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	<updated>2026-05-15T01:31:46Z</updated>
	<subtitle>Användarbidrag</subtitle>
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	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Air-To-Air_Operations&amp;diff=2086</id>
		<title>Air-To-Air Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Air-To-Air_Operations&amp;diff=2086"/>
		<updated>2024-04-08T06:51:23Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Air-To-Air Operations]]''&lt;br /&gt;
&lt;br /&gt;
Countering and suppressing/destroying enemy air assets, defensively or offensively, is often a critical element of any major air operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment &lt;br /&gt;
==Types of Air-To-Air missions==&lt;br /&gt;
&lt;br /&gt;
Put here: short introduction to major types of missions: barrier, offensive, escort, sweep, defensive, self-escort, etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modern CAP flying for newbies==&lt;br /&gt;
&lt;br /&gt;
===During briefing===&lt;br /&gt;
&lt;br /&gt;
Establish a game plan and communication preferences and expectations, ideally together with your AWACS controller and agree on what kind of information is to be communicated, and how often. Make sure everyone in the flight understands [[Air-To-Air Glossary#BRAA call|BRA]] calls and [[Air-To-Air Glossary#Bullseye call|bullseye]] calls.&lt;br /&gt;
&lt;br /&gt;
Establish major contingency plans. Who is comfortable to lead if the flight leader is lost? How will you operate if AWACS becomes unavailable? Where do you go if you find yourself engaged defensive with no wingmen available to help? What other flights can be called for assistance? Make note of their callsigns.&lt;br /&gt;
&lt;br /&gt;
Make sure you know what the mission [[Air-To-Air Glossary#ROE|Rules of Engagement]] are.&lt;br /&gt;
&lt;br /&gt;
Make a fuel calculation based on distance to/from station, time on station and station altitude. If refueling is necessary, make a plan that ensures a 2-ship on station at all times.&lt;br /&gt;
&lt;br /&gt;
===During mission===&lt;br /&gt;
&lt;br /&gt;
Position flight in anticipation of threat direction but not too close to air-threat sources such as hostile airfields or mountain ranges. Doing so can negate any BVR advantage you may have.&lt;br /&gt;
&lt;br /&gt;
On station, request an altitude block and assign each flight member a distinct angels. Don’t fly in formation on station. Pilots need to be heads-down for long periods of time to maintain [[Air-To-Air Glossary#SA|situational awareness]] which is critical.&lt;br /&gt;
&lt;br /&gt;
Maintain radar coverage in anticipated threat direction at all times. This usually means offset-orbiting or offset-racetracking.&lt;br /&gt;
&lt;br /&gt;
Periodically communicate fuel state. After an engagement, communicate fuel state, weapons state and any battle damage.&lt;br /&gt;
&lt;br /&gt;
If AWACS is present, focus own scan on low/medium altitude to maximize chances of detecting low flyers.&lt;br /&gt;
&lt;br /&gt;
===Engagement===&lt;br /&gt;
&lt;br /&gt;
Speed is life, altitude is life insurance. Maintain high airspeed at all times. It's not uncommon to be in full afterburner for minutes. Altitude represents energy that can be traded, and having a high altitude makes for long range shots. However, being at a high altitude also means you can be shot down from long ranges.&lt;br /&gt;
&lt;br /&gt;
Do not approach a hostile group head-on. Doing so will maximize the hostile weapon engagement zone. If a missile is fired at you at long range in TWS mode, you will be an easy target if you are head-on. When approaching hostiles, do so at a slight crank, say 20-30 degrees, and change the crank every 10-20 seconds. This maneuvering is a precautionary defense against an _assumed_ long-range TWS launch.&lt;br /&gt;
&lt;br /&gt;
Prefer [[Air-To-Air Glossary#Skate|skate]] or [[Air-To-Air Glossary#Short skate|short skate]] tactics unless you are at a BVR disadvantage or no longer have BVR capability. NEVER FLY INTO A MERGE without a good reason to do so. The outcome of a dogfight is much less predictable than that of a controlled BVR engagement. However, be careful not to go cold within [[Air-To-Air Glossary#MAR|MAR]] (it's very small in DCS however), and don't turn your back on an enemy that has a speed/acceleration advantage, unless you have wingmen/friendlies incoming.&lt;br /&gt;
&lt;br /&gt;
When flight commits to a BVR engagement, wingmen should trail lead about 10-20 NM, in order to be in a favorable and safe position to shoot after lead breaks off. This also keeps SA up by wingmen maintaining radar coverage.&lt;br /&gt;
&lt;br /&gt;
If you are at a BVR disadvantage, employ notching, baiting, terrain-masking tactics and sophisticated teamwork.&lt;br /&gt;
&lt;br /&gt;
Chaff should be expended primarily when notching the hostile radar.&lt;br /&gt;
&lt;br /&gt;
Communicate clearly and often, but not too often. Allow room for other flight members and AWACS to make calls. A good start is to, during an engagement, describe briefly what you are doing every 20-30 seconds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment &lt;br /&gt;
==Recommended CAP formations and procedures==&lt;br /&gt;
&lt;br /&gt;
Put here: Bunch of useful CAP procedures, like counterrotating/counteropposing individuals/elements, trails, ladders, hi/low, stinger.&lt;br /&gt;
Also: How to efficiently handle/suppress multiple groups of bandits.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment &lt;br /&gt;
==Tactics matrix==&lt;br /&gt;
&lt;br /&gt;
Put here: Capability matrix with grid of recommended tactics when encountering fighters with a certain capability, flying fighters with a certain capability.&lt;br /&gt;
For example: Fox 1 capable vs Fox 3 capable, TWS capable vs non-TWS capable etc.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional resources==&lt;br /&gt;
&lt;br /&gt;
[[Air-To-Air Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[BVR Basic Training]]&lt;br /&gt;
&lt;br /&gt;
[https://magwo.github.io/cap-holds/ Mags' CAP Track Animations]&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1942</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1942"/>
		<updated>2023-12-19T19:31:33Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Calls relative simple timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
'''Components''': Formation, MAR, communication, mutual support, differences from singleton BVR&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': Basic knowledge of aircraft's performance, basic radar operation, basic A/A missile employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Not covered''': Aircraft performance, weapon employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Progression''': Advanced 2-ship BVR tactics, advanced weapon employment, advanced combat efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====See also====&lt;br /&gt;
&lt;br /&gt;
[[Air-To-Air Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Comms]]&lt;br /&gt;
&lt;br /&gt;
[[Mission Procedures]]&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Pre-flight===&lt;br /&gt;
&lt;br /&gt;
It is highly advised that the flight lead brief the flight on CAP procedures and preferred BVR tactics.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging using shooter/cover trail tactic===&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_87abkjt8 Visual example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers. Cover is flown 20 NM behind the shooter.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_87abkjt8 Visual example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
====Extended timeline====&lt;br /&gt;
&lt;br /&gt;
BVR combat is a very dynamic environment, and the extended timeline might evolve into one or multiple of numerous branches which will not be covered in the 2-ship basic BVR tactics guide. It's nevertheless imperative to maintain the shooter/cover concept for mutual support until combat is resolved.&lt;br /&gt;
&lt;br /&gt;
===Intra-flight communication===&lt;br /&gt;
&lt;br /&gt;
It is imperative to enter combat with a plan and be able to adapt the plan to the dynamics of air combat. To execute efficiently execute the tactic, efficient communication is key to maintain situational awareness while not overloading the intra-flight frequency with unnecessary information.&lt;br /&gt;
&lt;br /&gt;
====Advisable calls====&lt;br /&gt;
&lt;br /&gt;
* Fox calls with target location&lt;br /&gt;
* Cover's position and aspect relative shooter&lt;br /&gt;
* Pump/Cold&lt;br /&gt;
* Target/s maneuvering&lt;br /&gt;
* Winchester&lt;br /&gt;
* Bingo&lt;br /&gt;
* Disengagement&lt;br /&gt;
&lt;br /&gt;
====Calls relative simple timeline====&lt;br /&gt;
&lt;br /&gt;
Example of a 2-ship flight engaging two bandits declared hostile in close formation. Calls on tactical frequency in red, all other calls on intra-flight frequency:&lt;br /&gt;
&lt;br /&gt;
# Sensor update. Viper11: ''&amp;quot;One, SA contact both targets 28 thousand, hot on us.&amp;quot;''&lt;br /&gt;
# Sensor update. Viper12: ''&amp;quot;Two, sensor contact.&amp;quot;''&lt;br /&gt;
# Decision. Viper11: ''&amp;quot;Viper11, committing.&amp;quot;'' (THIS LINE IN RED)&lt;br /&gt;
# Directive. Viper11: ''&amp;quot;One shooter, two cover in trail, one intends to press both targets.&amp;quot;''&lt;br /&gt;
# Acknowledgement. Viper12: ''&amp;quot;Wilco, two cover.&amp;quot;''&lt;br /&gt;
# Sensor update. Viper11: ''&amp;quot;One, radar contact both targets.&amp;quot;''&lt;br /&gt;
# SA update. Viper11: ''&amp;quot;Viper11, fox 3 two-ship.&amp;quot;'' (THIS LINE IN RED)&lt;br /&gt;
# SA update. Viper11: ''&amp;quot;Cranking.&amp;quot;''&lt;br /&gt;
# SA update. Viper11: ''&amp;quot;Pitbull, pumping.&amp;quot;''&lt;br /&gt;
# SA update. Viper12: ''&amp;quot;Two, targets maneuvering, splitting up north and south. Pushing for the northern target.&amp;quot;''&lt;br /&gt;
# SA update. Viper12: ''&amp;quot;Viper12, fox 3 north target, cranking.&amp;quot;'' (THIS LINE IN RED)&lt;br /&gt;
# SA update. Viper11: ''&amp;quot;Two, turning hot, cover.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Sustain communication beyond the simple timeline example into the extended timeline, applying above principles.&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;br /&gt;
&lt;br /&gt;
