lt;br /&gt;
| ...&lt;br /&gt;
|-&lt;br /&gt;
| Flight 10&lt;br /&gt;
| 131.00&lt;br /&gt;
| 331.00&lt;br /&gt;
|-&lt;br /&gt;
| Flight 11&lt;br /&gt;
| 131.10&lt;br /&gt;
| 331.10&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| ...&lt;br /&gt;
| ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MIDS===&lt;br /&gt;
In the Hornet, MIDS is our main intraflight method. As a flight lead, you may instead opt to use Discord for intraflight comms. (If you do, the recommendation is to use Discord ''instead'' of the MIDS, not in addition to MIDS). The recommendation is for everyone to use MIDS over Discord though. In the Training/Mission kneeboards, there are unique MIDS channels assigned to each flight.&lt;br /&gt;
&lt;br /&gt;
==Common Radio Procedures==&lt;br /&gt;
&lt;br /&gt;
Also see [https://wiki.masterarms.se/index.php/Mission_Procedures Mission Procedures]&lt;br /&gt;
&lt;br /&gt;
===Changing frequency===&lt;br /&gt;
When the flight lead wants its flight to switch to a new channel (or specific frequency), he declares it on the frequency they are currently on. That way, the flight know where to go, and the controller of the frequency knows that you're now leaving. The brevity is &amp;quot;[Flight callsign], [Channel (or freq) to go to], push!].&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''(Camel3, flight of four Hornets, is on channel 14 after finishing their aerial refueling, and should now go to channel 3 (tactical channel).''&lt;br /&gt;
 Camel31: &amp;quot;Camel Three, button 3, push!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Note: The terms &amp;quot;Button&amp;quot; and &amp;quot;Channel&amp;quot; are used interchangeably. &amp;quot;Button&amp;quot; sounds a little more US Navy than &amp;quot;Channel&amp;quot; and we tend to use that, but it doesn't matter.''&lt;br /&gt;
&lt;br /&gt;
===Check-ins===&lt;br /&gt;
After a flight enters a new PRI channel, they should &amp;quot;check in&amp;quot;. This is done by having the leader say &amp;quot;[Flight name and number]&amp;quot;. The wingmen then simply reply (on the channel they are entering) with their numbers in the flight. Note that you should not say the words ''&amp;quot;check in&amp;quot;'' or ''&amp;quot;checking in&amp;quot;'' at any point.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''(Camel3, flight of four Hornets, checks in on Tactical channel)''&lt;br /&gt;
 Camel31: &amp;quot;Camel Three&amp;quot;&lt;br /&gt;
 Camel32: &amp;quot;Two!&amp;quot;&lt;br /&gt;
 Camel33: &amp;quot;Three!&amp;quot;&lt;br /&gt;
 Camel34: &amp;quot;Four!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Exception: During CASE 1 carrier procedures, flights do not check in on the tower channel (1) before the recovery. The check in is implicit, and nothing is said on the radio.''&lt;br /&gt;
&lt;br /&gt;
===Contacting controlling agency===&lt;br /&gt;
After a flight has checked in for the first time, it is common (and in the case of the Tactical channel, mandatory) to contact the controlling agency on that channel. The most common situation is that a flight has checked in on the tactical channel and contacts AWACS. Let the controlling agency know your airframe count, your position and any other relevant information (for instance fuel state on lowest flight member, tasking, any technical issues and so on). If some of these things should already be known by the controlling agency (because they are pre-briefed) and they haven't changed, you don't need to mention them, but instead state &amp;quot;as fragged&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
''(Camel3, flight of four Hornets on CAP tasking, has just checked in and now contacts AWACS &amp;quot;Stingray&amp;quot; on Tactical channel)''&lt;br /&gt;
 Camel31: &amp;quot;Stingray, Camel31, marking bullseye 270 for 35 at angels 28, lowest state 10.8, as fragged!&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Camel31, Stingray, radar contact, continue as fragged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Authentication===&lt;br /&gt;
====RAMROD====&lt;br /&gt;
This is not always used, but sometimes a controlling agency may ask a flight (or vice-versa) to authenticate themselves to prove that they are friendly. When this happens, we're using a system called &amp;quot;RAMROD&amp;quot;. It works by having a certain phrase communicated to all parties in the briefing. The phrase is then used as a key to be able to correctly reply to the querying instance's authentication request. The query consists of two letters from the phrase, with exactly one letter between them. The letter in between is the correct answer. Note that the phrase is assumed to &amp;quot;wrap around&amp;quot;, meaning the first letter in the phrase is located between the last and the second letter.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
''(Stingray asks Camel3 for authentication. The prebriefed RAMROD key is &amp;quot;MONKEYSPIT&amp;quot;)''&lt;br /&gt;
 Stingray: &amp;quot;Camel3, authenticate &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;October Kilo&amp;lt;/span&amp;gt;!&amp;quot;&lt;br /&gt;
 Camel31: &amp;quot;Stingray, Camel31 authenticates &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;November&amp;lt;/span&amp;gt;.&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Camel3, approved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 M&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;N&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;K&amp;lt;/span&amp;gt;EYSPIT&lt;br /&gt;
&lt;br /&gt;
Example 2:&lt;br /&gt;
''(Same situation)''&lt;br /&gt;
 Stingray: &amp;quot;Camel3, authenticate &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;India Mike&amp;lt;/span&amp;gt;!&amp;quot;&lt;br /&gt;
 Camel31: &amp;quot;Stingray, Camel31 authenticates &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Tango&amp;lt;/span&amp;gt;.&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Camel31, approved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;M&amp;lt;/span&amp;gt;ONKEYSP&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;I&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
====AMSL====&lt;br /&gt;
[[Fil:AMSL_1.png|200px|thumb|]]&lt;br /&gt;
When there is a need for more challenges, AMSL can be used. Like RAMROD, it consists of a two-letter challenge with a one-letter answer.&lt;br /&gt;
The AMSL consists of a table with rows and columns of single letters where no letter can be the same on each row or column. The first letter given in the challenge always indicates which row should be used (first column) and the second letter is indicated along that row. The answer is the letter just below the second letter given in the challenge.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
''(Stalker asks Hawg81 for authentication.)''&lt;br /&gt;
 Stalker: &amp;quot;Hawg81, authenticate &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;November&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;!&amp;quot;&lt;br /&gt;
 Hawg81: &amp;quot;Stalker, Hawg81 authenticates &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Bravo&amp;lt;/span&amp;gt;.&amp;quot;&lt;br /&gt;
 Stalker: &amp;quot;Hawg81, authentication sweet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Transponder Codes==&lt;br /&gt;
&lt;br /&gt;
When flying in events (and preferably during casual flying), you are expected to turn on your transponder and enable Mode 3 using a certain code. The way it's done is different in every aircraft. We use a simple system for knowing what code to use.&lt;br /&gt;
&lt;br /&gt;
* During training events, you should use 0 + your sidenumber. If your sidenumber is 403, you should input 0403.&lt;br /&gt;
* During mission events, you should use 1 + your sidenumber. If your sidenumber is 403, you should input 1403.&lt;br /&gt;
&lt;br /&gt;
Following these instructions, your callsign will automatically display for our ATC and AWACS people using the standalone program LotATC, saving them lots of trouble.&lt;br /&gt;
&lt;br /&gt;
==Brevity List==&lt;br /&gt;
&lt;br /&gt;
===What does brevity mean?===&lt;br /&gt;
&lt;br /&gt;
Brevity is code words that are used to speed up radio communication, and reduce the likelyhood of mishearing or misunderstanding a radio call.&lt;br /&gt;
&lt;br /&gt;
Here is a list of the brevity that is '''frequently''' used in Master Arms' training and mission flying. A more complete list can be found here: [[Brevity|Full brevity list]]&lt;br /&gt;
&lt;br /&gt;
===Important brevity in Master Arms===&lt;br /&gt;
&lt;br /&gt;
;Aborting/Abort/Aborted: Directive/informative call to cease action/attack/event/mission.&lt;br /&gt;
;Anchor/anchored:&lt;br /&gt;
:#Orbit about a specific point; refueling track flown by tanker&lt;br /&gt;
:#Informative call to indicate a turning engagement about a specific location.&lt;br /&gt;
;Angels: Height of a friendly aircraft (altitude) in thousands of feet (e.g., &amp;quot;Angels Five&amp;quot; is 5,000&amp;amp;nbsp;ft).&lt;br /&gt;
;As fragged: Unit or element will be performing exactly as stated by the air tasking order (ATO).&lt;br /&gt;
;Authenticate: To request or provide a response for a coded challenge.&lt;br /&gt;
;(number) Away: Declaration of x number of bombs dropped (e.g. &amp;quot;One away&amp;quot; for one bomb).&lt;br /&gt;
;Ball:  Aircraft carrier optical landing system.&lt;br /&gt;
;Bandit: An aircraft identified as enemy, in accordance with theater ID criteria. The term does not necessarily imply direction or authority to engage.&lt;br /&gt;
;Beam/beaming: Target stabilized within 70 to 110 degree aspect; generally (direction) given with cardinal directions: east, west, north, or south.&lt;br /&gt;
;Bingo:&lt;br /&gt;
:# Minimum fuel state needed for aircraft to return to base.&lt;br /&gt;
:# Proceed/am proceeding to specified base (field) or carrier.&lt;br /&gt;
;Blind: No visual contact with friendly aircraft/ground position; opposite of &amp;quot;'''Visual'''&amp;quot;.&lt;br /&gt;
;Bogey:  A radar or visual air contact whose identity is unknown.&lt;br /&gt;
;Bogey dope:  Request for target information as briefed/available.&lt;br /&gt;
;BRAA:  Tactical control format providing target ''bearing, range, altitude, and aspect'', relative to a friendly aircraft or bullseye.&lt;br /&gt;
;Break (direction): Directive to perform an immediate maximum performance turn in the direction indicated; assumes a defensive situation.&lt;br /&gt;
;Buddy spike: Friendly aircraft air-to-air indication on radar warning receiver (RWR); to be followed by position, heading, and altitude.&lt;br /&gt;
;Bullseye: An established point from which the position of an object can be referenced; made by cardinal/range or digital format.&lt;br /&gt;
;Cap/capping:&lt;br /&gt;
:#Directive call to establish an orbit at a specified location. (location)&lt;br /&gt;
:#An orbit at a specified location.&lt;br /&gt;
;Chicks: Friendly aircraft.&lt;br /&gt;
;Clean:&lt;br /&gt;
:#No radar contacts on aircraft of interest.&lt;br /&gt;
:#No visible battle damage&lt;br /&gt;
:#Aircraft not carrying external stores.&lt;br /&gt;
;Cleared: Requested action is authorized (no engaged/support roles are assumed).&lt;br /&gt;
;Cleared hot: Ordnance release is authorized.&lt;br /&gt;
;Cold:&lt;br /&gt;
:#Attack geometry will result in a pass or rollout behind the target.&lt;br /&gt;
:#On a leg of the combat air patrol (CAP) pointed away from anticipated threats.&lt;br /&gt;
:#Group( s) heading away from friendly aircraft.&lt;br /&gt;
;Crank: To maneuver beyond the range of a missile; implies illuminating target at radar gimbal limits in a beyond visual range engagement.&lt;br /&gt;
;Declare: Inquiry as to the identification of a specified track(s), target(s), or correlated group.&lt;br /&gt;
;Defensive/defending: Aircraft is in a defensive position and maneuvering with reference to an active threat.&lt;br /&gt;
;Echelon: Groups/contacts/formation with wingman displaced approximately 45 degrees behind leader's 3/9 (o'clock) line, see [[Echelon formation]].&lt;br /&gt;
;Faded: Radar contact is lost. (Termination of track plotting is not warranted.)&lt;br /&gt;
;Feet wet/dry: Flying over water/land.&lt;br /&gt;
;FENCE (in/out): Set cockpit switches as appropriate prior to entering/exiting the combat area ([[mnemonic]] for [[fire-control system]]/[[Electronic countermeasures|ECM]]/[[Air navigation|navigation]]/[[Communication system|communication]]/Emitters).&lt;br /&gt;
;Flank/flanking:&lt;br /&gt;
# (USAF) Target with a stable aspect of 120 to 150 degrees.&lt;br /&gt;
# (Naval) Target with stable aspect of 30 to 60 degrees.&lt;br /&gt;
; [[Fox (code word)|Fox (number)]] : Simulated/actual launch of air-to-air weapons.&lt;br /&gt;
::'''ONE''' - [[Semi-active radar homing|semiactive]] radar-guided missile, such as an [[AIM-7 Sparrow]] or [[Skyflash]].&lt;br /&gt;
::'''TWO''' - infrared-guided missile, such as an [[AIM-9 Sidewinder]] or [[AIM-132 ASRAAM]].&lt;br /&gt;
::'''THREE''' - active radar-guided missile, such as an [[AIM-120 AMRAAM]] or [[AIM-54 Phoenix]].&lt;br /&gt;
;Friendly: A positively identified friendly contact.&lt;br /&gt;
;[[Dogfight|Furball]]: A turning fight involving multiple aircraft with known ''bandits'' and ''friendlies'' mixed.&lt;br /&gt;
;Gate: Directive/informative call to fly as quickly as possible, using afterburner/maximum power.&lt;br /&gt;
;Hold fire: An emergency fire control order used to stop firing on a designated target, to include destruction of any missiles in flight.&lt;br /&gt;
;Home plate: Home airfield or carrier.&lt;br /&gt;
;Hostile: A contact identified as enemy upon which clearance to fire is authorized in accordance with theater rules of engagement.&lt;br /&gt;
;Hot&lt;br /&gt;
:# Attack geometry will result in rollout in front of the target.&lt;br /&gt;
:# On a leg of the CAP pointing toward the anticipated threats.&lt;br /&gt;
:# Group heading towards friendly aircraft; opposite of COLD.&lt;br /&gt;
:# Ordnance employment intended or completed.&lt;br /&gt;
:# Anti-Aircraft weapon is operational and tracking.&lt;br /&gt;
;Joker: Fuel state above BINGO at which separation/bugout/event termination should begin.&lt;br /&gt;
;Judy: Aircrew has radar/visual contact on the correct target, has taken control of the intercept, and only requires situation awareness information. Controller will minimize radio transmissions.&lt;br /&gt;
;Magnum: Launch of friendly [[anti-radiation missile]] (such as [[AGM-88 HARM]], [[ALARM (missile)|ALARM]]).&lt;br /&gt;
;Merge/merged&lt;br /&gt;
:# Information that friendlies and targets have arrived in the same visual arena.&lt;br /&gt;
:# Call indicating radar returns have come together.&lt;br /&gt;
;Midnight: Informative call advising that [[command and control]] (C2) functions are no longer available; opposite of &amp;quot;'''Sunrise'''&amp;quot;.&lt;br /&gt;
;Mother: Parent ship.&lt;br /&gt;
;Nails: Radar warning receiver (RWR) indication of an [[airborne interception radar|AI radar]] in search mode. Add clock position/azimuth and radar type, if known.&lt;br /&gt;
;New picture: Used by controller or aircrew when tactical picture has changed. Supersedes all previous calls and re-establishes picture for all players.&lt;br /&gt;
;No factor: Not a threat.&lt;br /&gt;
;No joy: Aircrew does not have visual contact with the target, bandit or landmark; opposite of '''''Tally'''''.&lt;br /&gt;
;Package: Geographically isolated collection of groups/contacts/formations.&lt;br /&gt;
;Picture: Provide tactical situation status pertinent to mission.&lt;br /&gt;
;Pitbull: Informative call that an active radar-guided missile (such as AIM-120, AIM-54, Meteor) is at active range and no longer requires radar input from launch aircraft.&lt;br /&gt;
;Push (channel): Go to designated frequency. No acknowledgment required.&lt;br /&gt;
;Raygun: Indicates a radar lock-on to unknown aircraft; a request for a ''buddy spike'' (position/heading/altitude) reply from friendly aircraft meeting these parameters (to prevent [[friendly fire]]).&lt;br /&gt;
;Snap (direction) : An immediate vector to the group described.&lt;br /&gt;
;Spike: Radar warning receiver (RWR) indication of an AI radar in track, launch, or unknown mode.  Add clock position/azimuth and radar type, if known.&lt;br /&gt;
;Splash: A/A or A/G target hit with expended munition.&lt;br /&gt;
;Squawk (number/code): Operate IFF as indicated or IFF is operating as indicated.&lt;br /&gt;
;Sunrise: Informative call that C2 functions (Command &amp;amp; Control) are available. (opposite of ''midnight'').&lt;br /&gt;
;Tally: Sighting of a ''target'', ''bandit'', ''bogey'', or enemy position; opposite of ''no joy''.&lt;br /&gt;
;Unable: Cannot comply as requested/directed.&lt;br /&gt;
;Visual: Sighting of a friendly aircraft/ground position; opposite of ''blind''.&lt;br /&gt;
;Wilco: Will comply&lt;br /&gt;
;Winchester: No ordnance remaining, can be used to refer to specific&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Technical_Checklist&amp;diff=2641</id>
		<title>Technical Checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Technical_Checklist&amp;diff=2641"/>
		<updated>2025-09-13T21:30:00Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Download and configure Discord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Technical Guides]] &amp;gt;&amp;gt; [[Technical Checklist]]''&lt;br /&gt;
&lt;br /&gt;
This page explains the steps you need to take to prepare your computer for DCS flying with Master Arms.&lt;br /&gt;
&lt;br /&gt;
==Mandatory Steps==&lt;br /&gt;
&lt;br /&gt;
===Download the correct DCS client===&lt;br /&gt;
&lt;br /&gt;
Install DCS on a SSD. Running DCS on a mechanical HDD is not a good experience. We are using the latest DCS client.&lt;br /&gt;
&lt;br /&gt;
If you don't have DCS installed:&lt;br /&gt;
&lt;br /&gt;
'''Get DCS here: https://www.digitalcombatsimulator.com/en/downloads/world/'''&lt;br /&gt;
&lt;br /&gt;
===Configure DCS===&lt;br /&gt;
&lt;br /&gt;
* Set Options / Gameplay / Easy Communication to OFF.&lt;br /&gt;
* Set Options / Gameplay / Wake Turbulence to OFF.&lt;br /&gt;
* Set Options / Gameplay / Labels to &amp;quot;NONE&amp;quot; (or press RShift + F10 in the game to toggle labels off). Alternatively, set labels &amp;quot;NETUTRAL DOT&amp;quot; if your hardware makes it very hard to see other aircraft. &lt;br /&gt;
* Set Options / Misc / Battle Damage Assessment to OFF.&lt;br /&gt;
* Set Options / Special / DCS-SRS / Show DCS Overlay by Default to OFF (or press LCtrl + LShift + ESC in the game to toggle SRS overlay off).&lt;br /&gt;
&lt;br /&gt;
===Download and configure Discord===&lt;br /&gt;
&lt;br /&gt;
The daily chatter, much of the mission planning and such happens on our Discord server. Please join and start interacting with the community.&lt;br /&gt;
&lt;br /&gt;
'''Get Discord here: https://discordapp.com/download'''&lt;br /&gt;
&lt;br /&gt;
#Connect to our server at: https://discord.gg/hw3Aat4&lt;br /&gt;
#Say hello and present yourself in the #introductions channel&lt;br /&gt;
#PTT (Push to talk) is required in most channels&lt;br /&gt;
#Under Settings/Notifications, un-tick the PTT Activate and PTT Deactivate sounds (for your own sanity's sake)&lt;br /&gt;
&lt;br /&gt;
===Download and configure SRS===&lt;br /&gt;
&lt;br /&gt;
SRS is an external software used for comms when flying, simulation radio communications more realistically. &lt;br /&gt;
&lt;br /&gt;
* Get SRS here: http://dcssimpleradio.com/&lt;br /&gt;
* Go through the [[SRS Setup Guide]]&lt;br /&gt;
&lt;br /&gt;
==Optional, highly recommended steps==&lt;br /&gt;
&lt;br /&gt;
===Download Tacview===&lt;br /&gt;
&lt;br /&gt;
Tacview is an amazing, free software that let's you look through flights after you exit the mission. It's very useful for analyzing mistakes and learn from them.&lt;br /&gt;
&lt;br /&gt;
'''Get TacView here: https://www.tacview.net/download/latest/en/'''&lt;br /&gt;
&lt;br /&gt;
===Download Skatezilla's Launcher===&lt;br /&gt;
&lt;br /&gt;
This is more a quality-of-life thing than anything else, and it's entirely up to you if you want to use it. Skatezilla's app makes updating and launching DCS a little more hassle free and flexible, allowing you to keep multiple configurations (one for VR and one for screen for instance) and such.&lt;br /&gt;