===MAR quick reference table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon ||rowspan=&amp;quot;2&amp;quot; | NATO Reporting Name ||rowspan=&amp;quot;2&amp;quot; | Guidance Type || colspan=&amp;quot;4&amp;quot; | MAR* (Hostile A/C flying at Mach 1) &lt;br /&gt;
|-&lt;br /&gt;
! A35 || A25 || A15 || A5&lt;br /&gt;
|-&lt;br /&gt;
| R-77 || AA-12 Adder || Active radar || 18NM || 14NM || 13NM || 11NM&lt;br /&gt;
|-&lt;br /&gt;
| R-27ER || AA-10 Alamo-C || Semi-active radar || 27NM || 20NM || 17NM || 13NM&lt;br /&gt;
|-&lt;br /&gt;
| R-27 || AA-10 Alamo-A || Semi-active radar || 16NM || 11NM || 11NM || 9NM&lt;br /&gt;
|-&lt;br /&gt;
| R-33 || AA-9 Amos || Semi-active radar || 25NM || 17NM || 16NM || 9NM&lt;br /&gt;
|-&lt;br /&gt;
| R-40 || AA-6 Acrid || Semi-active radar || 15NM || 12NM || 11NM || 11NM&lt;br /&gt;
|-&lt;br /&gt;
| R-25R || AA-7 Apex-C || Semi-active radar || 13NM || 11NM || 10NM || 10NM&lt;br /&gt;
|}&lt;br /&gt;
''*MAR numbers include a saftey margin of 5NM.''&lt;br /&gt;
&lt;br /&gt;
Source: original data from flyandwire.com&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Air-To-Air_Glossary&amp;diff=1941</id>
		<title>Air-To-Air Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Air-To-Air_Glossary&amp;diff=1941"/>
		<updated>2023-12-19T19:30:41Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Fox 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Air-To-Air==&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
Combat Air Patrol - to establish/maintain air superiority in a specific area by supressing or destroying hostile flying aircraft. There are many types of CAP missions and, loosely used, the term CAP has come to include all types of Air-To-Air missions.&lt;br /&gt;
&lt;br /&gt;
====OCA====&lt;br /&gt;
Offensive Counter Air - to establish air superiority over enemy territory by destroying/supressing air assets - often through a combination of ground strikes (on air infrastructure) and CAP. OCA missions can be divided into four general categories: sweep, screen, close-escort, HVAP and self-escort.&lt;br /&gt;
&lt;br /&gt;
====DCA====&lt;br /&gt;
Defensive Counter Air - to deny enemy air superiority over friendly/captured territory, usually through a combination of CAP, SAMs and AAA. DCA can be either area defense or point defense, the latter meaning the defense of a specific object or installation - for example a power plant or an airfield.&lt;br /&gt;
&lt;br /&gt;
====ROE====&lt;br /&gt;
Rules Of Engagement. A varying set of rules that define conditions to meet before a non-cooperating target can be engaged.&lt;br /&gt;
&lt;br /&gt;
====AWACS====&lt;br /&gt;
Airborne warning and control system. In DCS typically E2, E3 or A50 (Russian). Your AWACS operator is always right and highly intelligent and sometimes drunk.&lt;br /&gt;
&lt;br /&gt;
====SA====&lt;br /&gt;
Situational Awareness - Your mental picture of the current situation in your nearby airspace. Including but not limited to aircraft positions, their velocities and any weapons being employed.&lt;br /&gt;
&lt;br /&gt;
====BVR====&lt;br /&gt;
Beyond Visual Range. Usually beyond 10 NM, sometimes less.&lt;br /&gt;
&lt;br /&gt;
====WVR====&lt;br /&gt;
Within Visual Range - when engaging a bandit with visual contact, typically within 10 NM range.&lt;br /&gt;
&lt;br /&gt;
====Merge====&lt;br /&gt;
When your distance to a bandit is so small that you are effectively in a dogfight. The term originates from &amp;quot;radar blips&amp;quot; merging into one blip, on older radar systems.&lt;br /&gt;
&lt;br /&gt;
====Fox 1====&lt;br /&gt;
Informative call when firing a semi-active radar-homing (SARH) missile, which requires assistance from the aircraft radar all the way to the target. Example: AIM-7.&lt;br /&gt;
&lt;br /&gt;
====Fox 2====&lt;br /&gt;
Informative call when firing a heat-seeking missile. Example: AIM-9.&lt;br /&gt;
&lt;br /&gt;
====Fox 3====&lt;br /&gt;
Informative call when firing an active radar-guided missile. Includes AIM-54 and AIM-120. If this call is broadcasted on a common frequency, consider adding [[#Bullseye call|location]] and target information to the radio message. This lets other flights know that an active medium/long-range self-guided missile is in the air in the specified area.&lt;br /&gt;
&lt;br /&gt;
If two missiles are launched at two bandits respectively, the correct phrase is &amp;quot;Fox 3, two-ship&amp;quot;. If two missiles are launched at a single target, the correct phrase is &amp;quot;Fox 3, times two&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Slant range====&lt;br /&gt;
Line-of-sight distance between two objects, for example two fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
====Smash====&lt;br /&gt;
Airspeed.&lt;br /&gt;
&lt;br /&gt;
====Corner velocity====&lt;br /&gt;
Indicated airspeed at which you will have the maximum sustainable turn-rate. Depends on airframe and weight, but on a typical F-16C it's near 440 KIAS, on a typical F/A-18C it's closer to 350 KIAS. Not to be confused with max G, which is usually not sustainable.&lt;br /&gt;
&lt;br /&gt;
====2-circle vs 1-circle fight====&lt;br /&gt;
Dogfights tend to be either 2-circle or 1-circle fights. In a 2-circle fight the fighters will be turning away from each other, their paths painting two circles if viewed from above. In a 1-circle fight the fighters are turning toward each other, their paths painting a single circle if viewed from above. https://en.wikipedia.org/wiki/Basic_fighter_maneuvers#Circle_flow&lt;br /&gt;
&lt;br /&gt;
====Pure Pursuit====&lt;br /&gt;
To point your flight vector at a moving target, causing a slow, gradual intercept on the target’s 6 o clock. Pure pursuit, simply put, means you are pointing your nose directly at the target.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_7i971eyn Fighter Brief example of pure pursuit]&lt;br /&gt;
&lt;br /&gt;
====Lead Pursuit====&lt;br /&gt;
To point your flight vector in front of a moving target, which will result in a higher closing velocity and more rapid intercept. Lead pursuit, simply put, means you are pointing your nose in front of the target.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_7xoy883w Fighter Brief example of lead pursuit]&lt;br /&gt;
&lt;br /&gt;
====Lag Pursuit====&lt;br /&gt;
To point your flight vector behind a moving target. This will not result in an intercept, but will allow you to stay on the target’s turn circle, which makes it hard for the target hostile to counter-attack. Lag pursuit, simply put, means your are pointing your nose behind the target.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_c081ulko Fighter Brief example of lag pursuit]&lt;br /&gt;
&lt;br /&gt;
==BVR Concepts==&lt;br /&gt;
&lt;br /&gt;
====Declare/declaration====&lt;br /&gt;
Request for or information on a target. The response can be one of:&lt;br /&gt;
* friendly&lt;br /&gt;
* bogey (unknown)&lt;br /&gt;
* bandit (NOT cleared to engage unless engaged by)&lt;br /&gt;
* hostile (cleared to engage).&lt;br /&gt;
&lt;br /&gt;
====Crank====&lt;br /&gt;
&lt;br /&gt;
To fly in a direction so that a bandit will be to your left or right while still in your radar scope. Often a crank will be done at the maximum angle allowed by the radar antenna - 60-70 degrees off nose on many modern fighters. This common maneuver is performed primarily to minimize the closing velocity while still maintaining a radar lock on the bandit. A secondary purpose of a crank is to increase the amount of energy needed by a hostile missile to hit you - effectively shrinking the bandit’s [[#WEZ|WEZ]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=H0CvYux-RHI&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr Video showing a crank maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Beam====&lt;br /&gt;
To fly in a direction so that a bandit or missile is at your 3 or 9 o’clock. In an engagement this is a defensive move to make a missile lose energy due to it taking maximum lead for an intercept.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J8-pI561S20&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=2 Video showing a beaming maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Notch====&lt;br /&gt;
Very similar to beaming but with the purpose of zeroing out your own closing velocity from the bandit’s or missile’s point of view. This causes the doppler shift of your radar echo to be near zero, which makes your echo hard to distinguish from the ground/water when you are flying at a lower altitude than the hostile radar, sometimes causing the radar to lose track of you. A notch is done by placing the bandit or missile on your 3 or 9 o’clock, just like a beam.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=l9g6kbLwHtU&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=3 Video showing a notch maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
Flying away from a threat.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
Flying towards a threat.&lt;br /&gt;
&lt;br /&gt;
====Pump/pumping====&lt;br /&gt;
Directive/information that a friendly is going cold. Not necessarily in a straight line.&lt;br /&gt;
&lt;br /&gt;
====Dragging====&lt;br /&gt;
Information that an engaged bandit has gone cold.&lt;br /&gt;
&lt;br /&gt;
====Grinder====&lt;br /&gt;
A CAP flying pattern where two fighters will be counter-rotating in an orbit or racetrack, in order to keep radar and weapons pointed in anticipated threat direction at all times.&lt;br /&gt;
&lt;br /&gt;
====Launch-and-leave (”L&amp;amp;L”)====&lt;br /&gt;
To launch an active radar-guided missile at a target and then turn away from the target when the missile goes [[#Pitbull|pitbull]] (self-guides).&lt;br /&gt;
&lt;br /&gt;
====Skate====&lt;br /&gt;
To execute launch-and-leave tactic outside of [[#DOR|DOR]], which means you have enough room to recommit with a second shot without entering [[#MAR|MAR]]. Requires an active missile like the AIM-120.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=A8UYrgcx8hY&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=4 Video showing a skate maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Short skate====&lt;br /&gt;
To execute launch-and-leave tactic outside [[#MAR|MAR]] but within [[#DOR|DOR]]. Requires an active missile like the AIM-120.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=3JmIyvtkcaM&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=5 Video showing a short skate maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Banzai====&lt;br /&gt;
To execute launch-and-decide tactic, which means you will launch and then press to a merge if necessary. SARH (AIM-7) is a suitable missile for banzai if active missiles are not available. If you have a substantial BVR advantage, banzai and short skate are similar tactics because you can execute a launch-and-decide before [[#MAR|MAR]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=M5rkerG3a3Y&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=6 Video showing a banzai maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Pitbull====&lt;br /&gt;
When an active radar-guided missile switches to its own radar guidance for the terminal phase.&lt;br /&gt;
&lt;br /&gt;
====Shot trashed====&lt;br /&gt;
When a missile has lost track of its target and/or is kinetically defeated.&lt;br /&gt;
&lt;br /&gt;
====Timeout====&lt;br /&gt;
When a missile is no longer active - meaning it has either intercepted its target or the shot has been trashed.&lt;br /&gt;
&lt;br /&gt;
====F-Pole====&lt;br /&gt;
Distance between fighter and bandit at the time a launched missile intercepts the bandit. Mostly relevant when firing semi-active radar-guided missiles because they require you to maintain lock until interception.&lt;br /&gt;
&lt;br /&gt;
====A-Pole====&lt;br /&gt;
Distance between fighter and bandit at the time a launched missile goes active ([[#Pitbull|pitbull]]) and self-guides to target. This term only applies to active radar-guided missiles.&lt;br /&gt;
&lt;br /&gt;
====E-Pole====&lt;br /&gt;
Same as ([[#MAR|Minimum Abort Range]])&lt;br /&gt;
&lt;br /&gt;
====Mad-dog====&lt;br /&gt;
To launch a missile without a lock, which causes it to track the first target its sensor may detect. This can be done defensively against other missiles, or in a pressed situation where you may have a clue where the bandit is but haven’t been able to acquire a lock yet.&lt;br /&gt;
&lt;br /&gt;
====Look-down====&lt;br /&gt;
When a radar searches for or tracks a target at lower altitude, which means either ground or water is behind the target. Many radars will have difficulties tracking a target while in look-down.&lt;br /&gt;
&lt;br /&gt;
====Bullseye call====&lt;br /&gt;
Location information on a target given in bearing and distance from a pre-briefed location (”bullseye”) in the theater of operation. Also includes altitude of target.&lt;br /&gt;
&lt;br /&gt;
====BRAA call====&lt;br /&gt;
Bearing, range, altitude, aspect (optionally). Information on a target given in the fighter’s frame of reference, meaning the bearing is the bearing from the fighter to the target, etc.&lt;br /&gt;
&lt;br /&gt;
====DOR====&lt;br /&gt;
Desired Out Range - the distance to a hostile required to execute launch-and-leave AND recommit with a launch-and-decide tactic.&lt;br /&gt;
&lt;br /&gt;
====MAR====&lt;br /&gt;
Minimum Abort Range - smallest distance from which you will be able to outrun a hostile missile fired at you, if you go cold. This distance is basically the same as the enemy’s NEZ towards you.&lt;br /&gt;
&lt;br /&gt;
====WEZ====&lt;br /&gt;
Weapon Engagement Zone - shortest and longest distances from which you could expect to hit a target with a specific type of missile. Varies greatly with relative velocity and altitude of both you and the bandit.&lt;br /&gt;
&lt;br /&gt;
====NEZ====&lt;br /&gt;
No Escape Zone - distance to bandit at which your missile will hit even if the bandit immediately goes cold when you launch.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1940</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1940"/>
		<updated>2023-12-19T19:29:05Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
'''Components''': Formation, MAR, communication, mutual support, differences from singleton BVR&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': Basic knowledge of aircraft's performance, basic radar operation, basic A/A missile employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Not covered''': Aircraft performance, weapon employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Progression''': Advanced 2-ship BVR tactics, advanced weapon employment, advanced combat efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====See also====&lt;br /&gt;
&lt;br /&gt;
[[Air-To-Air Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Comms]]&lt;br /&gt;
&lt;br /&gt;
[[Mission Procedures]]&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Pre-flight===&lt;br /&gt;
&lt;br /&gt;
It is highly advised that the flight lead brief the flight on CAP procedures and preferred BVR tactics.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging using shooter/cover trail tactic===&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_87abkjt8 Visual example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers. Cover is flown 20 NM behind the shooter.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_87abkjt8 Visual example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
====Extended timeline====&lt;br /&gt;
&lt;br /&gt;
BVR combat is a very dynamic environment, and the extended timeline might evolve into one or multiple of numerous branches which will not be covered in the 2-ship basic BVR tactics guide. It's nevertheless imperative to maintain the shooter/cover concept for mutual support until combat is resolved.&lt;br /&gt;
&lt;br /&gt;
===Intra-flight communication===&lt;br /&gt;
&lt;br /&gt;
It is imperative to enter combat with a plan and be able to adapt the plan to the dynamics of air combat. To execute efficiently execute the tactic, efficient communication is key to maintain situational awareness while not overloading the intra-flight frequency with unnecessary information.&lt;br /&gt;
&lt;br /&gt;
====Advisable calls====&lt;br /&gt;
&lt;br /&gt;
* Fox calls with target location&lt;br /&gt;
* Cover's position and aspect relative shooter&lt;br /&gt;
* Pump/Cold&lt;br /&gt;
* Target/s maneuvering&lt;br /&gt;
* Winchester&lt;br /&gt;
* Bingo&lt;br /&gt;
* Disengagement&lt;br /&gt;
&lt;br /&gt;
====Calls relative simple timeline====&lt;br /&gt;
&lt;br /&gt;
Example of a 2-ship flight engaging two bandits declared hostile in close formation. Calls on tactical frequency in red, all other calls on intra-flight frequency:&lt;br /&gt;
&lt;br /&gt;
# Sensor update. Viper11: ''&amp;quot;One, SA contact both targets angels 28, hot on us.&amp;quot;''&lt;br /&gt;
# Sensor update. Viper12: ''&amp;quot;Two, sensor contact.&amp;quot;''&lt;br /&gt;
# Decision. Viper11: ''&amp;quot;Viper11, committing.&amp;quot;'' (THIS LINE IN RED)&lt;br /&gt;
# Directive. Viper11: ''&amp;quot;One shooter, two cover in trail, one intends to press both targets.&amp;quot;''&lt;br /&gt;
# Acknowledgement. Viper12: ''&amp;quot;Wilco, two cover.&amp;quot;''&lt;br /&gt;
# Sensor update. Viper11: ''&amp;quot;One, radar contact both targets.&amp;quot;''&lt;br /&gt;
# SA update. Viper11: ''&amp;quot;Viper11, fox 3 two-ship.&amp;quot;'' (THIS LINE IN RED)&lt;br /&gt;
# SA update. Viper11: ''&amp;quot;Cranking.&amp;quot;''&lt;br /&gt;
# SA update. Viper11: ''&amp;quot;Pitbull, pumping.&amp;quot;''&lt;br /&gt;
# SA update. Viper12: ''&amp;quot;Two, targets maneuvering, splitting up north and south. Pushing for the northern target.&amp;quot;''&lt;br /&gt;
# SA update. Viper12: ''&amp;quot;Viper12, fox 3 north target, cranking.&amp;quot;'' (THIS LINE IN RED)&lt;br /&gt;
# SA update. Viper11: ''&amp;quot;Two, turning hot, cover.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Sustain communication beyond the simple timeline example into the extended timeline, applying above principles.&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;br /&gt;
&lt;br /&gt;
===MAR quick reference table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon ||rowspan=&amp;quot;2&amp;quot; | NATO Reporting Name ||rowspan=&amp;quot;2&amp;quot; | Guidance Type || colspan=&amp;quot;4&amp;quot; | MAR* (Hostile A/C flying at Mach 1) &lt;br /&gt;
|-&lt;br /&gt;
! A35 || A25 || A15 || A5&lt;br /&gt;
|-&lt;br /&gt;
| R-77 || AA-12 Adder || Active radar || 18NM || 14NM || 13NM || 11NM&lt;br /&gt;
|-&lt;br /&gt;
| R-27ER || AA-10 Alamo-C || Semi-active radar || 27NM || 20NM || 17NM || 13NM&lt;br /&gt;
|-&lt;br /&gt;
| R-27 || AA-10 Alamo-A || Semi-active radar || 16NM || 11NM || 11NM || 9NM&lt;br /&gt;
|-&lt;br /&gt;
| R-33 || AA-9 Amos || Semi-active radar || 25NM || 17NM || 16NM || 9NM&lt;br /&gt;
|-&lt;br /&gt;
| R-40 || AA-6 Acrid || Semi-active radar || 15NM || 12NM || 11NM || 11NM&lt;br /&gt;
|-&lt;br /&gt;
| R-25R || AA-7 Apex-C || Semi-active radar || 13NM || 11NM || 10NM || 10NM&lt;br /&gt;
|}&lt;br /&gt;
''*MAR numbers include a saftey margin of 5NM.''&lt;br /&gt;
&lt;br /&gt;
Source: original data from flyandwire.com&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Air-To-Air_Glossary&amp;diff=1901</id>