&lt;br /&gt;
'''Get Skatezilla's Launcher here: https://forums.eagle.ru/showthread.php?t=160053'''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2638</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2638"/>
		<updated>2025-09-11T07:17:03Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Final Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: CNATRA and interviews with GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Typically, we do not use ACLS, so there is no needles call. Approach will instead at some point call &amp;quot;400, fly bullseye&amp;quot;, meaning that you are supposed to follow the ICLS. In the rare event that ACLS is used, see instructions about that in the end of this article.&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS/ACLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when approach calls. &lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS/ACLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball! 25 knots&amp;quot;&lt;br /&gt;
* 25 knots refers to the wind over deck. 25 is normal. If there is ''more'' than 2 kts crosswind, the LSO will mention that too by adding one of the words [port, axial, starboard]. A 3-4 kts starboard wind is called &amp;quot;axial&amp;quot;. Examples:&lt;br /&gt;
** 2 kts wind from starboard: ''&amp;quot;Roger ball! 25 knots.&amp;quot;''&lt;br /&gt;
** 3 kts wind from starboard: ''&amp;quot;Roger ball! 25 knots, axial.&amp;quot;''&lt;br /&gt;
** 5 kts wind from starboard: ''&amp;quot;Roger ball! 25 knots, starboard.&amp;quot;''&lt;br /&gt;
** 3 kts wind from port: ''&amp;quot;Roger ball! 25 knots, port.&amp;quot;''&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;br /&gt;
&lt;br /&gt;
==ACLS==&lt;br /&gt;
*In the rare event we're using ACLS, approach will instead ask you to &amp;quot;say your needles&amp;quot; instead of just calling &amp;quot;fly bullseye&amp;quot;. Approach wants to ensure he's looking at the right aircraft. What you need to do is to reply how you need to fly to get onto centerline and glideslope. Basically, where your ACLS lines are in relation to your velocity vector. If one of them is already centered, you say &amp;quot;on&amp;quot;. Example:&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, say needles&amp;quot;''.&lt;br /&gt;
** '''You''' - ''&amp;quot;Fly up, fly right&amp;quot;'' or ''&amp;quot;Up and on&amp;quot;'' or ''&amp;quot;On, fly left&amp;quot;'' or ''&amp;quot;On and on&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly needles&amp;quot;'' (follow ACLS) or ''&amp;quot;400, fly bullseye&amp;quot;'' (follow ICLS)&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2636</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2636"/>
		<updated>2025-09-10T07:55:57Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Final Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: CNATRA and interviews with GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Typically, we do not use ACLS, so there is no needles call. Approach will instead at some point call &amp;quot;400, fly bullseye&amp;quot;, meaning that you are supposed to follow the ICLS. In the rare event that ACLS is used, see instructions about that in the end of this article.&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS/ACLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when approach calls. &lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS/ACLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball! 25 knots&amp;quot;&lt;br /&gt;
* 25 knots refers to the wind over deck. 25 is normal. If there is ''more'' than 2 kts crosswind, the LSO will mention that too. Between 3-4 kts starboard is called &amp;quot;axial&amp;quot;. For instance: ''&amp;quot;25 knots, 3 knots axial&amp;quot;'' or ''&amp;quot;25 knots, 5 knots starboard&amp;quot;''.&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;br /&gt;
&lt;br /&gt;
==ACLS==&lt;br /&gt;
*In the rare event we're using ACLS, approach will instead ask you to &amp;quot;say your needles&amp;quot; instead of just calling &amp;quot;fly bullseye&amp;quot;. Approach wants to ensure he's looking at the right aircraft. What you need to do is to reply how you need to fly to get onto centerline and glideslope. Basically, where your ACLS lines are in relation to your velocity vector. If one of them is already centered, you say &amp;quot;on&amp;quot;. Example:&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, say needles&amp;quot;''.&lt;br /&gt;
** '''You''' - ''&amp;quot;Fly up, fly right&amp;quot;'' or ''&amp;quot;Up and on&amp;quot;'' or ''&amp;quot;On, fly left&amp;quot;'' or ''&amp;quot;On and on&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly needles&amp;quot;'' (follow ACLS) or ''&amp;quot;400, fly bullseye&amp;quot;'' (follow ICLS)&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2635</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2635"/>
		<updated>2025-09-10T07:53:06Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Final Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: CNATRA and interviews with GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Typically, we do not use ACLS, so there is no needles call. Approach will just at some point call &amp;quot;400, fly bullseye&amp;quot;, meaning that you are supposed to follow the ICLS. In the rare event that ACLS is used, see instructions about that in the end of this article.&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS/ACLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when approach calls. &lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS/ACLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball! 25 knots&amp;quot;&lt;br /&gt;
* 25 knots refers to the wind over deck. 25 is normal. If there is ''more'' than 2 kts crosswind, the LSO will mention that too. Between 3-4 kts starboard is called &amp;quot;axial&amp;quot;. For instance: ''&amp;quot;25 knots, 3 knots axial&amp;quot;'' or ''&amp;quot;25 knots, 5 knots starboard&amp;quot;''.&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;br /&gt;
&lt;br /&gt;
==ACLS==&lt;br /&gt;
*In the rare event we're using ACLS, approach will instead ask you to &amp;quot;say your needles&amp;quot; instead of just calling &amp;quot;fly bullseye&amp;quot;. Approach wants to ensure he's looking at the right aircraft. What you need to do is to reply how you need to fly to get onto centerline and glideslope. Basically, where your ACLS lines are in relation to your velocity vector. If one of them is already centered, you say &amp;quot;on&amp;quot;. Example:&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, say needles&amp;quot;''.&lt;br /&gt;
** '''You''' - ''&amp;quot;Fly up, fly right&amp;quot;'' or ''&amp;quot;Up and on&amp;quot;'' or ''&amp;quot;On, fly left&amp;quot;'' or ''&amp;quot;On and on&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly needles&amp;quot;'' (follow ACLS) or ''&amp;quot;400, fly bullseye&amp;quot;'' (follow ICLS)&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2634</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2634"/>
		<updated>2025-09-10T07:41:18Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: CNATRA and interviews with GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Typically, we do not use ACLS, so there is no needles call. Approach will just at some point call &amp;quot;400, fly bullseye&amp;quot;, meaning that you are supposed to follow the ICLS. In the rare event that ACLS is used, see instructions about that in the end of this article.&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS/ACLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when approach calls. &lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS/ACLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball!&amp;quot;&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;br /&gt;
&lt;br /&gt;
==ACLS==&lt;br /&gt;
*In the rare event we're using ACLS, approach will instead ask you to &amp;quot;say your needles&amp;quot; instead of just calling &amp;quot;fly bullseye&amp;quot;. Approach wants to ensure he's looking at the right aircraft. What you need to do is to reply how you need to fly to get onto centerline and glideslope. Basically, where your ACLS lines are in relation to your velocity vector. If one of them is already centered, you say &amp;quot;on&amp;quot;. Example:&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, say needles&amp;quot;''.&lt;br /&gt;
** '''You''' - ''&amp;quot;Fly up, fly right&amp;quot;'' or ''&amp;quot;Up and on&amp;quot;'' or ''&amp;quot;On, fly left&amp;quot;'' or ''&amp;quot;On and on&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly needles&amp;quot;'' (follow ACLS) or ''&amp;quot;400, fly bullseye&amp;quot;'' (follow ICLS)&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2633</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2633"/>
		<updated>2025-09-10T07:37:24Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Final Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: CNATRA and interviews with GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Typically, we do not use ACLS, so there is no needles call. Approach will just at some point call &amp;quot;400, fly bullseye&amp;quot;, meaning that you are supposed to follow the ICLS. In the rare event that ACLS is used, see instructions about that in the end of this article.&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS/ACLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when the call comes, and your response should be ''&amp;quot;Up and on&amp;quot;'''.&lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS/ACLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball!&amp;quot;&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2632</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2632"/>
		<updated>2025-09-10T07:36:43Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Final Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: CNATRA and interviews with GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Typically, we do not use ACLS, so there is no needles call. Approach will just at some point call &amp;quot;400, fly bullseye&amp;quot;, meaning that you are supposed to follow the ICLS. In the rare case ACLS is used, see instructions about that in the end of this article.&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS/ACLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when the call comes, and your response should be ''&amp;quot;Up and on&amp;quot;'''.&lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS/ACLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball!&amp;quot;&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2631</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2631"/>
		<updated>2025-09-10T07:28:34Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Final Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: CNATRA and interviews with GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Typically, we do not use ACLS, so there is no needles call. Approach will just at some point call &amp;quot;400, fly bullseye&amp;quot;, meaning that you are supposed to follow the ICLS.&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;'''(ONLY IF ACLS IS USED, OTHERWISE IGNORE)''' If we're using ACLS, approach will instead ask you to &amp;quot;say your needles&amp;quot;. Approach wants to ensure he's looking at the right aircraft. What you need to do is to reply how you need to fly to get onto centerline and glideslope. Basically, where your ACLS lines are in relation to your velocity vector. If one of them is already centered, you say &amp;quot;on&amp;quot;. Example:&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, say needles&amp;quot;''.&lt;br /&gt;
** '''You''' - ''&amp;quot;Fly up, fly right&amp;quot;'' or ''&amp;quot;Up and on&amp;quot;'' or ''&amp;quot;On, fly left&amp;quot;'' or ''&amp;quot;On and on&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly needles&amp;quot;'' (follow ACLS) or ''&amp;quot;400, fly bullseye&amp;quot;'' (follow ICLS)&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&amp;lt;/span&amp;gt;&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS/ACLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when the call comes, and your response should be ''&amp;quot;Up and on&amp;quot;'''.&lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS/ACLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball!&amp;quot;&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2630</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2630"/>
		<updated>2025-09-10T07:26:24Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Final Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: CNATRA and interviews with GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Typically, we do not use ACLS, so there is no needles call. Approach will just at some point call &amp;quot;400, fly bullseye&amp;quot;, meaning that you are supposed to follow the ICLS.&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* '''(ONLY IF ACLS USED, WHICH IT TYPICALLY IS NOT. OTHERWISE IGNORE)''' If we're using ACLS, approach will instead ask you to &amp;quot;say your needles&amp;quot;. Approach wants to ensure he's looking at the right aircraft. What you need to do is to reply how you need to fly to get onto centerline and glideslope. Basically, where your ACLS lines are in relation to your velocity vector. If one of them is already centered, you say &amp;quot;on&amp;quot;. Example:&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, say needles&amp;quot;''.&lt;br /&gt;
** '''You''' - ''&amp;quot;Fly up, fly right&amp;quot;'' or ''&amp;quot;Up and on&amp;quot;'' or ''&amp;quot;On, fly left&amp;quot;'' or ''&amp;quot;On and on&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly needles&amp;quot;'' (follow ACLS) or ''&amp;quot;400, fly bullseye&amp;quot;'' (follow ICLS)&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS/ACLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when the call comes, and your response should be ''&amp;quot;Up and on&amp;quot;'''.&lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS/ACLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball!&amp;quot;&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2628</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2628"/>
		<updated>2025-09-09T11:42:49Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: CNATRA and interviews with GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Approach will soon ask you to &amp;quot;say your needles&amp;quot;. IRL this is only done for ACLS (which we typically don't have). For our purposes, approach wants to know if he's looking at the right aircraft. What you need to do is to reply how you need to fly to get onto centerline and glideslope. Basically, where your ICLS needles are in relation to your velocity vector. If one of them is already centered, you say &amp;quot;on&amp;quot;. Example:&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, say bullseye&amp;quot;''. (For Hornets, we currently assume they don't have ACLS, hence &amp;quot;say bullseye&amp;quot;. For Tomcats, Approach says &amp;quot;say needles&amp;quot;)&lt;br /&gt;
** '''You''' - ''&amp;quot;Fly up, fly right&amp;quot;'' or ''&amp;quot;Up and on&amp;quot;'' or ''&amp;quot;On, fly left&amp;quot;'' or ''&amp;quot;On and on&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;'' or ''&amp;quot;400, fly needles&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* For our purposes, it doesn't matter whether approach replies ''&amp;quot;Fly needles&amp;quot;'' (successful ACLS lock) or ''&amp;quot;Fly bullseye&amp;quot;'' (unsuccessful ACLS lock). Just follow your ICLS.&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when the call comes, and your response should be ''&amp;quot;Up and on&amp;quot;'''.&lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball!&amp;quot;&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=New_Member_Guide&amp;diff=2622</id>
		<title>New Member Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=New_Member_Guide&amp;diff=2622"/>
		<updated>2025-09-04T12:17:28Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[New Member Guide]]''&lt;br /&gt;
&lt;br /&gt;
'''This section is intended to help a new member understanding what Master Arms is and what can be expected from us, and what we expect from you.'''&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===What is Master Arms and how can I join?===&lt;br /&gt;
&lt;br /&gt;
Master Arms is a Swedish community for DCS enthusiasts. We have the ambition to fly in a serious manner, with realistic procedures, without ever losing sight of the importance of having fun together. Most of Master Arms' members are Swedish, but we regularly have foreign people joining us on missions as guests to established members. Briefings are typically in Swedish. In the sim, we use SRS (a radio simulation program) to simulate comms between flights and agencies like AWACS and tower. All these comms are in English.&lt;br /&gt;
&lt;br /&gt;
If you are interested in flying with us, the first step is to join our [https://discord.gg/hw3Aat4 Discord] and say hello in the #introductions channel. Please note that we remove all non-members from the Discord server every now and then, which means you will eventually be kicked out if you don't write in the #introductions channel.&lt;br /&gt;
&lt;br /&gt;
* Join [https://discord.gg/hw3Aat4 Discord] and write a short presentation of yourself in the channel called #membership&lt;br /&gt;
* Register an account on the [http://masterarms.se/register/ website]&lt;br /&gt;
&lt;br /&gt;
Most of us are around 25-45 years old. But it doesn't matter if you are younger (within reason) or older. You can be a beginner or an experienced DCS pilot. As long you share our passion for serious flying, you have a willingness to learn, and you are socially compatible with us, you're welcome!&lt;br /&gt;
For the sake of internet safety, members under 16 need a parent's consent to join. Parents will get a phone number so they can reach a non-anonymous contact if any questions arise.&lt;br /&gt;
&lt;br /&gt;
====What do I need?====&lt;br /&gt;
* A PC powerful enough to run DCS relatively smoothly in multiplayer.&lt;br /&gt;
* Some kind of HOTAS, or at the very least a joystick with a built-in analog throttle.&lt;br /&gt;
* Some kind of head tracking. It can be TrackIR or similar (TrackHat, DelanClip, Monkey King Puck, TrackHat etc), a VR headset, or even a webcam based solution.&lt;br /&gt;
* A headset/microphone.&lt;br /&gt;
* A humble attitude and willingness to learn.&lt;br /&gt;
&lt;br /&gt;
====I don't know Swedish, can I still join?====&lt;br /&gt;
The short answer is no. You will not be able to join the standard way (with almost zero prerequisites, enjoying our mentorship programs and so on). However, there is one way you can join our events, and that is by a) already be skilled in your aircraft of choice (we will not teach you to fly), and b) have an existing Swedish-speaking community member vouching for you, and accepting you into his/her flight helping you out, with them being the flight lead.&lt;br /&gt;
&lt;br /&gt;
==The Journey==&lt;br /&gt;
&lt;br /&gt;
===Standalone or Steam?===&lt;br /&gt;
&lt;br /&gt;
We generally recommend using the Standalone version. Even many of our users who use Steam for all other games, tend to use the Standalone version for DCS. The benefits are small but significant. Standalone lets you select any version/patch of the game you want, instead of being limited to the latest builds. Also, discounts and new releases tend to arrive to Standalone before they're available on Steam. Even if it's generally just a day or two, it can be frustrating to wait while everyone else is having fun on a newly released map or trying out a new aircraft. Finally, when you buy games through Steam, 30% goes to Valve's cut. This is money that could have gone to the DCS developers Eagle Dynamics, who surely need them more. Help out and keep our hobby going!&lt;br /&gt;
If you already have invested in aircraft on Steam, but now want to use Standalone instead, you can [https://www.digitalcombatsimulator.com/en/support/faq/steam/ transfer them to your Standalone account] (not the other way around though).&lt;br /&gt;
&lt;br /&gt;
===Get a full fidelity DCS aircraft===&lt;br /&gt;
&lt;br /&gt;
====What aircraft are you guys flying?====&lt;br /&gt;
&lt;br /&gt;
We don't strictly require you to fly a certain type of aircraft. But the way it works is that when we are running missions, there are a number of ''slots'' available for members to join the event. These slots have different aircraft types. In other words, in a particular mission, there might be 12 Hornet slots and 4 Viper slots, but no M-2000 slots. The event organizer decides this.&lt;br /&gt;
In general, the most popular aircraft types in Master Arms will give you the smoothest ride, as you can get a lot of help, and there are always slots available for them in missions.&lt;br /&gt;
&lt;br /&gt;
In an ''approximate'' order of popularity (it varies quite a bit though), these are the aircraft commonly flown in Master Arms missions:&lt;br /&gt;
&lt;br /&gt;
# F/A-18C Hornet&lt;br /&gt;
# F-16C Viper&lt;br /&gt;
# AJS 37 Viggen&lt;br /&gt;
# A-10C Warthog ''(the new version)''&lt;br /&gt;
# AH-64D Apache&lt;br /&gt;
# F-15E Strike Eagle&lt;br /&gt;
# F-14B Tomcat&lt;br /&gt;
# UH-1H Huey&lt;br /&gt;
&lt;br /&gt;
Regardless which aircraft you pick, we recommend you to initially stick with one. It's better to master one type than to dabble with four.&lt;br /&gt;
&lt;br /&gt;
====Which aircraft should I get?====&lt;br /&gt;
&lt;br /&gt;
Here follows a brief summary of what to expect from the different types:&lt;br /&gt;
&lt;br /&gt;
* F/A-18C Hornet - This is a very versatile multirole fighter. It can do almost everything reasonably well. It has a large array of available air-to-ground weapons and is a solid air-to-air fighter in both the visual and beyond-visual-range arena. Most notably, it flies off the carrier. Carrier ops is quite challenging, but also very fun, and something we do a lot in Master Arms! If you have no idea which aircraft to choose, and you're okay with a modern fighter with quite a bit of &amp;quot;pressing computer buttons&amp;quot; this is probably the safest bet. It's in early access, but at least near-complete. Also, you will need the Supercarrier module since we fly these birds off the boat. ED sometimes have bundle deals though.&lt;br /&gt;
* F-16C Viper - Shares more or less the same mission set as the Hornet. If you want a multirole fighter, but you are not interested in landing on a boat, the Viper might be worth considering! Be prepared that the F-16 is in early access. The air-to-air parts work quite well, and the air-to-ground part is starting to look really nice, but it's not as mature in development as the Hornet. This is the best choice if you want a multirole fighter but carrier ops isn't your cup of tea.&lt;br /&gt;
* AJS 37 Viggen - This is one of our favorite jets. Partly because it's a Swedish design, but also since we have devs in the group, and it's a joy to fly! Be advised though that it's a niche aircraft. It's designed to fly low and fast, attack a ground/sea target and fly home. It's not a dogfighter, and it misses some of the systems that can be found in more modern jets, like datalink and aerial refueling capability.&lt;br /&gt;
* A-10C Warthog - This is a pure close-air-support aircraft. It's very complete in terms of systems implementaton. If you are okay with a very slow aircraft and quite a bit of button pressing, this is a beautiful aircraft if you like carrying a virtually unlimited air-to-ground loadout and hunting tanks. Be sure to get the newest version of it (i.e the &amp;quot;A-10C II Tank Killer&amp;quot; module), rather than the A-10C or A-10A modules.&lt;br /&gt;
* F-14B Tomcat - The Top Gun icon! This is a much older aircraft than the Hornet and the Viper and requires more of the pilot in terms of flying the thing. There's no fly-by-wire helping you here, and the HUD is very minimalistic. Most importantly, it's a two-man crew aircraft. While it's possible to fly it alone using an AI RIO, it's just not the same thing as flying together with another human crewman. In general, it's much harder to become proficient in this aircraft than the single-seat jets, as it requires you to schedule your flying with a partner. On the other hand, it will be a very rewarding experience if you make it happen! The F-14 does air-to-air extremely well and is quite capable in the air-to-ground role. It also flies off the carrier, which adds to the fun! You will need the Supercarrier as well.&lt;br /&gt;
* AH-64D Apache - Doesn't get much more brutal than an Apache gunship. Just like with the Tomcat, it really shines when you are a two-man crew. Also be prepared that the AH-64D is in early development. Some parts work quite well, but it's still limited in many systems. Helicopters are sometimes included in our missions, but not always. Some of our pilots learn a jet as well, in order to be able to always participate.&lt;br /&gt;
* UH-1H Huey - Our favorite helicopter! If rotary wing is your thing, and you don't necessarily need to shoot missiles and bomb stuff, look no further than the Huey. It's an incredibly well simulated helicopter that have received praise from real-world pilots for its accuracy to the real thing. Just like with the Apache, it's worth mentioning that helicopters are not always included in our missions.&lt;br /&gt;
* L-39C Albatross - This aircraft doesn't get featured in missions that often, but deserves mentioning as it's a beatifully simulated aircraft, and has a quite a few hard core fans in Master Arms using it during training flights and flying aerobatics in formation. The fact that this is one of the few jets that is somewhat reasonable to get to fly in real life, makes it quite interesting!&lt;br /&gt;
* F-5E - Just like with the Albatross, this is not an aircraft commonly seen in missions. But if you want a bare bones old school aircraft for training basic aviation, but also want som thrust when you need it, the F-5 is the perfect choice!&lt;br /&gt;
&lt;br /&gt;
====What terrains should I get?====&lt;br /&gt;
&lt;br /&gt;
* We recommend buying the Syria and the Persian Gulf maps. Quite a few of our missions are flown on those, especially Syria right now. You don't need any other terrain (except Caucasus, which is free and included in the base game).&lt;br /&gt;
&lt;br /&gt;
====What about the Supercarrier?====&lt;br /&gt;
&lt;br /&gt;
* Yes. If you plan to fly Hornet or Tomcat, you will need the Supercarrier. It's unfortunately not in a very good state at this point. But the fact that it lets us spawn lots of aircraft on the deck saves a lot of time, making it worth it.&lt;br /&gt;
&lt;br /&gt;
===Pick a pilot callsign===&lt;br /&gt;
&lt;br /&gt;
* If you have callsign/nickname from before, you can most likely go ahead and use it. See exceptions below!&lt;br /&gt;
* If you don't have a callsign, you can make one up, or even better, just use your first name for now and let us know that you would like to receive suggestions on callsigns. We would LOVE to help you out, coming up with a cool and fun callsign after you have started flying with us. Probably based on some shenanigans in your flying. Unlike the real military, in Master Arms you can always refuse these suggestions if you don't like them, and ask for another one. In the end, you are free to be called whatever you want. It's up to you to decide.&lt;br /&gt;
* Callsigns that you should avoid include:&lt;br /&gt;
** A callsign already used by a Master Arms member (at least core members, i.e the people who are actively flying). Just look in the Discord member list.&lt;br /&gt;
** A callsign from the Top Gun movie (Maverick, Goose, Ice Man, Slider, Cougar, Merlin, Viper, Jester).&lt;br /&gt;
** A callsign that is excessively cool/badass sounding. Don't be Demon, Hell Fury, Killer, Predator etc. It easily gets a little silly. Feel free to ask us if you are uncertain.&lt;br /&gt;
** A callsign that is very offensive or political.&lt;br /&gt;
&lt;br /&gt;
===Getting setup===&lt;br /&gt;
&lt;br /&gt;
* Contact us by signing up on the forum and joining the Discord, like described above. &lt;br /&gt;
* Then make sure all the necessary software (DCS, SRS and Discord) is installed and configured. Follow the guide called [[Technical_Checklist]]. Please, follow this guide carefully, and don't skip any steps, as that will take unecessary time from other people when it's time to fly.&lt;br /&gt;
* Ask us on Discord for advice on how to setup your joystick and throttle bindings.&lt;br /&gt;
&lt;br /&gt;
===Schedule an intro flight===&lt;br /&gt;
&lt;br /&gt;
* Your first flight with Master Arms will be with one other member (one of our IPs or &amp;quot;instructor pilots&amp;quot;, which is nothing more fancy than a senior member that likes to help people out) that will welcome you aboard and help you out getting started. During the flight, he will make sure you get to learn the basics of how we fly in the community, and make sure your tech stuff (like SRS) is working as intended.&lt;br /&gt;
* To schedule an intro flight, you should contact Bankler on Discord.&lt;br /&gt;
&lt;br /&gt;
===Start practicing===&lt;br /&gt;
&lt;br /&gt;
* After your intro flight, your IP might have given you some pointers or advice on what to start looking into. In general, the things that most new-comers need to practice are landing patterns (like the overhead break, and/or CASE 1 recovery if you're flying a Navy jet), formation flying and aerial refueling.&lt;br /&gt;
* If you're unsure about what to practice, you can take a look in the [[Aircraft Syllabi]] section.&lt;br /&gt;
* You are free to use the Master Arms training server, which is online 24/7.&lt;br /&gt;
* Also feel free to ask people to join you in your training sessions and help you out or just provide some company. Many times, people are more than happy to join you if just advertise you're in.&lt;br /&gt;
* Every Tuesday, we are hosting training events that you can sign up for. Sometimes it's just an open airfield with a manned tower and you can practice whatever you want. Sometimes there's a certain theme for the evening, like overhead breaks or formation flying. These events are posted on the [http://masterarms.se/events/ website]. To sign-up, you need to be logged in, and specify what aircraft you plan to fly in the form.&lt;br /&gt;
&lt;br /&gt;
===Participate in missions===&lt;br /&gt;
&lt;br /&gt;
* When you feel reasonably comfortable in your jet, you are free to sign up for Thursday missions (same signup process as Tuesday trainings).&lt;br /&gt;
* How long you should wait before joining missions is up to you. Some new-comers are ready right away! Others feel they new a couple of weeks of practice before they are ready.&lt;br /&gt;
* Don't be too hard on yourself here. You don't need to be an expert by any means to participate. It's not uncommon that new-comers feel anxious and wait too long. Don't be shy! We will be patient with you and understand that lots of stuff will be new.&lt;br /&gt;
* The things we EXPECT from you at this point is that: &lt;br /&gt;
** You can take off and land in the intended way for the jet you're flying. For instance, being on-speed with the Hornet, or using flare and aerodynamical braking for the Viper.&lt;br /&gt;
** Using the aircraft systems to navigate, finding your way to waypoints and back to base.&lt;br /&gt;
** Basic knowledge of the aircraft's most commonly used air-to-air and air-to-ground weapons.&lt;br /&gt;
** The most basic [[Comms]], like checking in to a channel.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2586</id>
		<title>CASE 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2586"/>
		<updated>2025-07-23T09:41:31Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Arriving to the Carrier Control Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 1]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 1 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
''Important note: IRL the procedures during carrier quals differ quite a bit from cyclic ops. The procedures here are based on cyclic ops procedures, but have elements inspired by CQ procedures, in the ambition to have procedures that work well in our context where DCS visibility is limited, the skill level of individual sim pilots may vary and so on.''&lt;br /&gt;
&lt;br /&gt;
==What is CASE 1?==&lt;br /&gt;
&lt;br /&gt;
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's &amp;quot;during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)&amp;quot;, meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
* Take off and perform a small clearing turn.&lt;br /&gt;
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.&lt;br /&gt;
* Climb freely.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!&lt;br /&gt;
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME) report &amp;quot;see you at X nm&amp;quot;. Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.&lt;br /&gt;
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat. &lt;br /&gt;
* Flights at angels 2 commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kts, slowly descending to 800'. &lt;br /&gt;
* As flights commence, the flights above descend in 1000' steps maintaining SA by looking around, aircraft sensors and (if absolutely necessary) comms.&lt;br /&gt;
* Break at 800 ft and 350 kts shortly after the bow. 17 second intervals between each break.&lt;br /&gt;
* Aim for 1.2 nm from the boat when abeam, at 600 ft. Turn final immediately (i.e. when you got the boat on your 9 o'clock) and land.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
* [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern.&lt;br /&gt;
&lt;br /&gt;
==Detailed Instructions==&lt;br /&gt;
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]&lt;br /&gt;
[[Fil:Case1PortHold2.png|400px|thumb|Port hold and exit]]&lt;br /&gt;
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
====On The Boat====&lt;br /&gt;
* Set radio to Tower Ch 1 305.00.&lt;br /&gt;
* When your flight is ready to depart, taxi to the catapults (Cat 1 is the right-most, Cat 4 is the left-most). Do not request taxi. Only use comms if needed to sort out issues.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
* With ~10 second intervals, call out your launch, ex &amp;quot;400 (Four Zero Zero), salute!&amp;quot; and take off.&lt;br /&gt;
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).&lt;br /&gt;
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.&lt;br /&gt;
* At 7 nm DME, start climbing to desired altitude.&lt;br /&gt;
* Flight lead decides when to leave the frequency and go to the package channel.&lt;br /&gt;
* Form up with your flight.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(TCN, set up HSI and CRS, turn on ILS if preferred, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Master Light Switch Off.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 380' is recommended)''&lt;br /&gt;
* Before 50 nm DME, switch to Marshal channel Ch 16 261.00.&lt;br /&gt;
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example:&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400 (holding hands) with 401, marking Mother's 070 for 48, angels 14, low state 6.5&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Case 1, BRC is 264. Expected Charlie time 22. Report see me.&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* In the rare event that you haven't already gotten a pre-briefed holding altitude, Marshal will provide you with one (anything from angels 2 and above, in 1000 foot increments).&lt;br /&gt;
&lt;br /&gt;
====Entering the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* If available, set your course line to BRC, scaling the HSI to 10 nm.&lt;br /&gt;
* Descend to the holding altitude before you have reached 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME)&lt;br /&gt;
** You: ''&amp;quot;See you at 10&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, update state, go button 1&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, 5.9&amp;quot;'' (or ''&amp;quot;400, low state 5.9&amp;quot;'' if it's a two-ship)&lt;br /&gt;
* Switch to Tower Ch 1 305.00.&lt;br /&gt;
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. &lt;br /&gt;
* Fly 250 kts IAS in a half standard rate turn. This puts you pretty close to a 5 Nm diameter, depending on wind conditions. If you fly like this it will take you 4 minutes to complete one full circle.&lt;br /&gt;
* Wingmen should fly in parade formation. #2 on the right side of lead, 3# on the left side of lead, and #4 on the left side of #3 (like an Air Force &amp;quot;fingertip left&amp;quot; formation).&lt;br /&gt;
* If there is another flight on your level (which is perfectly normal) you should strive to position yourself on the opposing side of the circle. This will ensure proper commence intervals.&lt;br /&gt;
&lt;br /&gt;
====Exiting the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* In most cases, there will be a prebriefed &amp;quot;charlie time&amp;quot;, simulating when the carrier is ready to recover aircraft. This indicates when the first aircraft is expected to show up in the groove. That means that the first flight need to commence from point 3 about 4-5 minutes before this time, depending on how tightly you fly your turn to initial and when you break over the carrier (i.e normal break at 1.0 nm or Shit-Hot-Break). &lt;br /&gt;
* Tower ''may'' give a global ''&amp;quot;99, signal is charlie&amp;quot;'', upon which the the recovery procedure might begin right away with the flight at the lowest level going first. This is not usual though.&lt;br /&gt;
* The flights above the first flight descends between point 3 and 1 and flights commence at their own will when it looks clear below.&lt;br /&gt;
* We aim to be &amp;quot;zip lip&amp;quot; (no radio comms). But comms ''should'' be used if needed for safety-of-flight and if needed to keep things running smoothly.&lt;br /&gt;
* When you exit the holding, you should be on the left-most end of the circle (i.e. point 3). Exit backwards in a little wider tear drop-shaped style (aiming towards BRC+210 degrees or the counter course +30 degrees). You should no more than 7 nm away from the boat when you start your left turn towards the boat. &lt;br /&gt;
* A tighter pattern without teardrop (or with a minimal teardrop) can also be used, for instance if you are late and need to catch up.&lt;br /&gt;
* Accelerate to 350 kts IAS gradually. #3 and #4 cross under to the right into an Echelon Right formation.&lt;br /&gt;
* While gradually descending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. Normally there are no comms, but if you determine it's important for safety, call out ''&amp;quot;400, initial&amp;quot;''. For instance, if the pattern is crowded, the tower might appreciate the heads up, so they get the chance to give you a &amp;quot;spin it&amp;quot; instruction.&lt;br /&gt;
* As a general rule, this part of the CASE 1 recovery is less about numbers and more about looking outside the window, being adaptable and &amp;quot;making it happen&amp;quot;. There is typically no reason to fly in any other way than the documented standards. But if things start to deviate, like the intervals becoming too small, use speed control and manipulate your flying in ways to help out and make things work out smoothly.&lt;br /&gt;
&lt;br /&gt;
====Entering the Break====&lt;br /&gt;
&lt;br /&gt;
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.&lt;br /&gt;
* Lead should break left either right above the boat, or 1 nm in front of it. Wingmen break with 17 seconds interval, making sure nobody proceeds farther than ~4 nm (not strict) ahead of the ship before breaking.&lt;br /&gt;
* If there are aircraft in front of you, delay the break until the last one is 45 degrees behind you, so you don't cut anyone off or end up too close downwind.&lt;br /&gt;
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'and roughly 2 G's.&lt;br /&gt;