		<title>Air-To-Air Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Air-To-Air_Glossary&amp;diff=1901"/>
		<updated>2023-10-24T10:21:06Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Lead Pursuit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Air-To-Air==&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
Combat Air Patrol - to establish/maintain air superiority in a specific area by supressing or destroying hostile flying aircraft. There are many types of CAP missions and, loosely used, the term CAP has come to include all types of Air-To-Air missions.&lt;br /&gt;
&lt;br /&gt;
====OCA====&lt;br /&gt;
Offensive Counter Air - to establish air superiority over enemy territory by destroying/supressing air assets - often through a combination of ground strikes (on air infrastructure) and CAP. OCA missions can be divided into four general categories: sweep, screen, close-escort, HVAP and self-escort.&lt;br /&gt;
&lt;br /&gt;
====DCA====&lt;br /&gt;
Defensive Counter Air - to deny enemy air superiority over friendly/captured territory, usually through a combination of CAP, SAMs and AAA. DCA can be either area defense or point defense, the latter meaning the defense of a specific object or installation - for example a power plant or an airfield.&lt;br /&gt;
&lt;br /&gt;
====ROE====&lt;br /&gt;
Rules Of Engagement. A varying set of rules that define conditions to meet before a non-cooperating target can be engaged.&lt;br /&gt;
&lt;br /&gt;
====AWACS====&lt;br /&gt;
Airborne warning and control system. In DCS typically E2, E3 or A50 (Russian). Your AWACS operator is always right and highly intelligent and sometimes drunk.&lt;br /&gt;
&lt;br /&gt;
====SA====&lt;br /&gt;
Situational Awareness - Your mental picture of the current situation in your nearby airspace. Including but not limited to aircraft positions, their velocities and any weapons being employed.&lt;br /&gt;
&lt;br /&gt;
====BVR====&lt;br /&gt;
Beyond Visual Range. Usually beyond 10 NM, sometimes less.&lt;br /&gt;
&lt;br /&gt;
====WVR====&lt;br /&gt;
Within Visual Range - when engaging a bandit with visual contact, typically within 10 NM range.&lt;br /&gt;
&lt;br /&gt;
====Merge====&lt;br /&gt;
When your distance to a bandit is so small that you are effectively in a dogfight. The term originates from &amp;quot;radar blips&amp;quot; merging into one blip, on older radar systems.&lt;br /&gt;
&lt;br /&gt;
====Fox 1====&lt;br /&gt;
Informative call when firing a semi-active radar-homing (SARH) missile, which requires assistance from the aircraft radar all the way to the target. Example: AIM-7.&lt;br /&gt;
&lt;br /&gt;
====Fox 2====&lt;br /&gt;
Informative call when firing a heat-seeking missile. Example: AIM-9.&lt;br /&gt;
&lt;br /&gt;
====Fox 3====&lt;br /&gt;
Informative call when firing an active radar-guided missile. Includes AIM-54 and AIM-120. If this call is broadcasted on a common frequency, consider adding [[#Bullseye call|location]] and target information to the radio message. This lets other flights know that an active medium/long-range self-guided missile is in the air in the specified area.&lt;br /&gt;
&lt;br /&gt;
====Slant range====&lt;br /&gt;
Line-of-sight distance between two objects, for example two fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
====Smash====&lt;br /&gt;
Airspeed.&lt;br /&gt;
&lt;br /&gt;
====Corner velocity====&lt;br /&gt;
Indicated airspeed at which you will have the maximum sustainable turn-rate. Depends on airframe and weight, but on a typical F-16C it's near 440 KIAS, on a typical F/A-18C it's closer to 350 KIAS. Not to be confused with max G, which is usually not sustainable.&lt;br /&gt;
&lt;br /&gt;
====2-circle vs 1-circle fight====&lt;br /&gt;
Dogfights tend to be either 2-circle or 1-circle fights. In a 2-circle fight the fighters will be turning away from each other, their paths painting two circles if viewed from above. In a 1-circle fight the fighters are turning toward each other, their paths painting a single circle if viewed from above. https://en.wikipedia.org/wiki/Basic_fighter_maneuvers#Circle_flow&lt;br /&gt;
&lt;br /&gt;
====Pure Pursuit====&lt;br /&gt;
To point your flight vector at a moving target, causing a slow, gradual intercept on the target’s 6 o clock. Pure pursuit, simply put, means you are pointing your nose directly at the target.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_7i971eyn Fighter Brief example of pure pursuit]&lt;br /&gt;
&lt;br /&gt;
====Lead Pursuit====&lt;br /&gt;
To point your flight vector in front of a moving target, which will result in a higher closing velocity and more rapid intercept. Lead pursuit, simply put, means you are pointing your nose in front of the target.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_7xoy883w Fighter Brief example of lead pursuit]&lt;br /&gt;
&lt;br /&gt;
====Lag Pursuit====&lt;br /&gt;
To point your flight vector behind a moving target. This will not result in an intercept, but will allow you to stay on the target’s turn circle, which makes it hard for the target hostile to counter-attack. Lag pursuit, simply put, means your are pointing your nose behind the target.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_c081ulko Fighter Brief example of lag pursuit]&lt;br /&gt;
&lt;br /&gt;
==BVR Concepts==&lt;br /&gt;
&lt;br /&gt;
====Declare/declaration====&lt;br /&gt;
Request for or information on a target. The response can be one of:&lt;br /&gt;
* friendly&lt;br /&gt;
* bogey (unknown)&lt;br /&gt;
* bandit (NOT cleared to engage unless engaged by)&lt;br /&gt;
* hostile (cleared to engage).&lt;br /&gt;
&lt;br /&gt;
====Crank====&lt;br /&gt;
&lt;br /&gt;
To fly in a direction so that a bandit will be to your left or right while still in your radar scope. Often a crank will be done at the maximum angle allowed by the radar antenna - 60-70 degrees off nose on many modern fighters. This common maneuver is performed primarily to minimize the closing velocity while still maintaining a radar lock on the bandit. A secondary purpose of a crank is to increase the amount of energy needed by a hostile missile to hit you - effectively shrinking the bandit’s [[#WEZ|WEZ]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=H0CvYux-RHI&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr Video showing a crank maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Beam====&lt;br /&gt;
To fly in a direction so that a bandit or missile is at your 3 or 9 o’clock. In an engagement this is a defensive move to make a missile lose energy due to it taking maximum lead for an intercept.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J8-pI561S20&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=2 Video showing a beaming maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Notch====&lt;br /&gt;
Very similar to beaming but with the purpose of zeroing out your own closing velocity from the bandit’s or missile’s point of view. This causes the doppler shift of your radar echo to be near zero, which makes your echo hard to distinguish from the ground/water when you are flying at a lower altitude than the hostile radar, sometimes causing the radar to lose track of you. A notch is done by placing the bandit or missile on your 3 or 9 o’clock, just like a beam.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=l9g6kbLwHtU&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=3 Video showing a notch maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
Flying away from a threat.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
Flying towards a threat.&lt;br /&gt;
&lt;br /&gt;
====Pump/pumping====&lt;br /&gt;
Directive/information that a friendly is going cold. Not necessarily in a straight line.&lt;br /&gt;
&lt;br /&gt;
====Dragging====&lt;br /&gt;
Information that an engaged bandit has gone cold.&lt;br /&gt;
&lt;br /&gt;
====Grinder====&lt;br /&gt;
A CAP flying pattern where two fighters will be counter-rotating in an orbit or racetrack, in order to keep radar and weapons pointed in anticipated threat direction at all times.&lt;br /&gt;
&lt;br /&gt;
====Launch-and-leave (”L&amp;amp;L”)====&lt;br /&gt;
To launch an active radar-guided missile at a target and then turn away from the target when the missile goes [[#Pitbull|pitbull]] (self-guides).&lt;br /&gt;
&lt;br /&gt;
====Skate====&lt;br /&gt;
To execute launch-and-leave tactic outside of [[#DOR|DOR]], which means you have enough room to recommit with a second shot without entering [[#MAR|MAR]]. Requires an active missile like the AIM-120.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=A8UYrgcx8hY&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=4 Video showing a skate maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Short skate====&lt;br /&gt;
To execute launch-and-leave tactic outside [[#MAR|MAR]] but within [[#DOR|DOR]]. Requires an active missile like the AIM-120.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=3JmIyvtkcaM&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=5 Video showing a short skate maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Banzai====&lt;br /&gt;
To execute launch-and-decide tactic, which means you will launch and then press to a merge if necessary. SARH (AIM-7) is a suitable missile for banzai if active missiles are not available. If you have a substantial BVR advantage, banzai and short skate are similar tactics because you can execute a launch-and-decide before [[#MAR|MAR]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=M5rkerG3a3Y&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=6 Video showing a banzai maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Pitbull====&lt;br /&gt;
When an active radar-guided missile switches to its own radar guidance for the terminal phase.&lt;br /&gt;
&lt;br /&gt;
====Shot trashed====&lt;br /&gt;
When a missile has lost track of its target and/or is kinetically defeated.&lt;br /&gt;
&lt;br /&gt;
====Timeout====&lt;br /&gt;
When a missile is no longer active - meaning it has either intercepted its target or the shot has been trashed.&lt;br /&gt;
&lt;br /&gt;
====F-Pole====&lt;br /&gt;
Distance between fighter and bandit at the time a launched missile intercepts the bandit. Mostly relevant when firing semi-active radar-guided missiles because they require you to maintain lock until interception.&lt;br /&gt;
&lt;br /&gt;
====A-Pole====&lt;br /&gt;
Distance between fighter and bandit at the time a launched missile goes active ([[#Pitbull|pitbull]]) and self-guides to target. This term only applies to active radar-guided missiles.&lt;br /&gt;
&lt;br /&gt;
====E-Pole====&lt;br /&gt;
Same as ([[#MAR|Minimum Abort Range]])&lt;br /&gt;
&lt;br /&gt;
====Mad-dog====&lt;br /&gt;
To launch a missile without a lock, which causes it to track the first target its sensor may detect. This can be done defensively against other missiles, or in a pressed situation where you may have a clue where the bandit is but haven’t been able to acquire a lock yet.&lt;br /&gt;
&lt;br /&gt;
====Look-down====&lt;br /&gt;
When a radar searches for or tracks a target at lower altitude, which means either ground or water is behind the target. Many radars will have difficulties tracking a target while in look-down.&lt;br /&gt;
&lt;br /&gt;
====Bullseye call====&lt;br /&gt;
Location information on a target given in bearing and distance from a pre-briefed location (”bullseye”) in the theater of operation. Also includes altitude of target.&lt;br /&gt;
&lt;br /&gt;
====BRAA call====&lt;br /&gt;
Bearing, range, altitude, aspect (optionally). Information on a target given in the fighter’s frame of reference, meaning the bearing is the bearing from the fighter to the target, etc.&lt;br /&gt;
&lt;br /&gt;
====DOR====&lt;br /&gt;
Desired Out Range - the distance to a hostile required to execute launch-and-leave AND recommit with a launch-and-decide tactic.&lt;br /&gt;
&lt;br /&gt;
====MAR====&lt;br /&gt;
Minimum Abort Range - smallest distance from which you will be able to outrun a hostile missile fired at you, if you go cold. This distance is basically the same as the enemy’s NEZ towards you.&lt;br /&gt;
&lt;br /&gt;
====WEZ====&lt;br /&gt;
Weapon Engagement Zone - shortest and longest distances from which you could expect to hit a target with a specific type of missile. Varies greatly with relative velocity and altitude of both you and the bandit.&lt;br /&gt;
&lt;br /&gt;
====NEZ====&lt;br /&gt;
No Escape Zone - distance to bandit at which your missile will hit even if the bandit immediately goes cold when you launch.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Air-To-Air_Glossary&amp;diff=1900</id>
		<title>Air-To-Air Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Air-To-Air_Glossary&amp;diff=1900"/>
		<updated>2023-10-24T10:19:25Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Air-To-Air==&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
Combat Air Patrol - to establish/maintain air superiority in a specific area by supressing or destroying hostile flying aircraft. There are many types of CAP missions and, loosely used, the term CAP has come to include all types of Air-To-Air missions.&lt;br /&gt;
&lt;br /&gt;
====OCA====&lt;br /&gt;
Offensive Counter Air - to establish air superiority over enemy territory by destroying/supressing air assets - often through a combination of ground strikes (on air infrastructure) and CAP. OCA missions can be divided into four general categories: sweep, screen, close-escort, HVAP and self-escort.&lt;br /&gt;
&lt;br /&gt;
====DCA====&lt;br /&gt;
Defensive Counter Air - to deny enemy air superiority over friendly/captured territory, usually through a combination of CAP, SAMs and AAA. DCA can be either area defense or point defense, the latter meaning the defense of a specific object or installation - for example a power plant or an airfield.&lt;br /&gt;
&lt;br /&gt;
====ROE====&lt;br /&gt;
Rules Of Engagement. A varying set of rules that define conditions to meet before a non-cooperating target can be engaged.&lt;br /&gt;
&lt;br /&gt;
====AWACS====&lt;br /&gt;
Airborne warning and control system. In DCS typically E2, E3 or A50 (Russian). Your AWACS operator is always right and highly intelligent and sometimes drunk.&lt;br /&gt;
&lt;br /&gt;
====SA====&lt;br /&gt;
Situational Awareness - Your mental picture of the current situation in your nearby airspace. Including but not limited to aircraft positions, their velocities and any weapons being employed.&lt;br /&gt;
&lt;br /&gt;
====BVR====&lt;br /&gt;
Beyond Visual Range. Usually beyond 10 NM, sometimes less.&lt;br /&gt;
&lt;br /&gt;
====WVR====&lt;br /&gt;
Within Visual Range - when engaging a bandit with visual contact, typically within 10 NM range.&lt;br /&gt;
&lt;br /&gt;
====Merge====&lt;br /&gt;
When your distance to a bandit is so small that you are effectively in a dogfight. The term originates from &amp;quot;radar blips&amp;quot; merging into one blip, on older radar systems.&lt;br /&gt;
&lt;br /&gt;
====Fox 1====&lt;br /&gt;
Informative call when firing a semi-active radar-homing (SARH) missile, which requires assistance from the aircraft radar all the way to the target. Example: AIM-7.&lt;br /&gt;
&lt;br /&gt;
====Fox 2====&lt;br /&gt;
Informative call when firing a heat-seeking missile. Example: AIM-9.&lt;br /&gt;
&lt;br /&gt;
====Fox 3====&lt;br /&gt;
Informative call when firing an active radar-guided missile. Includes AIM-54 and AIM-120. If this call is broadcasted on a common frequency, consider adding [[#Bullseye call|location]] and target information to the radio message. This lets other flights know that an active medium/long-range self-guided missile is in the air in the specified area.&lt;br /&gt;
&lt;br /&gt;
====Slant range====&lt;br /&gt;
Line-of-sight distance between two objects, for example two fighter aircraft.&lt;br /&gt;
&lt;br /&gt;
====Smash====&lt;br /&gt;
Airspeed.&lt;br /&gt;
&lt;br /&gt;
====Corner velocity====&lt;br /&gt;
Indicated airspeed at which you will have the maximum sustainable turn-rate. Depends on airframe and weight, but on a typical F-16C it's near 440 KIAS, on a typical F/A-18C it's closer to 350 KIAS. Not to be confused with max G, which is usually not sustainable.&lt;br /&gt;
&lt;br /&gt;
====2-circle vs 1-circle fight====&lt;br /&gt;
Dogfights tend to be either 2-circle or 1-circle fights. In a 2-circle fight the fighters will be turning away from each other, their paths painting two circles if viewed from above. In a 1-circle fight the fighters are turning toward each other, their paths painting a single circle if viewed from above. https://en.wikipedia.org/wiki/Basic_fighter_maneuvers#Circle_flow&lt;br /&gt;
&lt;br /&gt;
====Pure Pursuit====&lt;br /&gt;
To point your flight vector at a moving target, causing a slow, gradual intercept on the target’s 6 o clock. Pure pursuit, simply put, means you are pointing your nose directly at the target.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_7i971eyn Fighter Brief example of pure pursuit]&lt;br /&gt;
&lt;br /&gt;
====Lead Pursuit====&lt;br /&gt;
To point your flight vector in front of a moving target, which will result in a higher closing velocity and more rapid intercept. Lead pursuit, simply put, means you are pointing your nose in front of the target.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_36ufhkvt Fighter Brief example of lead pursuit]&lt;br /&gt;
&lt;br /&gt;
====Lag Pursuit====&lt;br /&gt;
To point your flight vector behind a moving target. This will not result in an intercept, but will allow you to stay on the target’s turn circle, which makes it hard for the target hostile to counter-attack. Lag pursuit, simply put, means your are pointing your nose behind the target.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_c081ulko Fighter Brief example of lag pursuit]&lt;br /&gt;
&lt;br /&gt;
==BVR Concepts==&lt;br /&gt;
&lt;br /&gt;
====Declare/declaration====&lt;br /&gt;
Request for or information on a target. The response can be one of:&lt;br /&gt;
* friendly&lt;br /&gt;
* bogey (unknown)&lt;br /&gt;
* bandit (NOT cleared to engage unless engaged by)&lt;br /&gt;
* hostile (cleared to engage).&lt;br /&gt;
&lt;br /&gt;
====Crank====&lt;br /&gt;
&lt;br /&gt;
To fly in a direction so that a bandit will be to your left or right while still in your radar scope. Often a crank will be done at the maximum angle allowed by the radar antenna - 60-70 degrees off nose on many modern fighters. This common maneuver is performed primarily to minimize the closing velocity while still maintaining a radar lock on the bandit. A secondary purpose of a crank is to increase the amount of energy needed by a hostile missile to hit you - effectively shrinking the bandit’s [[#WEZ|WEZ]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=H0CvYux-RHI&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr Video showing a crank maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Beam====&lt;br /&gt;
To fly in a direction so that a bandit or missile is at your 3 or 9 o’clock. In an engagement this is a defensive move to make a missile lose energy due to it taking maximum lead for an intercept.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J8-pI561S20&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=2 Video showing a beaming maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Notch====&lt;br /&gt;
Very similar to beaming but with the purpose of zeroing out your own closing velocity from the bandit’s or missile’s point of view. This causes the doppler shift of your radar echo to be near zero, which makes your echo hard to distinguish from the ground/water when you are flying at a lower altitude than the hostile radar, sometimes causing the radar to lose track of you. A notch is done by placing the bandit or missile on your 3 or 9 o’clock, just like a beam.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=l9g6kbLwHtU&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=3 Video showing a notch maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