* Regardless how you perform the break, make sure you extend gears and full flaps as soon as you're below 250 kts, and make sure you end up at 1.1 - 1.3 nm from the course line when downwind.&lt;br /&gt;
* As you're entering the downwind, descend to 600' and add trim to fly on-speed.&lt;br /&gt;
&lt;br /&gt;
====The Final Turn====&lt;br /&gt;
&lt;br /&gt;
* When abeam (i.e passing the ship again), start turning final ''right away''! Do NOT delay this turn as it will cause trouble for the aircraft behind you! A 30 degree bank is a good rule of thumb. Normally, there are no comms, but if it's relevant for the situation to make people aware of where you are, you can callout &amp;quot;400, abeam&amp;quot; at this point, for safety of flight.&lt;br /&gt;
* Turn when you should, regardless of what aircraft in front of you are doing. Do NOT extend the downwind to keep distance. Fly your own pattern, even if you get close.&lt;br /&gt;
* Descend slightly. Ideally you should be half-way through the turn (&amp;quot;at the ninety&amp;quot;) at 450-500'. Take a look at the ship and start correcting your turn so you cross the wake and end up behind the angled deck (&amp;quot;entering the groove&amp;quot;) around 15-18 seconds before wheels down.&lt;br /&gt;
* As soon as you see the meat ball, call out [Sidenumber] [Aircraft Type] Ball [Fuelstate]. For instance ''&amp;quot;400, Hornet Ball, 4.5&amp;quot;''. *&lt;br /&gt;
* Fly the ball all the way to touchdown.&lt;br /&gt;
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.&lt;br /&gt;
* Even if things look bad (like if you are too close to the aircraft in front), never take your own wave-off if there is an LSO. Fly like you intend to land until the LSO tells to wave off. Chances are the LSO intend to wave the ''other'' aircraft off and let ''you'' land. The aircraft in front can also bolter, making the runway available for you. If you absolutely HAVE to wave yourself off (like if there are no LSO, or he's CLEARLY missing an imminent collision), don't do it until you ''really'' have to (seconds before touch down).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Note: IRL, during cyclic ops, there are no ball calls (they are implicit). Despite that, we have decided to keep the ball calls because we typically only have one LSO (if any), and the ball calls increase SA in a way that increases safety.''&lt;br /&gt;
&lt;br /&gt;
====Bolters and Waveoffs====&lt;br /&gt;
&lt;br /&gt;
* If you get waved off, add power and fly over the angled deck. Don't over-do it, fly on-speed and climb to 600'.&lt;br /&gt;
* If you bolter (i.e. miss the wires) or get waved off, as soon as you have cleared the ship's bow, make a small right turn to align yourself with BRC.&lt;br /&gt;
* Keep 600'. Keep gear, flaps and hook extended. Continue flying on-speed.&lt;br /&gt;
* Visually scan the situation around you.&lt;br /&gt;
* When clear (other aircraft on downwind has passed 45 degrees behind you), turn left and re-enter the pattern downwind towards the abeam position, and try again.&lt;br /&gt;
* In the event that you get waved off early (for instance when on downwind or in the final turn), you simply follow the usual pattern, only maintaining 600'. After flying over the boat, the normal bolter/waveoff procedures apply.&lt;br /&gt;
&lt;br /&gt;
====On the Deck====&lt;br /&gt;
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel left and right until it releases.&lt;br /&gt;
* Raise the hook and flaps, fold the wings, and quickly but carefully exit the runway to the right.&lt;br /&gt;
* Tower might provide parking instructions, otherwise, just park at any available spot. Since we don't have plane directors (as IRL), instead use the F2 camera to avoid taxi/parking accidents.&lt;br /&gt;
&lt;br /&gt;
====Spins====&lt;br /&gt;
[[Fil:CASE1_Recovery_Spin.png|400px|thumb|Spin]]&lt;br /&gt;
In rare cases, the boat might not be ready for your landing yet, or the pattern might be too crowded as you come in for the break. More than 6 aircraft in the pattern is to be avoided. Rather than having your flight going into the break, making the pattern even more crowded, tower can ask you to &amp;quot;spin it&amp;quot;. If this happens, as you fly over the boat, go up to 1200' and initiate a left turn, with around 3 nm diameter. Keep the speed at 350 kts. Descend back to 800' as you approach a full circle. After making a full circle, enter the break as usual (unless you have to spin once more). You will stay in echelon right formation through this whole process.&lt;br /&gt;
&lt;br /&gt;
==Remarks==&lt;br /&gt;
* We ''typically'' don't do shit-hot-breaks. However, if you are the flight lead of the ''first'' flight coming in for the break, and you feel comfortable with SHBs, you may perform one. For 4-ship, this is a common technique to keep the wingmen from having to fly farther than 4 nm in front of the boat before breaking.&lt;br /&gt;
* If somebody is in the groove, pause radio comms until they are down, have boltered or have been waved off. You don't want to step on an important LSO call.&lt;br /&gt;
* Because of the poor visibility in DCS, we are not strictly zip-lip during CASE 1. We try to keep the chatter to a minimum, but some radio calls can be made to improve everyone's SA.&lt;br /&gt;
* The CAG (i.e the mission planner in our case) may decide a tank limit and a number of additional passes required when you first show up at the ball. For instance, &amp;quot;Hornet Tank 3.0 and T + 2&amp;quot;. Each pass is assumed to consume 500 lbs (1000 during night). So in the 3.0 T + 2 example, you need to have 4000 lbs when showing up on the ball for the first pass, 3500 on your second and 3000 on your third. If you bolter a third time you need to go to the overhead tanker.&lt;br /&gt;
* If no limits are pre-briefed, make sure to show up at the ball with at least 3000 lbs, and always hit the tanker if you go below 2000 lbs.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2559</id>
		<title>CASE 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2559"/>
		<updated>2025-07-03T09:33:31Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Arriving to the Carrier Control Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 1]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 1 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
''Important note: IRL the procedures during carrier quals differ quite a bit from cyclic ops. The procedures here are based on cyclic ops procedures, but have elements inspired by CQ procedures, in the ambition to have procedures that work well in our context where DCS visibility is limited, the skill level of individual sim pilots may vary and so on.''&lt;br /&gt;
&lt;br /&gt;
==What is CASE 1?==&lt;br /&gt;
&lt;br /&gt;
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's &amp;quot;during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)&amp;quot;, meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
* Take off and perform a small clearing turn.&lt;br /&gt;
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.&lt;br /&gt;
* Climb freely.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!&lt;br /&gt;
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME) report &amp;quot;see you at X nm&amp;quot;. Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.&lt;br /&gt;
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat. &lt;br /&gt;
* Flights at angels 2 commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kts, slowly descending to 800'. &lt;br /&gt;
* As flights commence, the flights above descend in 1000' steps maintaining SA by looking around, aircraft sensors and (if absolutely necessary) comms.&lt;br /&gt;
* Break at 800 ft and 350 kts shortly after the bow. 17 second intervals between each break.&lt;br /&gt;
* Aim for 1.2 nm from the boat when abeam, at 600 ft. Turn final immediately (i.e. when you got the boat on your 9 o'clock) and land.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
* [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern.&lt;br /&gt;
&lt;br /&gt;
==Detailed Instructions==&lt;br /&gt;
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]&lt;br /&gt;
[[Fil:Case1PortHold2.png|400px|thumb|Port hold and exit]]&lt;br /&gt;
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
====On The Boat====&lt;br /&gt;
* Set radio to Tower Ch 1 305.00.&lt;br /&gt;
* When your flight is ready to depart, taxi to the catapults (Cat 1 is the right-most, Cat 4 is the left-most). Do not request taxi. Only use comms if needed to sort out issues.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
* With ~10 second intervals, call out your launch, ex &amp;quot;400 (Four Zero Zero), salute!&amp;quot; and take off.&lt;br /&gt;
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).&lt;br /&gt;
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.&lt;br /&gt;
* At 7 nm DME, start climbing to desired altitude.&lt;br /&gt;
* Flight lead decides when to leave the frequency and go to the package channel.&lt;br /&gt;
* Form up with your flight.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(TCN, set up HSI and CRS, turn on ILS if preferred, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Master Light Switch Off.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 380' is recommended)''&lt;br /&gt;
* Before 50 nm DME, switch to Marshal channel Ch 16 261.00.&lt;br /&gt;
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example:&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400 (holding hands) with 401, marking Mother's 070 for 48, angels 14, low state 6.5&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Case 1, BRC is 264. Expected Charlie time 22. Report see me.&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* If you haven't already gotten a pre-briefed holding altitude, Marshal will provide you with one (anything from angels 2 and above, in 1000 foot increments).&lt;br /&gt;
&lt;br /&gt;
====Entering the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* If available, set your course line to BRC, scaling the HSI to 10 nm.&lt;br /&gt;
* Descend to the holding altitude before you have reached 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME)&lt;br /&gt;
** You: ''&amp;quot;See you at 10&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, update state, go button 1&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, 5.9&amp;quot;'' (or ''&amp;quot;400, low state 5.9&amp;quot;'' if it's a two-ship)&lt;br /&gt;
* Switch to Tower Ch 1 305.00.&lt;br /&gt;
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. &lt;br /&gt;
* Fly 250 kts IAS in a half standard rate turn. This puts you pretty close to a 5 Nm diameter, depending on wind conditions. If you fly like this it will take you 4 minutes to complete one full circle.&lt;br /&gt;
* Wingmen should fly in parade formation. #2 on the right side of lead, 3# on the left side of lead, and #4 on the left side of #3 (like an Air Force &amp;quot;fingertip left&amp;quot; formation).&lt;br /&gt;
* If there is another flight on your level (which is perfectly normal) you should strive to position yourself on the opposing side of the circle. This will ensure proper commence intervals.&lt;br /&gt;
&lt;br /&gt;
====Exiting the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* In most cases, there will be a prebriefed &amp;quot;charlie time&amp;quot;, simulating when the carrier is ready to recover aircraft. This indicates when the first aircraft is expected to show up in the groove. That means that the first flight need to commence from point 3 about 4-5 minutes before this time, depending on how tightly you fly your turn to initial and when you break over the carrier (i.e normal break at 1.0 nm or Shit-Hot-Break). &lt;br /&gt;
* Tower ''may'' give a global ''&amp;quot;99, signal is charlie&amp;quot;'', upon which the the recovery procedure might begin right away with the flight at the lowest level going first. This is not usual though.&lt;br /&gt;
* The flights above the first flight descends between point 3 and 1 and flights commence at their own will when it looks clear below.&lt;br /&gt;
* We aim to be &amp;quot;zip lip&amp;quot; (no radio comms). But comms ''should'' be used if needed for safety-of-flight and if needed to keep things running smoothly.&lt;br /&gt;
* When you exit the holding, you should be on the left-most end of the circle (i.e. point 3). Exit backwards in a little wider tear drop-shaped style (aiming towards BRC+210 degrees or the counter course +30 degrees). You should no more than 7 nm away from the boat when you start your left turn towards the boat. &lt;br /&gt;
* A tighter pattern without teardrop (or with a minimal teardrop) can also be used, for instance if you are late and need to catch up.&lt;br /&gt;
* Accelerate to 350 kts IAS gradually. #3 and #4 cross under to the right into an Echelon Right formation.&lt;br /&gt;
* While gradually descending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. Normally there are no comms, but if you determine it's important for safety, call out ''&amp;quot;400, initial&amp;quot;''. For instance, if the pattern is crowded, the tower might appreciate the heads up, so they get the chance to give you a &amp;quot;spin it&amp;quot; instruction.&lt;br /&gt;
* As a general rule, this part of the CASE 1 recovery is less about numbers and more about looking outside the window, being adaptable and &amp;quot;making it happen&amp;quot;. There is typically no reason to fly in any other way than the documented standards. But if things start to deviate, like the intervals becoming too small, use speed control and manipulate your flying in ways to help out and make things work out smoothly.&lt;br /&gt;
&lt;br /&gt;
====Entering the Break====&lt;br /&gt;
&lt;br /&gt;
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.&lt;br /&gt;
* Lead should break left either right above the boat, or 1 nm in front of it. Wingmen break with 17 seconds interval, making sure nobody proceeds farther than ~4 nm (not strict) ahead of the ship before breaking.&lt;br /&gt;
* If there are aircraft in front of you, delay the break until the last one is 45 degrees behind you, so you don't cut anyone off or end up too close downwind.&lt;br /&gt;
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'and roughly 2 G's.&lt;br /&gt;
* Regardless how you perform the break, make sure you extend gears and full flaps as soon as you're below 250 kts, and make sure you end up at 1.1 - 1.3 nm from the course line when downwind.&lt;br /&gt;
* As you're entering the downwind, descend to 600' and add trim to fly on-speed.&lt;br /&gt;
&lt;br /&gt;
====The Final Turn====&lt;br /&gt;
&lt;br /&gt;
* When abeam (i.e passing the ship again), start turning final ''right away''! Do NOT delay this turn as it will cause trouble for the aircraft behind you! A 30 degree bank is a good rule of thumb. Normally, there are no comms, but if it's relevant for the situation to make people aware of where you are, you can callout &amp;quot;400, abeam&amp;quot; at this point, for safety of flight.&lt;br /&gt;
* Turn when you should, regardless of what aircraft in front of you are doing. Do NOT extend the downwind to keep distance. Fly your own pattern, even if you get close.&lt;br /&gt;
* Descend slightly. Ideally you should be half-way through the turn (&amp;quot;at the ninety&amp;quot;) at 450-500'. Take a look at the ship and start correcting your turn so you cross the wake and end up behind the angled deck (&amp;quot;entering the groove&amp;quot;) around 15-18 seconds before wheels down.&lt;br /&gt;
* As soon as you see the meat ball, call out [Sidenumber] [Aircraft Type] Ball [Fuelstate]. For instance ''&amp;quot;400, Hornet Ball, 4.5&amp;quot;''. *&lt;br /&gt;
* Fly the ball all the way to touchdown.&lt;br /&gt;
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.&lt;br /&gt;
* Even if things look bad (like if you are too close to the aircraft in front), never take your own wave-off if there is an LSO. Fly like you intend to land until the LSO tells to wave off. Chances are the LSO intend to wave the ''other'' aircraft off and let ''you'' land. The aircraft in front can also bolter, making the runway available for you. If you absolutely HAVE to wave yourself off (like if there are no LSO, or he's CLEARLY missing an imminent collision), don't do it until you ''really'' have to (seconds before touch down).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Note: IRL, during cyclic ops, there are no ball calls (they are implicit). Despite that, we have decided to keep the ball calls because we typically only have one LSO (if any), and the ball calls increase SA in a way that increases safety.''&lt;br /&gt;
&lt;br /&gt;
====Bolters and Waveoffs====&lt;br /&gt;
&lt;br /&gt;
* If you get waved off, add power and fly over the angled deck. Don't over-do it, fly on-speed and climb to 600'.&lt;br /&gt;
* If you bolter (i.e. miss the wires) or get waved off, as soon as you have cleared the ship's bow, make a small right turn to align yourself with BRC.&lt;br /&gt;
* Keep 600'. Keep gear, flaps and hook extended. Continue flying on-speed.&lt;br /&gt;
* Visually scan the situation around you.&lt;br /&gt;
* When clear (other aircraft on downwind has passed 45 degrees behind you), turn left and re-enter the pattern downwind towards the abeam position, and try again.&lt;br /&gt;
* In the event that you get waved off early (for instance when on downwind or in the final turn), you simply follow the usual pattern, only maintaining 600'. After flying over the boat, the normal bolter/waveoff procedures apply.&lt;br /&gt;
&lt;br /&gt;
====On the Deck====&lt;br /&gt;
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel left and right until it releases.&lt;br /&gt;
* Raise the hook and flaps, fold the wings, and quickly but carefully exit the runway to the right.&lt;br /&gt;
* Tower might provide parking instructions, otherwise, just park at any available spot. Since we don't have plane directors (as IRL), instead use the F2 camera to avoid taxi/parking accidents.&lt;br /&gt;
&lt;br /&gt;
====Spins====&lt;br /&gt;
[[Fil:CASE1_Recovery_Spin.png|400px|thumb|Spin]]&lt;br /&gt;
In rare cases, the boat might not be ready for your landing yet, or the pattern might be too crowded as you come in for the break. More than 6 aircraft in the pattern is to be avoided. Rather than having your flight going into the break, making the pattern even more crowded, tower can ask you to &amp;quot;spin it&amp;quot;. If this happens, as you fly over the boat, go up to 1200' and initiate a left turn, with around 3 nm diameter. Keep the speed at 350 kts. Descend back to 800' as you approach a full circle. After making a full circle, enter the break as usual (unless you have to spin once more). You will stay in echelon right formation through this whole process.&lt;br /&gt;
&lt;br /&gt;
==Remarks==&lt;br /&gt;
* We ''typically'' don't do shit-hot-breaks. However, if you are the flight lead of the ''first'' flight coming in for the break, and you feel comfortable with SHBs, you may perform one. For 4-ship, this is a common technique to keep the wingmen from having to fly farther than 4 nm in front of the boat before breaking.&lt;br /&gt;
* If somebody is in the groove, pause radio comms until they are down, have boltered or have been waved off. You don't want to step on an important LSO call.&lt;br /&gt;
* Because of the poor visibility in DCS, we are not strictly zip-lip during CASE 1. We try to keep the chatter to a minimum, but some radio calls can be made to improve everyone's SA.&lt;br /&gt;
* The CAG (i.e the mission planner in our case) may decide a tank limit and a number of additional passes required when you first show up at the ball. For instance, &amp;quot;Hornet Tank 3.0 and T + 2&amp;quot;. Each pass is assumed to consume 500 lbs (1000 during night). So in the 3.0 T + 2 example, you need to have 4000 lbs when showing up on the ball for the first pass, 3500 on your second and 3000 on your third. If you bolter a third time you need to go to the overhead tanker.&lt;br /&gt;
* If no limits are pre-briefed, make sure to show up at the ball with at least 3000 lbs, and always hit the tanker if you go below 2000 lbs.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2413</id>
		<title>Tactical Tacview Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2413"/>
		<updated>2025-05-02T14:37:10Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Tactical Tacview Library]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BVR==&lt;br /&gt;
===Racetrack Grinder Setup===&lt;br /&gt;
This illustrates a technique to enter the standard CAP track. While approx 3 nm from the CAP point, #3 and #4 turns 180 degrees using an engaged turn (mil power, pull as many Gs possible without dropping airspeed). #1 and #2 simply widen their formation to 5 nm line abreast.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_RacetrackGrinderSetup_4-ship.acmi|Download]]&lt;br /&gt;
&lt;br /&gt;
===Short Skate===&lt;br /&gt;
 &lt;br /&gt;
Illustrates a [https://wiki.masterarms.se/index.php/Air-To-Air_Glossary#Short_skate Short Skate] enagagement. The second version of the file illustrate the consequence of recommiting one time to many.&lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===Skate===&lt;br /&gt;
 &lt;br /&gt;
Illustrates a [https://wiki.masterarms.se/index.php/Air-To-Air_Glossary#Skate Skate] enagagement. The second version of the file illustrate the consequence of recommiting one time to many.&lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_Skate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_Skate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===BVR Engagement===&lt;br /&gt;
This illustrates a BVR fight between 4 F/A-18Cs and a mix of 5 Mig-29S and Su-27, where the blue side is utilizing our standard BVR techniques. At 35 nm we pitch up and fire, then enter a cranks until the missile goes active, then turn back to pump, letting the second element do the same thing, rinse and repeat.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_Engagement_4v5_4-ship.acmi|Download]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Air-to-ground==&lt;br /&gt;
&lt;br /&gt;
===Bomb Roll-in===&lt;br /&gt;
This is the default dropping dumb bombs technique. Fly the aircraft at 10k', right of the target, until you see the target at your 10 o'clock, around a fist above the lower edge of the canopy. Roll-in towards the target using distinct &amp;quot;1) roll, then 2) pull, then 3) roll back&amp;quot; input. Ideally you should now be in a 30 degree dive, with the velocity vector pointing a couple of degrees above the target. You should be able to drop the bomb at around 4-5k'. Pull up and evade.&lt;br /&gt;
&lt;br /&gt;
[[Media:AG_BombRoll-In_1-ship.acmi|Download]]&lt;br /&gt;
&lt;br /&gt;
===High Angle Strafe===&lt;br /&gt;
This is the default strafing technique. It is performed in the same way as the bomb roll-in explained above. During the dive, when you are in range, with the pipper on the target, fire a 1-2 second burst, the pull up and evade. Don't follow the rounds to see if you hit, as this will cause you to get too low. Ideally you should not go lower than 3500'.&lt;br /&gt;
&lt;br /&gt;
[[Media:AG_HighAngleStrafe_1-ship.acmi|Download]]&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:AG_HighAngleStrafe_1-ship.acmi&amp;diff=2412</id>
		<title>Fil:AG HighAngleStrafe 1-ship.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:AG_HighAngleStrafe_1-ship.acmi&amp;diff=2412"/>
		<updated>2025-05-02T14:32:06Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2411</id>
		<title>Tactical Tacview Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2411"/>
		<updated>2025-05-02T14:31:44Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Tactical Tacview Library]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BVR==&lt;br /&gt;
===Racetrack Grinder Setup===&lt;br /&gt;
This illustrates a technique to enter the standard CAP track. While approx 3 nm from the CAP point, #3 and #4 turns 180 degrees using an engaged turn (mil power, pull as many Gs possible without dropping airspeed). #1 and #2 simply widen their formation to 5 nm line abreast.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_RacetrackGrinderSetup_4-ship.acmi|Download]]&lt;br /&gt;
&lt;br /&gt;
===Short Skate===&lt;br /&gt;
 &lt;br /&gt;
Illustrates a [https://wiki.masterarms.se/index.php/Air-To-Air_Glossary#Short_skate Short Skate] enagagement. The second version of the file illustrate the consequence of recommiting one time to many.&lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===Skate===&lt;br /&gt;
 &lt;br /&gt;
Illustrates a [https://wiki.masterarms.se/index.php/Air-To-Air_Glossary#Skate Skate] enagagement. The second version of the file illustrate the consequence of recommiting one time to many.&lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_Skate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_Skate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===BVR Engagement===&lt;br /&gt;
This illustrates a BVR fight between 4 F/A-18Cs and a mix of 5 Mig-29S and Su-27, where the blue side is utilizing our standard BVR techniques. At 35 nm we pitch up and fire, then enter a cranks until the missile goes active, then turn back to pump, letting the second element do the same thing, rinse and repeat.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_Engagement_4v5_4-ship.acmi|Download]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Air-to-ground==&lt;br /&gt;
&lt;br /&gt;
===Bomb Roll-in===&lt;br /&gt;
This is the default dropping dumb bombs technique. Fly the aircraft at 10k', right of the target, until you see the target at your 10 o'clock, around a fist above the lower edge of the canopy. Roll-in towards the target using distinct &amp;quot;1) roll, then 2) pull, then 3) roll back&amp;quot; input. Ideally you should now be in a 30 degree dive, with the velocity vector pointing a couple of degrees above the target. You should be able to drop the bomb at around 4-5k'. Pull up and evade.&lt;br /&gt;
&lt;br /&gt;
[[Media:AG_BombRoll-In_1-ship.acmi|Download]]&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:AG_BombRoll-In_1-ship.acmi&amp;diff=2410</id>
		<title>Fil:AG BombRoll-In 1-ship.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:AG_BombRoll-In_1-ship.acmi&amp;diff=2410"/>
		<updated>2025-05-02T14:24:11Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2409</id>
		<title>CASE 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_3&amp;diff=2409"/>
		<updated>2025-04-06T21:06:48Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Commencing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 3]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 3 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
===What is CASE 3?===&lt;br /&gt;
The short answer is that CASE 3 is flown during night, or during the day if the weather is really bad. For a more technically correct definition: ''CASE III departures are flown at night and when weather conditions are IMC (WX below 1000-5), and a controlled climb is required. CASE III recoveries are used for all night operations, as well as during the day when the weather is below Case II minimums (less than 1,000-3).''&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
[[Fil:CASE3_Departure.png|400px|thumb|CASE 3 Departure]]&lt;br /&gt;
''During briefing you should have received a departure radial and altitude. In this example, the boat's course (BRC) is 000, the departure radial is 120, and your flight's departure altitude is 20000'.''&lt;br /&gt;
&lt;br /&gt;
====Launching====&lt;br /&gt;
* We normally don't use a separate departure channel, but remain on the tower channel (Ch 1 305.00) during departure.&lt;br /&gt;
* Before taxiing, turn on full position lights and formation light, but set the Master Exterior Lights Switch to OFF, so that the aircraft is dark.&lt;br /&gt;
* Line up and hook up on the catapult.&lt;br /&gt;
* Spread wings. For Hornets, check half flaps and trim to 16 degrees or more depending on weight.&lt;br /&gt;
* Just before takeoff, when calling &amp;quot;salute&amp;quot;, set the Master Exterior Lights Switch to ON.&lt;br /&gt;
* Launch with mil power or afterburner as preferred, with 30 second intervals between each aircraft.&lt;br /&gt;
* Call out when airborne. Example: ''&amp;quot;Departure, 400, airborne&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Climbing====&lt;br /&gt;
* Set throttle to mil power and immediately start climbing straight ahead, using pitch control to maintain 300 kts IAS. Even though &amp;quot;straight ahead&amp;quot; and BRC isn't strictly the same thing, a common technique is to set the course line to the BRC for reference.&lt;br /&gt;
* When passing 2500' call it out. Example: ''&amp;quot;Departure, 400 passing 2.5&amp;quot;''.&lt;br /&gt;
* When reaching 7 DME, call out that you're arcing. Example: ''&amp;quot;Departure, 400 arcing&amp;quot;''.&lt;br /&gt;
* Turn into the 10 nm radius circle in the direction of the departure radial (right, in this example). Continue climbing and make sure your right wing on the HSI is pointing towards the boat so that you are always at 10 DME.&lt;br /&gt;
* Turn the course line (if available) to the departure radial (120 in this example).&lt;br /&gt;
* Use any available means (radar, datalink, SA page) to make sure you're not conflicted with other aircraft.&lt;br /&gt;
* When you are about to reach the course line, turn onto it. After the turn the boat should be on your 6 o'clock.&lt;br /&gt;
* Call outbound. Example: ''&amp;quot;Departure, 400, established outbound&amp;quot;''.&lt;br /&gt;
* Level off at your flight's departure altitude (in this example, 20000').&lt;br /&gt;
* Call when mission ready, prepared to leave the frequency. Example: ''&amp;quot;Departure, 400 Kilo&amp;quot;''.&lt;br /&gt;
* Departure will now tell you: ''&amp;quot;400, Departure, cleared to switch&amp;quot;'', meaning that you are cleared to switch channel to wherever you are going, most likely the Tactical channel on Ch 3.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
[[Fil:CASE3_Recovery.png|400px|thumb|CASE 3 Recovery]]&lt;br /&gt;
In this example, you are the leader of the flight Chevy1, which is a Hornet two-ship with sidenumber 400 and 401, returning to CVN-72 (callsign &amp;quot;Union&amp;quot;) at night. You have a little lower fuel state (6500 lbs) than 401 who has 6900.&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* At 50 nm DME, switch to Marshal channel (Ch 16 261.00).&lt;br /&gt;
* Contact Marshal stating your position, altitude and fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example: In this scenario, you are assigned 21 nm on the 190 radial at 6000 feet with a push time of 32 minutes over the hour.&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, with 401, marking Mother's 070 for 48, angels 14, (low) state 6.5&amp;quot;'' (&amp;quot;with&amp;quot;, or the old school &amp;quot;holding hands with&amp;quot; is only said if you have a wingman, and you don't say &amp;quot;low&amp;quot; state if you're alone, just simply &amp;quot;state&amp;quot;)&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal, Case 3 Recovery, CV1 approach, expected final bearing 344, altimeter 2992&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Marshal 190, 21, angels 6, expected approach time 32, approach button 15&amp;quot;'' ''(Pronounced &amp;quot;Time three-two&amp;quot; and &amp;quot;Button fifteen&amp;quot;)''&lt;br /&gt;
** You: ''&amp;quot;400, Marshaling 190, 21, angels 6, time 32, approach button 15&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Readback correct.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Then Marshal will proceed with giving Marshal instructions to your wingman &amp;quot;401&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note 1: The distance and the altitude will always be at a differance of 15. Example:&lt;br /&gt;
Distance = Angels + 15 = 6 + 15 = 21&lt;br /&gt;
&lt;br /&gt;
Note 2: &amp;quot;CV1&amp;quot; is the kind of approach described here. We never do CV2, so you don't need to learn about it.&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(Turn on ILS, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''(For Hornet: Max 34k lbs, full strobe, position and formation lights.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 1000' is recommended to warn if accidently decending below 1200')''&lt;br /&gt;
&lt;br /&gt;
====Entering the Marshal Stack====&lt;br /&gt;
&lt;br /&gt;
* Set your course line (if available) to the assigned radial and fly on it towards the carrier. In order to deconflict from aircraft already in the stack, make sure you're on the assigned altitude before you come within 10 degrees to the right or 30 degrees to the left of the radial. Let Marshal know when you are on the correct altitude. Example: ''&amp;quot;400, established angels 6, state 6.1&amp;quot;''&lt;br /&gt;
* Slow down to 250 kts IAS as you enter the marshal stack. &lt;br /&gt;
* (Through the DCS comms menu, contact ATC/USS Abraham Lincoln/Inbound. Make sure you're doing this call on the right AI Tower frequency (Ch 2, 264.00). You may want to use the right-hand Com2 AUX radio for this call, so you don't have to leave the Marshal channel). Please see [[#DCS Considerations]] for more info regarding this step.&lt;br /&gt;
* When reaching the point (in this case 21 nm DME) turn left into a race track pattern, holding until your push time has come. Ideally, you should be flying 2 minute turns and 1 minute legs.&lt;br /&gt;
* You will need to adjust your pattern in such a way that you reach the push point on time plus/minus 10 seconds.&lt;br /&gt;
* The exact shape of your holding pattern is not that important. As long as you keep your altitude, make left turns and reach the push point on time, you're doing fine.&lt;br /&gt;
* If you reach the push point reasonably on time (plus minus 15 seconds or so), make your commence call ''on your assigned time''. Don't wait until you are exactly on your assigned point. If you miss the time drastically (more than ~15 seconds), communicate this clearly.&lt;br /&gt;
&lt;br /&gt;
====Commencing====&lt;br /&gt;
* When your time comes to push, call out [Callsign] commencing [fuel state], [altimeter]. Example: ''&amp;quot;400, commencing, state 5.2, 29.92&amp;quot;''.&lt;br /&gt;
* Marshal: ''&amp;quot;400, radar contact, final bearing 344&amp;quot;''&lt;br /&gt;
* Make sure you keep 250 kts IAS and start a 4000 fpm dive, heading straight towards the carrier, along your assigned radial.&lt;br /&gt;
* When you reach 5000', call out [Callsign] platform. Example: ''&amp;quot;400, platform&amp;quot;''.&lt;br /&gt;
* Immediately after the platform call, shallow your decent to 2000 feet per minute.&lt;br /&gt;
* Marshal will tell you to switch to the approach channel (this can happen before or after the platform call). Example: ''&amp;quot;400, switch Approach, button 15&amp;quot;''.&lt;br /&gt;
* '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Switch to the approach channel (normally Ch 15 263.00) and check in. Example: &lt;br /&gt;
** '''You''' - ''&amp;quot;400, checking in, 19 miles&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, final bearing 344&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* Set your course line (if available) to Final Bearing.&lt;br /&gt;
* At 20 DME you need to perform a 30 degree turn towards the Final Bearing so that you are lined up on Final Bearing before 12 DME at the latest.&lt;br /&gt;
* Level off at 1200'.&lt;br /&gt;
* You may want to clean up your HUD. For instance, in Hornets, remove the time from the HUD (HSI, TIMEUFC) to make sure it's not obstructing the IFLOLS when landing.&lt;br /&gt;
&lt;br /&gt;
====Final Approach====&lt;br /&gt;
* At 10 DME, start landing checks. Remain at 1200'. Extend gears at 8 DME. Make sure you're flying on-speed in landing configuration at 6 DME. Approach may instruct you to &amp;quot;dirty up&amp;quot; (i.e get into landing configuration) earlier or later than 8 DME if needed.&lt;br /&gt;
* Approach will soon ask you to &amp;quot;say your needles&amp;quot;. IRL this is only done for ACLS (which we typically don't have). For our purposes, approach wants to know if he's looking at the right aircraft. What you need to do is to reply how you need to fly to get onto centerline and glideslope. Basically, where your ICLS needles are in relation to your velocity vector. If one of them is already centered, you say &amp;quot;on&amp;quot;. Example:&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, say bullseye&amp;quot;''. (For Hornets, we currently assume they don't have ACLS, hence &amp;quot;say bullseye&amp;quot;. For Tomcats, Approach says &amp;quot;say needles&amp;quot;)&lt;br /&gt;
** '''You''' - ''&amp;quot;Fly up, fly right&amp;quot;'' or ''&amp;quot;Up and on&amp;quot;'' or ''&amp;quot;On, fly left&amp;quot;'' or ''&amp;quot;On and on&amp;quot;''&lt;br /&gt;
** '''Approach''' - ''&amp;quot;400, fly bullseye&amp;quot;'' or ''&amp;quot;400, fly needles&amp;quot;''&lt;br /&gt;
** '''You''' - ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* For our purposes, it doesn't matter whether approach replies ''&amp;quot;Fly needles&amp;quot;'' (successful ACLS lock) or ''&amp;quot;Fly bullseye&amp;quot;'' (unsuccessful ACLS lock). Just follow your ICLS.&lt;br /&gt;
* Don't fly up above 1200' to &amp;quot;catch&amp;quot; the glideslope. Instead, remain at 1200' until you fly &amp;quot;into&amp;quot; the glideslope, and start decending, following the ICLS down towards the boat. So if you're flying as expected, you ''should'' be below the glide path when the call comes, and your response should be ''&amp;quot;Up and on&amp;quot;'''.&lt;br /&gt;
* Around 1-2 DME, you should see the ball. From now on, fly the ball. Ignore the ICLS for vertical corrections.&lt;br /&gt;
* At around 3/4 nm, perform the ball call when the approach controller tells you to. [Sidenumber] [Aircraft type] Ball [Fuel state]. Example: &lt;br /&gt;
** '''Approach''' - &amp;quot;400, ¾ mile, call the ball&amp;quot;&lt;br /&gt;
** '''You''' - ''&amp;quot;400, Hornet ball, 4.1&amp;quot;&lt;br /&gt;
** '''LSO''' - ''&amp;quot;Roger ball!&amp;quot;&lt;br /&gt;
* Fly the ball and the LSO instructions until you touch down. When you touch down, don't anticipate catching a wire. ALWAYS engage full power (mil power, or even afterburner if you think you might need it) until it's clear that you are standing still on the deck.&lt;br /&gt;
* Cut power to idle and set master light switch to OFF. If the wire doesn't pull you back and release (for DCS reasons), try turning the nosewheel left and right a couple of times. When the wire has released, raise the hook, raise the flaps (set to AUTO/UP), fold/sweep the wings and taxi off the landing zone and park on the bow or wherever you are instructed to.&lt;br /&gt;
&lt;br /&gt;
====Bolter Pattern====&lt;br /&gt;
* If you miss the wire (bolter) or you are waved off, continue flying on final bearing past the boat, climbing to 1200'.&lt;br /&gt;
* Raise the gear and raise the flaps to HALF flying at 150 kts IAS to save fuel.&lt;br /&gt;
* If no instructions are received by 4 DME upwind, contact approach. If unable, turn downwind remaining at 1200'. Pay close attention to the HSI making sure your downwind is 2 nm offset parallel to the final bearing line.&lt;br /&gt;
* Call out when abeam. Example: ''&amp;quot;400, abeam&amp;quot;''.&lt;br /&gt;
* If no instructions are received by 4 DME downwind past abeam, contact approach. If unable, turn final. Intercept the ICLS and fly another approach.&lt;br /&gt;
* If on downwind you're told to intercept the final bearing at 4NM on downwind, fully configure (full flaps, gear down) when starting the turn. At 6NM, halfway through the turn. At 8NM+ wait until established on Final Bearing.&lt;br /&gt;
&lt;br /&gt;
==DCS Considerations==&lt;br /&gt;
* There are two ways to make the carrier set its lights to &amp;quot;recovery&amp;quot;.&lt;br /&gt;
** If using the Master Arms mission template, you can use the radio menu &amp;quot;Others/Carrier Control&amp;quot; sub-menu to force the boat into &amp;quot;recovery&amp;quot; light mode. This is the recommended way.&lt;br /&gt;
** Use the radio menu and declare inbound. The carrier will turn the lights off when you land. So this makes most sense if you are the last pilot to land.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:Flights_kb.png&amp;diff=2387</id>
		<title>Fil:Flights kb.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:Flights_kb.png&amp;diff=2387"/>