Flying away from a threat.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
Flying towards a threat.&lt;br /&gt;
&lt;br /&gt;
====Pump/pumping====&lt;br /&gt;
Directive/information that a friendly is going cold. Not necessarily in a straight line.&lt;br /&gt;
&lt;br /&gt;
====Dragging====&lt;br /&gt;
Information that an engaged bandit has gone cold.&lt;br /&gt;
&lt;br /&gt;
====Grinder====&lt;br /&gt;
A CAP flying pattern where two fighters will be counter-rotating in an orbit or racetrack, in order to keep radar and weapons pointed in anticipated threat direction at all times.&lt;br /&gt;
&lt;br /&gt;
====Launch-and-leave (”L&amp;amp;L”)====&lt;br /&gt;
To launch an active radar-guided missile at a target and then turn away from the target when the missile goes [[#Pitbull|pitbull]] (self-guides).&lt;br /&gt;
&lt;br /&gt;
====Skate====&lt;br /&gt;
To execute launch-and-leave tactic outside of [[#DOR|DOR]], which means you have enough room to recommit with a second shot without entering [[#MAR|MAR]]. Requires an active missile like the AIM-120.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=A8UYrgcx8hY&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=4 Video showing a skate maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Short skate====&lt;br /&gt;
To execute launch-and-leave tactic outside [[#MAR|MAR]] but within [[#DOR|DOR]]. Requires an active missile like the AIM-120.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=3JmIyvtkcaM&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=5 Video showing a short skate maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Banzai====&lt;br /&gt;
To execute launch-and-decide tactic, which means you will launch and then press to a merge if necessary. SARH (AIM-7) is a suitable missile for banzai if active missiles are not available. If you have a substantial BVR advantage, banzai and short skate are similar tactics because you can execute a launch-and-decide before [[#MAR|MAR]].&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=M5rkerG3a3Y&amp;amp;list=PLG3MQL7h6UY3CzRmQfUFVxEicNrxkprgr&amp;amp;index=6 Video showing a banzai maneuver] (youtube)&lt;br /&gt;
&lt;br /&gt;
====Pitbull====&lt;br /&gt;
When an active radar-guided missile switches to its own radar guidance for the terminal phase.&lt;br /&gt;
&lt;br /&gt;
====Shot trashed====&lt;br /&gt;
When a missile has lost track of its target and/or is kinetically defeated.&lt;br /&gt;
&lt;br /&gt;
====Timeout====&lt;br /&gt;
When a missile is no longer active - meaning it has either intercepted its target or the shot has been trashed.&lt;br /&gt;
&lt;br /&gt;
====F-Pole====&lt;br /&gt;
Distance between fighter and bandit at the time a launched missile intercepts the bandit. Mostly relevant when firing semi-active radar-guided missiles because they require you to maintain lock until interception.&lt;br /&gt;
&lt;br /&gt;
====A-Pole====&lt;br /&gt;
Distance between fighter and bandit at the time a launched missile goes active ([[#Pitbull|pitbull]]) and self-guides to target. This term only applies to active radar-guided missiles.&lt;br /&gt;
&lt;br /&gt;
====E-Pole====&lt;br /&gt;
Same as ([[#MAR|Minimum Abort Range]])&lt;br /&gt;
&lt;br /&gt;
====Mad-dog====&lt;br /&gt;
To launch a missile without a lock, which causes it to track the first target its sensor may detect. This can be done defensively against other missiles, or in a pressed situation where you may have a clue where the bandit is but haven’t been able to acquire a lock yet.&lt;br /&gt;
&lt;br /&gt;
====Look-down====&lt;br /&gt;
When a radar searches for or tracks a target at lower altitude, which means either ground or water is behind the target. Many radars will have difficulties tracking a target while in look-down.&lt;br /&gt;
&lt;br /&gt;
====Bullseye call====&lt;br /&gt;
Location information on a target given in bearing and distance from a pre-briefed location (”bullseye”) in the theater of operation. Also includes altitude of target.&lt;br /&gt;
&lt;br /&gt;
====BRAA call====&lt;br /&gt;
Bearing, range, altitude, aspect (optionally). Information on a target given in the fighter’s frame of reference, meaning the bearing is the bearing from the fighter to the target, etc.&lt;br /&gt;
&lt;br /&gt;
====DOR====&lt;br /&gt;
Desired Out Range - the distance to a hostile required to execute launch-and-leave AND recommit with a launch-and-decide tactic.&lt;br /&gt;
&lt;br /&gt;
====MAR====&lt;br /&gt;
Minimum Abort Range - smallest distance from which you will be able to outrun a hostile missile fired at you, if you go cold. This distance is basically the same as the enemy’s NEZ towards you.&lt;br /&gt;
&lt;br /&gt;
====WEZ====&lt;br /&gt;
Weapon Engagement Zone - shortest and longest distances from which you could expect to hit a target with a specific type of missile. Varies greatly with relative velocity and altitude of both you and the bandit.&lt;br /&gt;
&lt;br /&gt;
====NEZ====&lt;br /&gt;
No Escape Zone - distance to bandit at which your missile will hit even if the bandit immediately goes cold when you launch.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1815</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1815"/>
		<updated>2023-09-24T15:20:03Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
'''Components''': Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&amp;lt;br&amp;gt;&lt;br /&gt;
'''Not covered''': Advanced aircraft performance, advanced weapon efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Progression''': Advanced 2-ship BVR tactics, weapon employment and combat efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====See also====&lt;br /&gt;
&lt;br /&gt;
[[Air-To-Air Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Comms]]&lt;br /&gt;
&lt;br /&gt;
[[Mission Procedures]]&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging using shooter/cover tactic===&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_87abkjt8 Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_87abkjt8 Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1814</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1814"/>
		<updated>2023-09-24T15:19:09Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
'''Components''': Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&amp;lt;br&amp;gt;&lt;br /&gt;
'''Not covered''': Advanced aircraft performance, advanced weapon efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Progression''': Advanced 2-ship BVR tactics, weapon employment and combat efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====See also====&lt;br /&gt;
&lt;br /&gt;
[[Air-To-Air Glossary]]&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging using shooter/cover tactic===&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_87abkjt8 Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_87abkjt8 Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1813</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1813"/>
		<updated>2023-09-24T15:15:15Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Engaging using shooter/cover tactic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
'''Components''': Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&amp;lt;br&amp;gt;&lt;br /&gt;
'''Not covered''': Advanced aircraft performance, advanced weapon efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Progression''': Advanced 2-ship BVR tactics, weapon employment and combat efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====See also====&lt;br /&gt;
&lt;br /&gt;
[[Air-To-Air Glossary]]&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging using shooter/cover tactic===&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_3m129k6a Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_3m129k6a Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1812</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1812"/>
		<updated>2023-09-24T15:14:35Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
'''Components''': Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&amp;lt;br&amp;gt;&lt;br /&gt;
'''Not covered''': Advanced aircraft performance, advanced weapon efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Progression''': Advanced 2-ship BVR tactics, weapon employment and combat efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====See also====&lt;br /&gt;
&lt;br /&gt;
[[Air-To-Air Glossary]]&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging using shooter/cover tactic===&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_3m129k6a Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1811</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1811"/>
		<updated>2023-09-24T15:08:49Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Engaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
'''Components''': Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&amp;lt;br&amp;gt;&lt;br /&gt;
'''Not covered''': Advanced aircraft performance, advanced weapon efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Progression''': Advanced 2-ship BVR tactics, weapon employment and combat efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging using shooter/cover tactic===&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_3m129k6a Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1810</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1810"/>
		<updated>2023-09-24T15:08:09Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
'''Components''': Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&amp;lt;br&amp;gt;&lt;br /&gt;
'''Not covered''': Advanced aircraft performance, advanced weapon efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites''': Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&amp;lt;br&amp;gt;&lt;br /&gt;
'''Progression''': Advanced 2-ship BVR tactics, weapon employment and combat efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_3m129k6a Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1809</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1809"/>
		<updated>2023-09-24T15:06:49Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Simple timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_3m129k6a Example shooter/cover engagement with comms]&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1808</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1808"/>
		<updated>2023-09-24T15:06:35Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_3m129k6a Example shooter/cover engagement]&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1807</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1807"/>
		<updated>2023-09-24T14:43:59Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Simple timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
#* If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
#* If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1806</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1806"/>
		<updated>2023-09-24T14:43:42Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Simple timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
** If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
** If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1805</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1805"/>
		<updated>2023-09-24T14:43:03Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
When you decide or get vectored to engage a detected group of hostiles, either lead or wingman could become the &amp;quot;shooter&amp;quot;. This is the aircraft that flies first into the engagement and fires the first missiles. The trailing aircraft has the &amp;quot;cover&amp;quot; role and helps maintain SA by observing radar contacts and/or putting the TGP/eyeballs on hostiles to detect launches and maneuvers.&lt;br /&gt;
&lt;br /&gt;
Try to &amp;quot;sort&amp;quot; targets in a simple but effective fashion. If possible, use cardinal directions and altitudes to sort aircraft. &amp;quot;1, engaging northern bandit&amp;quot; or &amp;quot;2, engaging bandit at 25 thousand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once the shooter breaks off and goes cold, the roles are reversed and the cover aircraft becomes the shooter. However, the cold cover aircraft must be careful to not turn hot too soon as this can put the flight in a situation where both aircraft must turn cold at the same time. This violates the &amp;quot;weapons and radar in threat direction at all times&amp;quot; imperative, and could put the flight in a permanently defensive position.&lt;br /&gt;
&lt;br /&gt;
====Simple timeline====&lt;br /&gt;
&lt;br /&gt;
# Commit (decision or from AWACS)&lt;br /&gt;
# Shooter gets radar contact&lt;br /&gt;
# Shooter sorts targets (say which ones you'll be shooting)&lt;br /&gt;
# Launch&lt;br /&gt;
# Crank&lt;br /&gt;
# Decide (go cold or push to WVR)&lt;br /&gt;
## If shooter cold, trailer assumes shooter role and sorts targets etc&lt;br /&gt;
## If shooter pushes, trailer continues cover role&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1804</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1804"/>
		<updated>2023-09-24T14:12:03Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of [[Air-To-Air Glossary#MAR|Minimum Abort Range]], as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1803</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1803"/>
		<updated>2023-09-24T14:09:24Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of Minimum Abort Range, as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter [https://magwo.github.io/cap-holds/?h=twoShipRacetrackGrinder&amp;amp;a=viper CAP racetrack hold] with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1802</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1802"/>
		<updated>2023-09-24T14:06:45Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Keeping a good racetrack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of Minimum Abort Range, as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter CAP racetrack hold with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible. This helps with situational awareness.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1801</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1801"/>
		<updated>2023-09-24T14:04:31Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of Minimum Abort Range, as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter CAP racetrack hold with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Coordinate airspeed and bank angle. For example M 0.85 and 30° bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;br /&gt;
&lt;br /&gt;
===Engaging===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
===Contingency plans===&lt;br /&gt;
&lt;br /&gt;
It is natural to progressively lose situational awareness during a prolonged engagement. Always try to regain SA but don't freeze. If SA becomes permanently poor, it is very beneficial to have a contingency plan in the back of your mind. Usually this consists of a heading to fly when SA is lost. If you know that friendlies are southwest of your engagement, flying southwest when you lose SA is very likely to save you.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1800</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1800"/>
		<updated>2023-09-24T13:56:16Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Arriving on station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of Minimum Abort Range, as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
20-30 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter CAP racetrack hold with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Use same airspeed and same bank angle. For example M 0.85 and 30 degree bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1799</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1799"/>
		<updated>2023-09-24T13:55:31Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of Minimum Abort Range, as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
Fly in chosen formation to station. About 20 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter CAP racetrack hold with hot leg in threat direction.&lt;br /&gt;
&lt;br /&gt;
Note: Don't slow down to create the 20 NM separation. It takes a long time and puts you in a tactically vulnerable stance.&lt;br /&gt;
&lt;br /&gt;
===Keeping a good racetrack===&lt;br /&gt;
&lt;br /&gt;
* Use same airspeed and same bank angle. For example M 0.85 and 30 degree bank angle.&lt;br /&gt;
* Communicate reference headings for the hot leg. Example: &amp;quot;Reference heading 020&amp;quot;&lt;br /&gt;
* Turn at 12 NM distance to maintain ~20 NM trail separation.&lt;br /&gt;
&lt;br /&gt;
Tip: Use markpoints for the end points of the racetrack, if possible.&lt;br /&gt;
&lt;br /&gt;
[https://is.gd/fighterbrief_5nxasgk4 Example establishing racetrack with reference heading and markpoints]&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1798</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1798"/>
		<updated>2023-09-24T13:39:42Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of Minimum Abort Range, as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
Fly in chosen formation to station. About 20 NM from station, wingman performs [https://is.gd/fighterbrief_25dj2o0d a 360] or [https://is.gd/fighterbrief_2gz8c6vn a dog-leg] to separate roughly 20 NM in a trail. Enter CAP racetrack hold with hot leg in threat direction.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1797</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1797"/>
		<updated>2023-09-24T13:34:16Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of Minimum Abort Range, as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
Fly in chosen formation to station. About 20 NM from station, wingman performs [https://is.gd/fighterbrief_2n8meojn a 360] or a dog-leg to separate roughly 20 NM in a trail. Enter CAP racetrack hold with hot leg in threat direction.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1796</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1796"/>
		<updated>2023-09-24T13:30:19Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of Minimum Abort Range, as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
Fly in chosen formation to station. About 20 NM from station, wingman performs a 360 or a dog-leg to separate roughly 20 NM in a trail. Enter CAP racetrack hold with hot leg in threat direction.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1795</id>
		<title>BVR Basic Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=BVR_Basic_Training&amp;diff=1795"/>
		<updated>2023-09-24T13:29:48Z</updated>

		<summary type="html">&lt;p&gt;Mags: Skapade sidan med '==Basic 2-ship BVR tactics==  Motivation: Understand and apply basic 2-ship BVR tactics  Components: Formation, MAR/DOR, communication, mutual support, differences from single...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic 2-ship BVR tactics==&lt;br /&gt;
&lt;br /&gt;
Motivation: Understand and apply basic 2-ship BVR tactics&lt;br /&gt;
&lt;br /&gt;
Components: Formation, MAR/DOR, communication, mutual support, differences from singleton BVR&lt;br /&gt;
&lt;br /&gt;
Not covered: Advanced aircraft performance, advanced weapon efficiency&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Knowledge of your aircraft's performance, basic radar operation, basic A/A missiles employment&lt;br /&gt;
&lt;br /&gt;
Progression: Advanced 2-ship BVR tactics, weapon employment and combat efficiency&lt;br /&gt;