		<updated>2025-03-30T13:25:34Z</updated>

		<summary type="html">&lt;p&gt;Bankler: Bankler laddade upp en ny version av Fil:Flights kb.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Basic_Qualification&amp;diff=2386</id>
		<title>Basic Qualification</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Basic_Qualification&amp;diff=2386"/>
		<updated>2025-03-29T23:32:54Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* How to qualify */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Qualifications]] &amp;gt;&amp;gt; [[Basic Qualification]]''&lt;br /&gt;
[[Fil:Wings_Silver.png|400px|thumb|Wings]]&lt;br /&gt;
&lt;br /&gt;
The basic qualification marks the completion of the syllabus for a particular aircraft type, and should generally be the first goal for all our rookies. It focuses on learning the most basic procedures, systems, weapons and tactics for the aircraft. After the qualification, you are officially &amp;quot;winged&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===How to train===&lt;br /&gt;
* Work your way through the Basic Section of the [[Aircraft Syllabi|syllabus]] for your main aircraft.&lt;br /&gt;
* Don't be afraid to ask for help or even private training in Discord if you struggle with something.&lt;br /&gt;
&lt;br /&gt;
===How to qualify===&lt;br /&gt;
* Carefully go through the syllabus list Basic Section and ask yourself for every item &amp;quot;Do I know how to do this thing, at least to a fair level?&amp;quot;. You will be your own judge and examiner here. This is the most important step, and we trust you to be fair to yourself. Be disciplined, but don't be overly self-critical.&lt;br /&gt;
* Participate in at least 3 sign-up events of any type (trainings, missions, anything will do) before you schedule the BQ, so you get a feeling for how we fly in events, and feel confident that this is something you enjoy.&lt;br /&gt;
* Ask somebody to act as your examinating instructor. It can be anyone who has completed the Basic Qualification themselves in the aircraft type in question. &lt;br /&gt;
* The instructor prepares a short sortie, called a basic qual checkride, covering a ''very small sample'' of the syllabus content. Typically some navigation, some weapon employment, and an overhead break.&lt;br /&gt;
* The instructor will ask you a couple of control questions to make sure you're comfortable with the syllabus contents. You're expected to be able to answer correctly with minimal help/hints.&lt;br /&gt;
* The instructor will lead and you will be the wingman. (For F-14B and AH-64D you will fly as a single-ship crew with the instructor in the other seat. (Pilot, CPG or RIO)&lt;br /&gt;
* You are expected to have all your technical stuff working (SRS and such), be able to follow your lead, switch radio channels as instructed, perform the tasks he/she has briefed, and return home together safely, landing with an overhead break.&lt;br /&gt;
* If you did okay, you will qualify and your instructor will let us know on Discord. &lt;br /&gt;
* If you did not pass (meaning something went really bad, like you crashed, or cleary didn't know how to employ a weapon), you are free to try again, as many times as you like, as long as you take responsibility for reading up on the stuff that didn't go so well.&lt;br /&gt;
&lt;br /&gt;
===If you qualify===&lt;br /&gt;
* Your callsign will be added to the list in the Discord #basic-quals channel.&lt;br /&gt;
* You will get the &amp;quot;Basic Qualified&amp;quot; role in Discord, instead of &amp;quot;Rookie&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Remarks===&lt;br /&gt;
* The basic qual checkride is primarily a formality and will only test you on a very small fragment of the syllabus content. Its main purpose is that it feels better with somebody else officially examinating you than doing it yourself. But the &amp;quot;real&amp;quot; qualification is your own responsibility, by testing yourself in the syllabus content, before the checkride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Instructor Guidelines (Fixed Wing)==&lt;br /&gt;
&lt;br /&gt;
* Make sure you are basic qualified with the aircraft type in question.&lt;br /&gt;
* Schedule the checkride with the student.&lt;br /&gt;
* Ask the student some sample questions (3-4 is usually enough) to make sure they have grasped the syllabus contents. Some example questions (for the Hornet/Viper):&lt;br /&gt;
** &amp;quot;What's the altitude and speed for the overhead break?&amp;quot;&lt;br /&gt;
** &amp;quot;What steps do you need to perform to launch a HARM missile?&amp;quot;&lt;br /&gt;
** &amp;quot;Where can you see your own bullseye location?&amp;quot;&lt;br /&gt;
** &amp;quot;How is a standard climb performed?&amp;quot;&lt;br /&gt;
* Pick any ''one'' or ''two'' (1 or 2) of the available standard Basic Qualification sorties below.&lt;br /&gt;
* When on the server, use the comms menu to spawn a target group. &lt;br /&gt;
* You will get the coordinates through an on-screen message. You and the student will have to create a waypoint manually.&lt;br /&gt;
* Fly the mission, using all the normal comms you'd normally do (even though you might not have actual human controllers on the radio), RTB and land with an overhead break.&lt;br /&gt;
* To pass, the sortie doesn't need to be perfect by any stretch, and it's fine if you have to help the student a little, but it has to be a somewhat smooth ride. Example of things that should result in a failed checkride (which is not a big deal, they can just do it again later):&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&lt;br /&gt;
** ''The student crashes or otherwise damages the aircraft at any point (takeoff, landing, taxiing, flying).''&lt;br /&gt;
** ''The student cannot drop/launch a weapon.''&lt;br /&gt;
** ''The student drops the weapon, but it's not even close to hitting the target, clearly indicating they are not using the systems correctly.''&lt;br /&gt;
** ''The student cannot follow you, even with some pointers to help them out.''&lt;br /&gt;
** ''The overhead break doesn't look like an overhead break at all (overtaking you, getting dangerously close to the ground on downwind and such).''&amp;lt;/span&amp;gt;''&lt;br /&gt;
* If most things work well, the student passes, and you should write a confirmation/congratulation in the #qual-reports channel on Discord to let our administrators know.&lt;br /&gt;
&lt;br /&gt;
===Basic Qualification Sorties===&lt;br /&gt;
&lt;br /&gt;
The instructor chooses any ''one'' or ''two'' (1 or 2) of these missions. On the training server, use the comms commands under Other/Master Arms Range/Basic Qualificaton Targets to create corresponding targets (vehicles, SA-2 or enemy MiG-21 fighter). You can spawn these targets during startup. When creating a target you will get coordinates to the target (visible for 45 seconds), so that you can create a waypoint for it.&lt;br /&gt;
Warthog and Viggen may use &amp;quot;Other/Intro Flight/..&amp;quot; to deploy targets for ground attack (in order to reducing flight time/fuel consumption.) Viggen should use &amp;quot;Other/Master Arms Range/Activate Cargo Ship&amp;quot; for anti-ship strike.&lt;br /&gt;
&lt;br /&gt;
''For 1-6, for aircraft that carry an internal gun, tasks should be followed up with one high angle (20-45 deg) strafing run on any remaining (or already destroyed) target. The attack does not need to hit the target, but at least hit in the vicinity of it. The attack should be performed in a safe manner with a short controlled burst from altitude, with the pilot not getting target fixated and straying low.''&lt;br /&gt;
&lt;br /&gt;
1. CCIP attack with dumb bombs on stationary vehicle group.&lt;br /&gt;
&lt;br /&gt;
2. High altitude JDAM attack on stationary vehicle group.&lt;br /&gt;
&lt;br /&gt;
3. High/medium altitude LGB attack on stationary vehicle group.&lt;br /&gt;
&lt;br /&gt;
4. Maverick attack on stationary vehicle group. ''(Hornet: AGM-65E only, Warthog: Any Maverick version)''&lt;br /&gt;
&lt;br /&gt;
5. Rocket attack on stationary vehicle group. ''(Viggen/Warthog only)''&lt;br /&gt;
&lt;br /&gt;
6. HARM attack on SA-2.&lt;br /&gt;
&lt;br /&gt;
7. Anti-ship strike with Rb-04E (Viggen only)''&lt;br /&gt;
&lt;br /&gt;
8. Engage enemy figher at waypoint.&lt;br /&gt;
&lt;br /&gt;
==Instructor Guidelines (Rotary Wing)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; WIP! Not available yet. (#2weeks)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Schedule the checkride with the student.&lt;br /&gt;
* Ask the student some sample questions (3-4 is usually enough) to make sure they have grasped the syllabus contents. Some example questions:&lt;br /&gt;
:- &amp;quot;What is VRS? How do you avoid VRS? How do you recover from VRS?&amp;quot;&lt;br /&gt;
:- &amp;quot;Give an example of how wind affects your flight&amp;quot;&lt;br /&gt;
:- &amp;quot;Where can you read your current speed and altitude?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Fly the mission, using all the normal comms you'd normally do (even though you might not have actual human controllers on the radio)&lt;br /&gt;
&lt;br /&gt;
* To pass, the sortie doesn't need to be perfect by any stretch, and it's fine if you have to help the student a little, but it has to be a somewhat smooth ride. Example of things that should result in a failed checkride (which is not a big deal, they can just do it again later):&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student crashes or otherwise damages the aircraft at any point (takeoff, landing, taxiing, flying).''&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student enters VRS multiple times. (clearly indicating they do not understand VRS)''&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student cannot drop/launch a weapon.''&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student drops the weapon, but it's not even close to hitting the target, clearly indicating they are not using the systems correctly.''&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student cannot follow lead, even with some pointers to help them out.''&lt;br /&gt;
&lt;br /&gt;
* Example of something that the instructor should look at extra carefully which might not be a reason for failure but should be pointed out to prevent incorrect behavior. &lt;br /&gt;
:- The student does not think about the effect of the wind on the helicopter, especially when landing or entering a hover. &lt;br /&gt;
:- The student does not go into a hover before setting down on the FARP&lt;br /&gt;
&lt;br /&gt;
* If most things work well, the student passes, and you should write a confirmation/congratulation in the #qual-reports channel on Discord to let our administrators know.&lt;br /&gt;
&lt;br /&gt;
===Basic Qualification Sortie===&lt;br /&gt;
&lt;br /&gt;
The sortie will consist of several stages''*'' that are carried out during the flight.&lt;br /&gt;
Stages included are listed below though there may be more elements added to the sortie depending on each module as long as it's in the &amp;lt;u&amp;gt;BASIC&amp;lt;/u&amp;gt; section of the [[Aircraft Syllabi|syllabus]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;For Pilots:&amp;lt;/u&amp;gt;&lt;br /&gt;
:- Startup&lt;br /&gt;
:- Takeoff (Airfield)&lt;br /&gt;
:- VRS Recovery (Fly at ~1000ft with tailwind and same speed as current windspeed -&amp;gt; reduce collective)&lt;br /&gt;
:- Hover&lt;br /&gt;
:- NOE flight&lt;br /&gt;
:- Formation flight&lt;br /&gt;
:- Navigation (visually and using ADF)&lt;br /&gt;
:- Weapon deployment''**'' (Use existing targets in R114)&lt;br /&gt;
:- Landing (FARP)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;For Co-Pilot/Gunner's (AH-64D, Mi-24P etc)&amp;lt;/u&amp;gt;&lt;br /&gt;
:- Startup&lt;br /&gt;
:- Comms (Towards Tower, Control etc.)&lt;br /&gt;
:- Visual navigation (as well as being able to guide the pilot)&lt;br /&gt;
:- Hovering (Take control of helicopter when hovering and keep a stable hover)&lt;br /&gt;
:- Weapon deployment''**'' (Use existing targets in R114)&lt;br /&gt;
&lt;br /&gt;
''* Be sure to adapt all stages according to the respective module [[Aircraft Syllabi|syllabus]] basic section. (Method used for takeoff, type of weapons used, etc.)''&amp;lt;/br&amp;gt;&lt;br /&gt;
''** Skip if weapon deployment are not included in the BASIC-section of the syllabus)''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Basic_Qualification&amp;diff=2380</id>
		<title>Basic Qualification</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Basic_Qualification&amp;diff=2380"/>
		<updated>2025-03-26T13:32:39Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Instructor Guidelines (Fixed Wing) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Qualifications]] &amp;gt;&amp;gt; [[Basic Qualification]]''&lt;br /&gt;
[[Fil:Wings_Silver.png|400px|thumb|Wings]]&lt;br /&gt;
&lt;br /&gt;
The basic qualification marks the completion of the syllabus for a particular aircraft type, and should generally be the first goal for all our rookies. It focuses on learning the most basic procedures, systems, weapons and tactics for the aircraft. After the qualification, you are officially &amp;quot;winged&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===How to train===&lt;br /&gt;
* Work your way through the Basic Section of the [[Aircraft Syllabi|syllabus]] for your main aircraft.&lt;br /&gt;
* Don't be afraid to ask for help or even private training in Discord if you struggle with something.&lt;br /&gt;
&lt;br /&gt;
===How to qualify===&lt;br /&gt;
* Carefully go through the syllabus list Basic Section and ask yourself for every item &amp;quot;Do I know how to do this thing, at least to a fair level?&amp;quot;. You will be your own judge and examiner here. This is the most important step, and we trust you to be fair to yourself. Be disciplined, but don't be overly self-critical.&lt;br /&gt;
* Ask somebody to act as your examinating instructor. It can be anyone who has completed the Basic Qualification themselves in the aircraft type in question. &lt;br /&gt;
* The instructor prepares a short sortie, called a basic qual checkride, covering a ''very small sample'' of the syllabus content. Typically some navigation, some weapon employment, and an overhead break.&lt;br /&gt;
* The instructor will ask you a couple of control questions to make sure you're comfortable with the syllabus contents. You're expected to be able to answer correctly with minimal help/hints.&lt;br /&gt;
* The instructor will lead and you will be the wingman. (For F-14B and AH-64D you will fly as a single-ship crew with the instructor in the other seat. (Pilot, CPG or RIO)&lt;br /&gt;
* You are expected to have all your technical stuff working (SRS and such), be able to follow your lead, switch radio channels as instructed, perform the tasks he/she has briefed, and return home together safely, landing with an overhead break.&lt;br /&gt;
* If you did okay, you will qualify and your instructor will let us know on Discord. &lt;br /&gt;
* If you did not pass (meaning something went really bad, like you crashed, or cleary didn't know how to employ a weapon), you are free to try again, as many times as you like, as long as you take responsibility for reading up on the stuff that didn't go so well.&lt;br /&gt;
&lt;br /&gt;
===If you qualify===&lt;br /&gt;
* Your callsign will be added to the list in the Discord #basic-quals channel.&lt;br /&gt;
* You will get the &amp;quot;Basic Qualified&amp;quot; role in Discord, instead of &amp;quot;Rookie&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Remarks===&lt;br /&gt;
* The basic qual checkride is primarily a formality and will only test you on a very small fragment of the syllabus content. Its main purpose is that it feels better with somebody else officially examinating you than doing it yourself. But the &amp;quot;real&amp;quot; qualification is your own responsibility, by testing yourself in the syllabus content, before the checkride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Instructor Guidelines (Fixed Wing)==&lt;br /&gt;
&lt;br /&gt;
* Make sure you are basic qualified with the aircraft type in question.&lt;br /&gt;
* Schedule the checkride with the student.&lt;br /&gt;
* Ask the student some sample questions (3-4 is usually enough) to make sure they have grasped the syllabus contents. Some example questions (for the Hornet/Viper):&lt;br /&gt;
** &amp;quot;What's the altitude and speed for the overhead break?&amp;quot;&lt;br /&gt;
** &amp;quot;What steps do you need to perform to launch a HARM missile?&amp;quot;&lt;br /&gt;
** &amp;quot;Where can you see your own bullseye location?&amp;quot;&lt;br /&gt;
** &amp;quot;How is a standard climb performed?&amp;quot;&lt;br /&gt;
* Pick any ''one'' or ''two'' (1 or 2) of the available standard Basic Qualification sorties below.&lt;br /&gt;
* When on the server, use the comms menu to spawn a target group. &lt;br /&gt;
* You will get the coordinates through an on-screen message. You and the student will have to create a waypoint manually.&lt;br /&gt;
* Fly the mission, using all the normal comms you'd normally do (even though you might not have actual human controllers on the radio), RTB and land with an overhead break.&lt;br /&gt;
* To pass, the sortie doesn't need to be perfect by any stretch, and it's fine if you have to help the student a little, but it has to be a somewhat smooth ride. Example of things that should result in a failed checkride (which is not a big deal, they can just do it again later):&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&lt;br /&gt;
** ''The student crashes or otherwise damages the aircraft at any point (takeoff, landing, taxiing, flying).''&lt;br /&gt;
** ''The student cannot drop/launch a weapon.''&lt;br /&gt;
** ''The student drops the weapon, but it's not even close to hitting the target, clearly indicating they are not using the systems correctly.''&lt;br /&gt;
** ''The student cannot follow you, even with some pointers to help them out.''&lt;br /&gt;
** ''The overhead break doesn't look like an overhead break at all (overtaking you, getting dangerously close to the ground on downwind and such).''&amp;lt;/span&amp;gt;''&lt;br /&gt;
* If most things work well, the student passes, and you should write a confirmation/congratulation in the #qual-reports channel on Discord to let our administrators know.&lt;br /&gt;
&lt;br /&gt;
===Basic Qualification Sorties===&lt;br /&gt;
&lt;br /&gt;
The instructor chooses any ''one'' or ''two'' (1 or 2) of these missions. On the training server, use the comms commands under Other/Master Arms Range/Basic Qualificaton Targets to create corresponding targets (vehicles, SA-2 or enemy MiG-21 fighter). You can spawn these targets during startup. When creating a target you will get coordinates to the target (visible for 45 seconds), so that you can create a waypoint for it.&lt;br /&gt;
Warthog and Viggen may use &amp;quot;Other/Intro Flight/..&amp;quot; to deploy targets for ground attack (in order to reducing flight time/fuel consumption.) Viggen should use &amp;quot;Other/Master Arms Range/Activate Cargo Ship&amp;quot; for anti-ship strike.&lt;br /&gt;
&lt;br /&gt;
''For 1-6, for aircraft that carry an internal gun, tasks should be followed up with one high angle (20-45 deg) strafing run on any remaining (or already destroyed) target. The attack does not need to hit the target, but at least hit in the vicinity of it. The attack should be performed in a safe manner with a short controlled burst from altitude, with the pilot not getting target fixated and straying low.''&lt;br /&gt;
&lt;br /&gt;
1. CCIP attack with dumb bombs on stationary vehicle group.&lt;br /&gt;
&lt;br /&gt;
2. High altitude JDAM attack on stationary vehicle group.&lt;br /&gt;
&lt;br /&gt;
3. High/medium altitude LGB attack on stationary vehicle group.&lt;br /&gt;
&lt;br /&gt;
4. Maverick attack on stationary vehicle group. ''(Hornet: AGM-65E only, Warthog: Any Maverick version)''&lt;br /&gt;
&lt;br /&gt;
5. Rocket attack on stationary vehicle group. ''(Viggen/Warthog only)''&lt;br /&gt;
&lt;br /&gt;
6. HARM attack on SA-2.&lt;br /&gt;
&lt;br /&gt;
7. Anti-ship strike with Rb-04E (Viggen only)''&lt;br /&gt;
&lt;br /&gt;
8. Engage enemy figher at waypoint.&lt;br /&gt;
&lt;br /&gt;
==Instructor Guidelines (Rotary Wing)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; WIP! Not available yet. (#2weeks)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Schedule the checkride with the student.&lt;br /&gt;
* Ask the student some sample questions (3-4 is usually enough) to make sure they have grasped the syllabus contents. Some example questions:&lt;br /&gt;
:- &amp;quot;What is VRS? How do you avoid VRS? How do you recover from VRS?&amp;quot;&lt;br /&gt;
:- &amp;quot;Give an example of how wind affects your flight&amp;quot;&lt;br /&gt;
:- &amp;quot;Where can you read your current speed and altitude?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Fly the mission, using all the normal comms you'd normally do (even though you might not have actual human controllers on the radio)&lt;br /&gt;
&lt;br /&gt;
* To pass, the sortie doesn't need to be perfect by any stretch, and it's fine if you have to help the student a little, but it has to be a somewhat smooth ride. Example of things that should result in a failed checkride (which is not a big deal, they can just do it again later):&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student crashes or otherwise damages the aircraft at any point (takeoff, landing, taxiing, flying).''&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student enters VRS multiple times. (clearly indicating they do not understand VRS)''&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student cannot drop/launch a weapon.''&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student drops the weapon, but it's not even close to hitting the target, clearly indicating they are not using the systems correctly.''&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;- ''The student cannot follow lead, even with some pointers to help them out.''&lt;br /&gt;
&lt;br /&gt;
* Example of something that the instructor should look at extra carefully which might not be a reason for failure but should be pointed out to prevent incorrect behavior. &lt;br /&gt;
:- The student does not think about the effect of the wind on the helicopter, especially when landing or entering a hover. &lt;br /&gt;
:- The student does not go into a hover before setting down on the FARP&lt;br /&gt;
&lt;br /&gt;
* If most things work well, the student passes, and you should write a confirmation/congratulation in the #qual-reports channel on Discord to let our administrators know.&lt;br /&gt;
&lt;br /&gt;
===Basic Qualification Sortie===&lt;br /&gt;
&lt;br /&gt;
The sortie will consist of several stages''*'' that are carried out during the flight.&lt;br /&gt;
Stages included are listed below though there may be more elements added to the sortie depending on each module as long as it's in the &amp;lt;u&amp;gt;BASIC&amp;lt;/u&amp;gt; section of the [[Aircraft Syllabi|syllabus]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;For Pilots:&amp;lt;/u&amp;gt;&lt;br /&gt;
:- Startup&lt;br /&gt;
:- Takeoff (Airfield)&lt;br /&gt;
:- VRS Recovery (Fly at ~1000ft with tailwind and same speed as current windspeed -&amp;gt; reduce collective)&lt;br /&gt;
:- Hover&lt;br /&gt;
:- NOE flight&lt;br /&gt;
:- Formation flight&lt;br /&gt;
:- Navigation (visually and using ADF)&lt;br /&gt;
:- Weapon deployment''**'' (Use existing targets in R114)&lt;br /&gt;
:- Landing (FARP)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;For Co-Pilot/Gunner's (AH-64D, Mi-24P etc)&amp;lt;/u&amp;gt;&lt;br /&gt;
:- Startup&lt;br /&gt;
:- Comms (Towards Tower, Control etc.)&lt;br /&gt;
:- Visual navigation (as well as being able to guide the pilot)&lt;br /&gt;
:- Hovering (Take control of helicopter when hovering and keep a stable hover)&lt;br /&gt;
:- Weapon deployment''**'' (Use existing targets in R114)&lt;br /&gt;
&lt;br /&gt;
''* Be sure to adapt all stages according to the respective module [[Aircraft Syllabi|syllabus]] basic section. (Method used for takeoff, type of weapons used, etc.)''&amp;lt;/br&amp;gt;&lt;br /&gt;
''** Skip if weapon deployment are not included in the BASIC-section of the syllabus)''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F/A-18C_Hornet_Syllabus&amp;diff=2379</id>
		<title>F/A-18C Hornet Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F/A-18C_Hornet_Syllabus&amp;diff=2379"/>
		<updated>2025-03-24T23:21:55Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Basic Air-To-Ground */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F/A-18C Hornet Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using SA page to find wingman&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot BARO hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 300 kts IAS)&lt;br /&gt;
* Waypoint Handling&lt;br /&gt;
** Setting coordinate system (MM:DEC vs MM:SEC) and PRECISION&lt;br /&gt;
** Creating waypoints (HSI, UFC, POSITION/ELEVATION)&lt;br /&gt;
** Inserting waypoints into sequences (HSI, SEQUFC, INS)&lt;br /&gt;
* BRA calls&lt;br /&gt;
* Understanding [[Radials]] and determine what radial you are on relative to steerpoints and TACAN stations&lt;br /&gt;
* Bullseye usage&lt;br /&gt;
** Setting a WP as Bullseye (HSI, DATA, A/A WP)&lt;br /&gt;
** Reading own and cursor bullseye position in Radar&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare, extend speed brake if full stop)&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Switch channel procedure&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
&lt;br /&gt;
* RWS Radar Mode &lt;br /&gt;
** Setting Range, Azimuth (i.e Width), Bars, Elevation and Target Aging Setting&lt;br /&gt;
** One TDC depress for LTWS soft lock, two presses for STT hard lock&lt;br /&gt;
* Boresight Acquisition Mode (Sensor Switch Up)&lt;br /&gt;
* Vertical Acquisition mode&lt;br /&gt;
* Fire AIM-120C Amraam (~10-20 NM)&lt;br /&gt;
* Fire AIM-9X Sidewinder (~2-4 NM)&lt;br /&gt;
* Raygun / Buddyspike procedures&lt;br /&gt;
* Fox and Splash calls&lt;br /&gt;
* Fire AIM-120C Amraam in TWS mode against multiple targets&lt;br /&gt;
* Fire AIM-9X using JHMCS with uncage button for off-boresight shots&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (MFUZE (Nose), QTY, MULT and INTERVAL settings)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) &lt;br /&gt;
* Fire HARM in SP and TOO modes&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
* Drop JDAM in TOO mode&lt;br /&gt;
* Drop GBU-12 LGB in AUTO mode (self lasing using T-pod)&lt;br /&gt;
* Fire AGM-65E Laser Maverick (self lasing using T-pod)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Drop Flares and Chaff in Dispenser Bypass mode&lt;br /&gt;
* Putting EW symbology in HUD&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Advanced Flying===&lt;br /&gt;
&lt;br /&gt;
====Aerial Refueling====&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
* [http://wiki.masterarms.se/index.php/Aerial_Refueling Instructions on the aerial refueling procedure]&lt;br /&gt;
&lt;br /&gt;
====Carrier Ops====&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern&lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
====Advanced Navigation====&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=LWSQmWQL7K4 Geometric Rejoins]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ndLOstsNwvo High Aspect Intercepts] ([https://www.youtube.com/watch?v=u5GQqQVd0ag Tutorial 2])&lt;br /&gt;
&lt;br /&gt;
====Advanced Departure and Approach Procedures====&lt;br /&gt;
&lt;br /&gt;
* IMC/Night time Radar Trail Departure&lt;br /&gt;
* IMC/Night time Radar Trail Approach&lt;br /&gt;
* Standard Instrument Departure (SID)&lt;br /&gt;
* Standard Terminal Arrival Route (STAR)&lt;br /&gt;
&lt;br /&gt;
====Advanced Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.masterarms.se/index.php/Mission_Procedures Standard Procedures and Communication] ([https://www.youtube.com/watch?v=O6DbssSKob8 Video tutorial])&lt;br /&gt;
&lt;br /&gt;
====Advanced Formation Flying====&lt;br /&gt;
&lt;br /&gt;
* Fly the following [http://wiki.masterarms.se/index.php/Advanced_Formations_and_Movement formations] as wingman in a 2/4-ship flight:&lt;br /&gt;
** Finger Four Left/Right&lt;br /&gt;
** Echelon Left/Right&lt;br /&gt;
** Fighting Wing &lt;br /&gt;
** Tactical Line Abreast (Combat Spread)&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=RlwugnVrA44 Formation transitions] in a rapid and safe manner&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.masterarms.se/index.php/Advanced_Formations_and_Movement Formation Turns] as wingman in a 2/4-ship flight:&lt;br /&gt;
** Tactical turns (Tac 45, Tac 90)&lt;br /&gt;
** Check turns&lt;br /&gt;
** Cross turns&lt;br /&gt;
** Hook turns&lt;br /&gt;
&lt;br /&gt;
===Advanced Combat===&lt;br /&gt;
&lt;br /&gt;
====Advanced Air-To-Air====&lt;br /&gt;
Air-to-air combat is an incredibly complex concept which requires constant learning through study and practice. More guides and tutorials to come.&lt;br /&gt;
&lt;br /&gt;
* CAP patrol track as wingman in a 2-ship flight&lt;br /&gt;
* BVR combat as wingman in a 2-ship flight&lt;br /&gt;
* ACM combat as wingman in a 2-ship flight&lt;br /&gt;
* BFM combat (understand one circle and two circle fights respectively, basic offensive BFM, basic defensive BFM)&lt;br /&gt;
&lt;br /&gt;
Suggested studying:&lt;br /&gt;
* [https://www.youtube.com/channel/UCAGylbmVAkEyOibhDVUYrPA/featured The Ops Center By Mike Solyom] is a good introductory source to BFM&lt;br /&gt;
&lt;br /&gt;
====Advanced Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* Attack ground targets with all air to ground weapons in the basic syllabus as wingman in a 2-ship flight&lt;br /&gt;
* SEAD patrol track as wingman in a 2-ship flight&lt;br /&gt;
* Low level 10 degrees offset pop-up CCIP attack profile&lt;br /&gt;
* Time-On-Target (TOT)&lt;br /&gt;
* [http://wiki.masterarms.se/index.php/Close_Air_Support Close Air Support (CAS) Keyhole, Type 2 procedure]&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Technical_Checklist&amp;diff=2355</id>
		<title>Technical Checklist</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Technical_Checklist&amp;diff=2355"/>
		<updated>2025-03-08T12:45:13Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Configure DCS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Technical Guides]] &amp;gt;&amp;gt; [[Technical Checklist]]''&lt;br /&gt;
&lt;br /&gt;
This page explains the steps you need to take to prepare your computer for DCS flying with Master Arms.&lt;br /&gt;
&lt;br /&gt;
==Mandatory Steps==&lt;br /&gt;
&lt;br /&gt;
===Download the correct DCS client===&lt;br /&gt;
&lt;br /&gt;
Install DCS on a SSD. Running DCS on a mechanical HDD is not a good experience. We are using the latest DCS client.&lt;br /&gt;
&lt;br /&gt;
If you don't have DCS installed:&lt;br /&gt;
&lt;br /&gt;
'''Get DCS here: https://www.digitalcombatsimulator.com/en/downloads/world/'''&lt;br /&gt;
&lt;br /&gt;
===Configure DCS===&lt;br /&gt;
&lt;br /&gt;
* Set Options / Gameplay / Easy Communication to OFF.&lt;br /&gt;
* Set Options / Gameplay / Wake Turbulence to OFF.&lt;br /&gt;
* Set Options / Gameplay / Labels to &amp;quot;NONE&amp;quot; (or press RShift + F10 in the game to toggle labels off). Alternatively, set labels &amp;quot;NETUTRAL DOT&amp;quot; if your hardware makes it very hard to see other aircraft. &lt;br /&gt;
* Set Options / Misc / Battle Damage Assessment to OFF.&lt;br /&gt;
* Set Options / Special / DCS-SRS / Show DCS Overlay by Default to OFF (or press LCtrl + LShift + ESC in the game to toggle SRS overlay off).&lt;br /&gt;
&lt;br /&gt;
===Download and configure Discord===&lt;br /&gt;
&lt;br /&gt;
The daily chatter, much of the mission planning and such happens on our Discord server. Please join and start interacting with the community.&lt;br /&gt;
&lt;br /&gt;
'''Get Discord here: https://discordapp.com/download'''&lt;br /&gt;
&lt;br /&gt;
#Connect to our server at: https://discord.gg/hw3Aat4&lt;br /&gt;
#Say hello and present yourself in the #membership channel&lt;br /&gt;
#PTT (Push to talk) is required in most channels&lt;br /&gt;
#Under Settings/Notifications, un-tick the PTT Activate and PTT Deactivate sounds (for your own sanity's sake)&lt;br /&gt;
&lt;br /&gt;
===Download and configure SRS===&lt;br /&gt;
&lt;br /&gt;
SRS is an external software used for comms when flying, simulation radio communications more realistically. &lt;br /&gt;
&lt;br /&gt;
* Get SRS here: http://dcssimpleradio.com/&lt;br /&gt;
* Go through the [[SRS Setup Guide]]&lt;br /&gt;
&lt;br /&gt;
==Optional, highly recommended steps==&lt;br /&gt;
&lt;br /&gt;
===Download Tacview===&lt;br /&gt;
&lt;br /&gt;
Tacview is an amazing, free software that let's you look through flights after you exit the mission. It's very useful for analyzing mistakes and learn from them.&lt;br /&gt;
&lt;br /&gt;
'''Get TacView here: https://www.tacview.net/download/latest/en/'''&lt;br /&gt;
&lt;br /&gt;
===Download Skatezilla's Launcher===&lt;br /&gt;
&lt;br /&gt;
This is more a quality-of-life thing than anything else, and it's entirely up to you if you want to use it. Skatezilla's app makes updating and launching DCS a little more hassle free and flexible, allowing you to keep multiple configurations (one for VR and one for screen for instance) and such.&lt;br /&gt;
&lt;br /&gt;
'''Get Skatezilla's Launcher here: https://forums.eagle.ru/showthread.php?t=160053'''&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Mission_Procedures&amp;diff=2353</id>
		<title>Mission Procedures</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Mission_Procedures&amp;diff=2353"/>
		<updated>2025-02-20T18:04:26Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Mission Procedures]]''&lt;br /&gt;
&lt;br /&gt;
In this example, you are a two-ship F/A-18C Hornet flight called Adder1 (&amp;quot;Adder One&amp;quot;) on a strike mission. Since you are #1 in the flight and your buddy is #2, you are called Adder11 (&amp;quot;Adder One One&amp;quot;) and your wingman is called Adder12 (&amp;quot;Adder One Two&amp;quot;). Even when contacting someone representing your whole flight, you call yourself Adder11.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' There is a supporting [https://www.youtube.com/watch?v=O6DbssSKob8 Youtube video] showcasing this example. We encourage you to watch this video when you study this.&lt;br /&gt;
&lt;br /&gt;
===Startup===&lt;br /&gt;
&lt;br /&gt;
Complete the aircraft startup.&lt;br /&gt;
&lt;br /&gt;
If your aircraft radio is able to tune in manual frequency, listen to ATIS on 270.500 for information on active runway, QNH and weather. Also take note of the ''information ID'' (&amp;quot;Charlie&amp;quot;, &amp;quot;Delta&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Switch to Ground (Ch 6).&lt;br /&gt;
&lt;br /&gt;
Perform a quick check-in, to make sure your wingman/wingmen are on the same channel.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder1&amp;quot;&lt;br /&gt;
 Wingman: &amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use the kneeboard airport page, along with F2/F10 camera to find out where you are located. For instance &amp;quot;Ramp South&amp;quot; (in the north part of Kutaisi). &lt;br /&gt;
&lt;br /&gt;
Contact Ground (GND) on Ch 6, stating who and where you are. Be ready to readback active runway and QNH.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Ground, Adder11&amp;quot;&lt;br /&gt;
 GND: &amp;quot;Adder11, Ground&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Adder1, two-ship Hornets on Ramp South (with information Charlie)&amp;quot; *&lt;br /&gt;
 GND: &amp;quot;Adder11, runway 25 in use, QNH 2992.&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;25 in use, QNH 2992.&amp;quot;&lt;br /&gt;
 GND: &amp;quot;Readback correct, advice when ready for clearance&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Only say &amp;quot;with information [ID]&amp;quot; if you listened to the ATIS info. If not, you will get a slightly different call from Ground, providing weather info. Note that active runway and QNH is always provided and should be read back, regardless of ATIS.''&lt;br /&gt;
&lt;br /&gt;
 GND: &amp;quot;Adder11, weather is CAVOK. Wind 270, 2 knots, Runway 25 in use, QNH 2992.&amp;quot; *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''CAVOK (kav-okay) means &amp;quot;Ceiling and visibility OK&amp;quot; (i.e. good flying weather).''&lt;br /&gt;
&lt;br /&gt;
With QNH set, contact GND again for clearance. Be ready to take notes, as you are required to readback the clearance.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Ground, Adder11, ready to copy clearance&amp;quot;&lt;br /&gt;
 GND: &amp;quot;Adder11, after departure turn right Exit North. 1500 ft or below&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;After departure turn right, Exit North, 1500 ft or below, Adder11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reflect a few seconds about what this means and take a look in the charts to identify where this &amp;quot;Exit North&amp;quot; is, and if there are any useful landmarks that will help you find it. Visualize the path you’ll be flying after takeoff.&lt;br /&gt;
&lt;br /&gt;
===Taxi===&lt;br /&gt;
&lt;br /&gt;
When ready to taxi, contact Ground again. Be ready to take quick notes as ground will now give you taxi instructions.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder11, requesting taxi.&amp;quot;&lt;br /&gt;
 GND: &amp;quot;Adder11 cleared taxi Sierra Echo and hold short Runway 25.&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Cleared taxi Sierra Echo and hold short Runway 25, Adder11.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Take a look in the kneeboard, find the mentioned taxiways, and make up a plan for how to get to Runway 25 by taxiing on those taxiways. &lt;br /&gt;
&lt;br /&gt;
Start taxiing. Don’t go too fast. It’s easy to miss a turn. When you have reached the runway (but not entered it, since they asked you to &amp;quot;hold short&amp;quot;), contact ground again (unless they have already contacted you with instructions).&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder1 holding short, Runway 25&amp;quot;&lt;br /&gt;
 GND: &amp;quot;Adder11, Contact Tower on channel 7&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Tower on 7. Adder11.&amp;quot; (single aircraft) OR &amp;quot;Adder1, channel 7, push&amp;quot; (flight of 2+)&lt;br /&gt;
&lt;br /&gt;
Switch to Tower Ch 7, and perform a flight check in.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder1&amp;quot;&lt;br /&gt;
 Wingman: &amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Let the tower know that you are ready to go.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Tower, Adder11, at runway 25, ready for departure&amp;quot;&lt;br /&gt;
 TWR: &amp;quot;Adder11, line up and wait runway 25&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Line up and wait 25, Adder11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now taxi onto the runway coming to a stop with #1 to the left and #2 to the right slightly behind.&lt;br /&gt;
If there is a #3 and/or a #4 they should get behind #1 and #2 in a similar manner.&lt;br /&gt;
If there is significant wind coming from the left, mirror the formation so that #1 stands to the right etc instead.&lt;br /&gt;
&lt;br /&gt;
 TWR: &amp;quot;Adder11, right turnout, cleared for take-off runway 25&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Right turn out, cleared for take-off, 25, Adder11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Take off and exit===&lt;br /&gt;
&lt;br /&gt;
Take off in pairs or as single aircraft with 15 second separation. When airborne, turn towards the exit point, staying below 300 kts and 1500 feet. Expect instructions to switch to control.&lt;br /&gt;
&lt;br /&gt;
 TWR: &amp;quot;Adder11, contact control on channel 8&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Control on 8, Adder11&amp;quot; (single aircraft) OR &amp;quot;Adder1, channel 8, push&amp;quot; (flight of 2+)&lt;br /&gt;
&lt;br /&gt;
Switch to Control Ch 8 and, and perform a flight check in.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder1&amp;quot;&lt;br /&gt;
 Wingman: &amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Let them know that you are on your way,&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Control, Adder11, at 1500 ft&amp;quot;&lt;br /&gt;
 CTL: &amp;quot;Adder11, radar contact, climb to Angels 15&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Climbing to Angels 15, Adder11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When reaching the exit point, expect instructions to switch to AWACS. &lt;br /&gt;
&lt;br /&gt;
 CTL: &amp;quot;Adder11, contact Stingray on channel 3&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Stingray on 3, Adder11&amp;quot; (single aircraft) OR &amp;quot;Adder1, channel 3, push&amp;quot; (flight of 2+)&lt;br /&gt;
&lt;br /&gt;
===Contacting AWACS===&lt;br /&gt;
&lt;br /&gt;
Switch to Package Ch 3, and perform a flight check in.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder1&amp;quot;&lt;br /&gt;
 Wingman: &amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perform an AIC (Aeronautical Information Circular) check in with the commanding agency on the channel (usually an AWACS). This often involves an [http://wiki.masterarms.se/index.php?title=Comms#Authentication authentication]. In this example the RAMROD is &amp;quot;GRANDSLICE&amp;quot;, so G and A generates the answer R.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Stingray, Adder11&amp;quot;	&lt;br /&gt;
 Stingray: &amp;quot;Adder11, Stingray&amp;quot;		&lt;br /&gt;
 Pilot: &amp;quot;Stingray, Adder11, Bullseye 065 for 40, Angels 15, as fragged&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Stingray copy, Adder11 authenticate Golf Alpha&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Adder11 authenticates Romeo&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Stingray Radar Contact&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Holding and Push===&lt;br /&gt;
&lt;br /&gt;
Continue on your mission. In this example you are on a strike mission. It’s common to have a pre-briefed &amp;quot;push time&amp;quot; and a &amp;quot;time on target&amp;quot;. The push time tells when you are supposed to leave holding around a certain point (often marked by a waypoint) and continue towards your target (often marked by another waypoint). The reason for this is to make sure you’re in sync with other flights in your package, as planned.&lt;br /&gt;
&lt;br /&gt;
Continue towards your holding point and orbit around it. 250-300 kts IAS is generally a good speed when holding. When it’s getting close to your push time, adjust your turn so that you get your nose towards the target as close to the push time as possible. Report on the package channel that your flight is pushing. &lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder1 pushing&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Attack===&lt;br /&gt;
In most cases, the leg taking you from hold to target, is planned in a way to put you on the target on the briefed &amp;quot;Time-on-target&amp;quot; (TOT) if you fly at around M 0.8-M 0.9. Sometimes lower depending on aircraft type among other factors. Regardless, you have to monitor your systems and adjust speed to make sure you hit your TOT. In the Hornet, in the top corner of your HSI you can see the estimated time it will take to fly to the selected waypoint.&lt;br /&gt;
&lt;br /&gt;
For high altitude JDAM drops (which is very common for strike missions), as a rule of thumb, fly fast enough that the HSI tells you that you will arrive (overfly) the target waypoint 15-30 seconds before your TOT. The reason for this is that it will take some time for your bombs to reach the ground. Being 15-30 seconds early will put you in the ballpark. You will get into max range roughly 90 seconds before your TOT, and this is roughly how long it takes for the bomb to reach the target. Call out on package when you release your bombs:&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder11, one away&amp;quot;&lt;br /&gt;
 Wingman: &amp;quot;Adder12, one away&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As soon as you have dropped your bombs, turn around towards friendly territory. Don’t overfly the target area. As you were on a strike mission in this example, there is normally little reason to stick around, so point your nose towards the home base, and let AWACS know that your flight has dropped the bombs (&amp;quot;Miller Time&amp;quot;) and is returning to base (&amp;quot;RTB&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Stingray, Adder11&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Adder11, Stingray&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Adder1 Miller Time, requesting RTB&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Copy, RTB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Returning to Base===&lt;br /&gt;
&lt;br /&gt;
When you get close to the base (often somewhere between 25 and 80 nm), AWACS will push you over to Control. If you haven’t heard anything, before 25 nm, feel free to request a switch to Control.&lt;br /&gt;
&lt;br /&gt;
 Stingray: &amp;quot;Adder11, Stingray&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Stingray, Adder11&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Adder11, contact Kutaisi Control on Channel 8&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Control on 8, Adder11&amp;quot; (single aircraft) OR &amp;quot;Adder1, channel 8, push&amp;quot; (flight of 2+)&lt;br /&gt;
&lt;br /&gt;
Switch to Control Ch 8, and perform a flight check in.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder1&amp;quot;&lt;br /&gt;
 Wingman: &amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contact control, telling them who you are, distance, altitude and fuel state.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Kutaisi Control, Adder11&amp;quot;&lt;br /&gt;
 CTL: &amp;quot;Adder11, Control&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Control, Adder11, two-ship Hornets, inbound, 35 miles north of Kutaisi at Angels 12, lowest state 4.5.&amp;quot;&lt;br /&gt;
 CTL: &amp;quot;Adder11, radar contact, turn left/right heading 150 to join via Entry East&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;150 to join via Entry East, Adder11&amp;quot;&lt;br /&gt;
 CTL: &amp;quot;Adder11, descend to 1500 feet&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Descend to 1500 feet, Adder11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Control will continue guiding you to a position which takes you to the airfield from the correct direction (i.e along the radial of the active runway). You might have to hold a while at this position (in a left hand orbit), but can sometimes be cleared for approach without holding. When you get near the airfield, they will hand you over to tower.&lt;br /&gt;
&lt;br /&gt;
 CTL: &amp;quot;Adder11, contact Tower on Channel 7&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Tower on 7, Adder11&amp;quot; (single aircraft) OR &amp;quot;Adder1, channel 7, push&amp;quot; (flight of 2+)&lt;br /&gt;
&lt;br /&gt;
Switch to Tower Ch 7, and perform a flight check in.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder1&amp;quot;&lt;br /&gt;
 Wingman: &amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contact Tower:&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Tower, Adder11, Entry East&amp;quot;&lt;br /&gt;
 Tower: &amp;quot;Adder11 report runway in sight&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Report runway in sight, Adder11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Landing===&lt;br /&gt;
&lt;br /&gt;
When you see the runway, contact tower again:&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Tower, Adder11, runway in sight&amp;quot;&lt;br /&gt;
 Tower: &amp;quot;4-ship Adder11, wind 270, 2 knots, cleared for left overhead break runway 25&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Cleared for left overhead break runway 25, Adder11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Line up with the runway, flying 300 kts IAS at 1500 feet. Perform the overhead break. The flight lead should contact the tower to receive landing clearance by stating his position either in the base turn or on final. The landing clearance is valid for the wingmen as well. They don't need individual clearances.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder11 on final&amp;quot;&lt;br /&gt;
 Tower: &amp;quot;4-ship Adder11, Tower, wind 270, 2 knots, runway 25 cleared to land!&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Runway25, Cleared to land, Adder11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Taxi to Parking===&lt;br /&gt;
&lt;br /&gt;
If this wasn’t a touch-n-go, after landing, tower will push you to the Ground channel.&lt;br /&gt;
&lt;br /&gt;
 Tower: &amp;quot;Adder11, contact Ground on channel 6&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Ground on 6, Adder11&amp;quot; (single aircraft) OR &amp;quot;Adder1, channel 6, push&amp;quot; (flight of 2+)&lt;br /&gt;
&lt;br /&gt;
Switch to Ground Ch 6, and perform a flight check in.&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Adder1&amp;quot;&lt;br /&gt;
 Wingman: &amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contact ground for parking instructions&lt;br /&gt;
&lt;br /&gt;
 Pilot: &amp;quot;Ground, Adder11&amp;quot;&lt;br /&gt;
 GND: &amp;quot;Adder11, Ground&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Ground, Adder11, rolling off runway 25, requesting taxi to parking&amp;quot;&lt;br /&gt;
 GND: &amp;quot;Adder11, cleared taxi to Ramp North via Alpha November&amp;quot;&lt;br /&gt;
 Pilot: &amp;quot;Cleared to Ramp North via Alpha November, Adder11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taxi as instructed, park and shut down.&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:FA-18C_STARTUP_2.png&amp;diff=2352</id>
		<title>Fil:FA-18C STARTUP 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:FA-18C_STARTUP_2.png&amp;diff=2352"/>
		<updated>2025-02-10T00:54:21Z</updated>

		<summary type="html">&lt;p&gt;Bankler: Bankler laddade upp en ny version av Fil:FA-18C STARTUP 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:FA-18C_Quickstart_Checklist.png&amp;diff=2351</id>
		<title>Fil:FA-18C Quickstart Checklist.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:FA-18C_Quickstart_Checklist.png&amp;diff=2351"/>
		<updated>2025-02-10T00:53:56Z</updated>

		<summary type="html">&lt;p&gt;Bankler: Bankler laddade upp en ny version av Fil:FA-18C Quickstart Checklist.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2346</id>
		<title>Tactical Tacview Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2346"/>
		<updated>2025-01-24T00:41:17Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* BVR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Tactical Tacview Library]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BVR==&lt;br /&gt;
===Racetrack Grinder Setup===&lt;br /&gt;
This illustrates a technique to enter the standard CAP track. While approx 3 nm from the CAP point, #3 and #4 turns 180 degrees using an engaged turn (mil power, pull as many Gs possible without dropping airspeed). #1 and #2 simply widen their formation to 5 nm line abreast.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_RacetrackGrinderSetup_4-ship.acmi|Download]]&lt;br /&gt;
&lt;br /&gt;
===Short Skate===&lt;br /&gt;
 &lt;br /&gt;
Illustrates a [https://wiki.masterarms.se/index.php/Air-To-Air_Glossary#Short_skate Short Skate] enagagement. The second version of the file illustrate the consequence of recommiting one time to many.&lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===Skate===&lt;br /&gt;
 &lt;br /&gt;
Illustrates a [https://wiki.masterarms.se/index.php/Air-To-Air_Glossary#Skate Skate] enagagement. The second version of the file illustrate the consequence of recommiting one time to many.&lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_Skate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_Skate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===BVR Engagement===&lt;br /&gt;
This illustrates a BVR fight between 4 F/A-18Cs and a mix of 5 Mig-29S and Su-27, where the blue side is utilizing our standard BVR techniques. At 35 nm we pitch up and fire, then enter a cranks until the missile goes active, then turn back to pump, letting the second element do the same thing, rinse and repeat.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_Engagement_4v5_4-ship.acmi|Download]]&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2345</id>
		<title>Tactical Tacview Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2345"/>
		<updated>2025-01-24T00:40:53Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* BVR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Tactical Tacview Library]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BVR==&lt;br /&gt;
===Racetrack Grinder Setup===&lt;br /&gt;
This illustrates a technique to enter the standard CAP track. While approx 3 nm from the CAP point, #3 and #4 turns 180 degrees using an engaged turn (mil power, pull as many Gs possible without dropping airspeed). #1 and #2 simply widen their formation to 5 nm line abreast.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_RacetrackGrinderSetup_4-ship.acmi|Download]]&lt;br /&gt;
&lt;br /&gt;
===Short Skate===&lt;br /&gt;
 &lt;br /&gt;
Illustrates a [[https://wiki.masterarms.se/index.php/Air-To-Air_Glossary#Short_skate Short Skate]] enagagement. The second version of the file illustrate the consequence of recommiting one time to many.&lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===Skate===&lt;br /&gt;
 &lt;br /&gt;
Illustrates a [[https://wiki.masterarms.se/index.php/Air-To-Air_Glossary#Skate Skate]] enagagement. The second version of the file illustrate the consequence of recommiting one time to many.&lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_Skate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_Skate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===BVR Engagement===&lt;br /&gt;
This illustrates a BVR fight between 4 F/A-18Cs and a mix of 5 Mig-29S and Su-27, where the blue side is utilizing our standard BVR techniques. At 35 nm we pitch up and fire, then enter a cranks until the missile goes active, then turn back to pump, letting the second element do the same thing, rinse and repeat.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_Engagement_4v5_4-ship.acmi|Download]]&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:BVR_Skate_1-ship_RecommitError.acmi&amp;diff=2344</id>
		<title>Fil:BVR Skate 1-ship RecommitError.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:BVR_Skate_1-ship_RecommitError.acmi&amp;diff=2344"/>
		<updated>2025-01-24T00:34:39Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:BVR_Skate_1-ship.acmi&amp;diff=2343</id>
		<title>Fil:BVR Skate 1-ship.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:BVR_Skate_1-ship.acmi&amp;diff=2343"/>
		<updated>2025-01-24T00:34:29Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:BVR_ShortSkate_1-ship_RecommitError.acmi&amp;diff=2342</id>
		<title>Fil:BVR ShortSkate 1-ship RecommitError.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:BVR_ShortSkate_1-ship_RecommitError.acmi&amp;diff=2342"/>
		<updated>2025-01-24T00:34:18Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:BVR_ShortSkate_1-ship.acmi&amp;diff=2341</id>
		<title>Fil:BVR ShortSkate 1-ship.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:BVR_ShortSkate_1-ship.acmi&amp;diff=2341"/>
		<updated>2025-01-24T00:34:07Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:BVR_Engagement_4v5_4-ship.acmi&amp;diff=2340</id>
		<title>Fil:BVR Engagement 4v5 4-ship.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:BVR_Engagement_4v5_4-ship.acmi&amp;diff=2340"/>
		<updated>2025-01-24T00:33:54Z</updated>

		<summary type="html">&lt;p&gt;Bankler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2339</id>
		<title>Tactical Tacview Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2339"/>
		<updated>2025-01-24T00:33:25Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* BVR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Tactical Tacview Library]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BVR==&lt;br /&gt;
===Racetrack Grinder Setup===&lt;br /&gt;
This illustrates a technique to enter the standard CAP track. While approx 3 nm from the CAP point, #3 and #4 turns 180 degrees using an engaged turn (mil power, pull as many Gs possible without dropping airspeed). #1 and #2 simply widen their formation to 5 nm line abreast.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_RacetrackGrinderSetup_4-ship.acmi|Download]]&lt;br /&gt;
&lt;br /&gt;
===Short Skate===&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===Skate===&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_Skate_1-ship.acmi|Download]] &lt;br /&gt;
&lt;br /&gt;
[[Media:BVR_Skate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===BVR Engagement===&lt;br /&gt;
This illustrates a BVR fight between 4 F/A-18Cs and a mix of 5 Mig-29S and Su-27, where the blue side is utilizing our standard BVR techniques. At 35 nm we pitch up and fire, then enter a cranks until the missile goes active, then turn back to pump, letting the second element do the same thing, rinse and repeat.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_Engagement_4v5_4-ship.acmi|Download]]&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2338</id>
		<title>Tactical Tacview Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2338"/>
		<updated>2025-01-24T00:33:08Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* BVR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Tactical Tacview Library]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BVR==&lt;br /&gt;
===Racetrack Grinder Setup===&lt;br /&gt;
This illustrates a technique to enter the standard CAP track. While approx 3 nm from the CAP point, #3 and #4 turns 180 degrees using an engaged turn (mil power, pull as many Gs possible without dropping airspeed). #1 and #2 simply widen their formation to 5 nm line abreast.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_RacetrackGrinderSetup_4-ship.acmi|Download]]&lt;br /&gt;
&lt;br /&gt;
===Short Skate===&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship.acmi|Download]] &lt;br /&gt;
[[Media:BVR_ShortSkate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===Skate===&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_Skate_1-ship.acmi|Download]] &lt;br /&gt;
[[Media:BVR_Skate_1-ship_RecommitError.acmi|Download]] (Recommit error version)&lt;br /&gt;
&lt;br /&gt;
===BVR Engagement===&lt;br /&gt;
This illustrates a BVR fight between 4 F/A-18Cs and a mix of 5 Mig-29S and Su-27, where the blue side is utilizing our standard BVR techniques. At 35 nm we pitch up and fire, then enter a cranks until the missile goes active, then turn back to pump, letting the second element do the same thing, rinse and repeat.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_Engagement_4v5_4-ship.acmi|Download]]&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2337</id>
		<title>Tactical Tacview Library</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Tactical_Tacview_Library&amp;diff=2337"/>
		<updated>2025-01-24T00:27:30Z</updated>

		<summary type="html">&lt;p&gt;Bankler: /* Racetrack Grinder Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Tactical Tacview Library]]''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BVR==&lt;br /&gt;
===Racetrack Grinder Setup===&lt;br /&gt;
This illustrates a technique to enter the standard CAP track. While approx 3 nm from the CAP point, #3 and #4 turns 180 degrees using an engaged turn (mil power, pull as many Gs possible without dropping airspeed). #1 and #2 simply widen their formation to 5 nm line abreast.&lt;br /&gt;
 &lt;br /&gt;
[[Media:BVR_RacetrackGrinderSetup_4-ship.acmi|Download]]&lt;/div&gt;</summary>
		<author><name>Bankler</name></author>
		
	</entry>
</feed>