&lt;br /&gt;
===Tactical imperatives===&lt;br /&gt;
&lt;br /&gt;
* Keep weapons and a radar pointed in threat direction at all times.&lt;br /&gt;
* Stay out of Minimum Abort Range, as long as possible or until you decide to transition to a WVR engagement.&lt;br /&gt;
&lt;br /&gt;
===Arriving on station===&lt;br /&gt;
&lt;br /&gt;
Fly in chosen formation to station. About 20 NM from station, wingman performs a 360 or a dog-leg to separate roughly 20 NM in a trail. Enter CAP racetrack hold with hot leg in threat direction.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Radials&amp;diff=1788</id>
		<title>Radials</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Radials&amp;diff=1788"/>
		<updated>2023-09-12T17:54:56Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Suggested exercise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Radials]]''&lt;br /&gt;
&lt;br /&gt;
==What is a radial?==&lt;br /&gt;
&lt;br /&gt;
A radial is a compass bearing '''from''' a point. Usually from an airfield, TACAN station, VOR station or carrier.&lt;br /&gt;
&lt;br /&gt;
Together with a range and altitude component, it is often used to describe where airplanes are located relative to an airfield, TACAN station, a carrier or bullseye. The first component of a bullseye call - the compass bearing from the bullseye - is a radial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Fil:Radials.jpg|300px|thumb|left|Radials and locations relative to an airfield]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Important facts to note==&lt;br /&gt;
&lt;br /&gt;
The heading of an airplane has nothing to do with its radial, just like roll and pitch of the aircraft are unrelated to its position. Heading, pitch and roll will affect how the location of an aircraft ''changes over time'', but is not needed to describe its ''current location'' relative to something else.&lt;br /&gt;
&lt;br /&gt;
The heading of a carrier has nothing to do with radials relative to its TACAN station. The radial is a ''compass'' bearing from the carrier's location, regardless of whether the carrier is heading east or west etc.&lt;br /&gt;
&lt;br /&gt;
==To fly on a radial==&lt;br /&gt;
&lt;br /&gt;
When an aircraft is said to be &amp;quot;flying on a radial&amp;quot;, it means that it remains on that radial. There are a couple of ways to fly a radial:&lt;br /&gt;
* Fly outbound on a radial&lt;br /&gt;
* Fly inbound on a radial&lt;br /&gt;
* Be anchored on a radial and distance - orbiting a certain point&lt;br /&gt;
* To marshal in a racetrack on a radial - meaning you are moving up and down a radial&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Fil:Radials on.jpg|300px|thumb|left|Different ways to &amp;quot;fly on a radial&amp;quot;]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==When are radials used?==&lt;br /&gt;
&lt;br /&gt;
* During radio communications and navigation around airfields on arrival or departure - both for describing current positions, and for positioning flights&lt;br /&gt;
* During radio communications and navigation around carriers - especially CASE 3 operations&lt;br /&gt;
* Bullseye calls for describing flight locations relative to a predetermined &amp;quot;bullseye&amp;quot; location in the theatre of operations&lt;br /&gt;
&lt;br /&gt;
==Examples of radial usage in communications==&lt;br /&gt;
&lt;br /&gt;
''Kutaisi, Indy9 marking your 080 (radial) 35 miles angels 20''&lt;br /&gt;
&lt;br /&gt;
The flight Indy9 lets Kutaisi know that they are located 35 miles away in the 080 bearing from the Kutaisi airfield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Picture: One group, bulls 350 (radial) for 50, angels 31, heading south''&lt;br /&gt;
&lt;br /&gt;
A group of aircraft is located roughly 50 miles north of the bullseye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Indy91, Union Marshal, marshal on the 230 radial, 26 miles angels 11''&lt;br /&gt;
&lt;br /&gt;
The carrier marshal is telling Indy91 to position itself on the 230 radial 26 miles from the carrier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suggested exercise==&lt;br /&gt;
&lt;br /&gt;
The following is an exercise that will test your understanding of radials. Make sure your flight is being recorded by Tacview, then fly the route.&lt;br /&gt;
&lt;br /&gt;
# From Kutaisi, fly outbound on radial 120 until 40 NM, 30 000 ft.&lt;br /&gt;
# Position yourself on radial 180, 50 NM. Perform three orbits on that position.&lt;br /&gt;
# Position yourself on radial 220, 60 NM. Fly two laps with 6 NM legs.&lt;br /&gt;
# Position yourself on radial 270, 60 NM. Then fly inbound on that radial towards Kutaisi until you are overhead Kutaisi (directly above the airfield).&lt;br /&gt;
# Send the Tacview file to a mentor or instructor for review+feedback.&lt;br /&gt;
&lt;br /&gt;
==How to read radials in various aircraft==&lt;br /&gt;
&lt;br /&gt;
Generally, you will have a navigation instrument that shows the bearing towards a waypoint or navigation beacon. The radial you are on is simply the reciprocal (opposite) of that bearing. Many navigation instruments (HSIs) will have a marker to help you read this opposite bearing.&lt;br /&gt;
&lt;br /&gt;
===F-16C===&lt;br /&gt;
&lt;br /&gt;
[[Fil:Ehsi tcn out.jpg|360px|thumb|left|Reading your radial in F-16C]]&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Mission_Design_Guide&amp;diff=1780</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=1780"/>
		<updated>2023-09-08T07:07:58Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Bullseye placement */&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, UH-1H, AH-64D and Ka-50.&lt;br /&gt;
* F-14s and A-10s have comms preset synchronized with other aircraft types 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;
Download it here:&lt;br /&gt;
* [https://wiki.masterarms.se/images/9/9c/MA_MissionTemplate_CA_6_3.miz Caucasus Mission Template 6.3]&lt;br /&gt;
* [https://wiki.masterarms.se/images/d/d8/MA_MissionTemplate_PG_6_3.miz Persian Gulf Mission Template 6.3]&lt;br /&gt;
* [https://wiki.masterarms.se/images/6/66/MA_MissionTemplate_SY_6_3.miz Syria Mission Template 6.3]&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 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 (note: NOT the MPRS version).&lt;br /&gt;
* We normally never use the S-3 tanker because of various reasons.&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 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;
* 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;
* 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>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Mission_Design_Guide&amp;diff=1779</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=1779"/>
		<updated>2023-09-08T06:57:18Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Mission Editor Considerations */&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, UH-1H, AH-64D and Ka-50.&lt;br /&gt;
* F-14s and A-10s have comms preset synchronized with other aircraft types 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;
Download it here:&lt;br /&gt;
* [https://wiki.masterarms.se/images/9/9c/MA_MissionTemplate_CA_6_3.miz Caucasus Mission Template 6.3]&lt;br /&gt;
* [https://wiki.masterarms.se/images/d/d8/MA_MissionTemplate_PG_6_3.miz Persian Gulf Mission Template 6.3]&lt;br /&gt;
* [https://wiki.masterarms.se/images/6/66/MA_MissionTemplate_SY_6_3.miz Syria Mission Template 6.3]&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 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 (note: NOT the MPRS version).&lt;br /&gt;
* We normally never use the S-3 tanker because of various reasons.&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 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 angular 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;
* 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;
* 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>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Training&amp;diff=1771</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Training&amp;diff=1771"/>
		<updated>2023-07-31T11:50:20Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Training]]''&lt;br /&gt;
&lt;br /&gt;
The following is a list of topics that Master Arms intends to train regularly, and when we last trained them. This document helps us ensure that we stay proficient in all aspects of flying virtual multi-role fighters, and do not neglect certain training.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Topic !! Last trained !! Recommended frequency !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| CASE 1 || [https://masterarms.se/event/training-tuesday-29/ 2022-11-29] || 2 / year || &lt;br /&gt;
|-&lt;br /&gt;
| CASE 3 || [https://masterarms.se/event/training-tuesday-40/ 2023-04-11] || 1 / year || DO NOT combine with IFR training&lt;br /&gt;
|-&lt;br /&gt;
| Airport procedures / ATC radio || [https://masterarms.se/event/training-tuesday-airport-procedures-mission-procedures-and-communication/ 2022-11-01] || 2 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Group &amp;amp; formation flying || [http://masterarms.se/event/training-tuesday-formation-flying/ 2022-04-26] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| A/A Refueling || [https://masterarms.se/event/training-tuesday-37/ 2023-03-07] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Dogfighting || n/a || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Group BVR with comms || n/a || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Group A/G attacks || [https://masterarms.se/event/training-tuesday-37/ 2023-03-07] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Group SEAD/DEAD || [http://masterarms.se/event/training-tuesday-7/ 2022-03-11] || 1 / year || Combine with Group A/G&lt;br /&gt;
|-&lt;br /&gt;
| Time On Target || [https://masterarms.se/event/training-thursday-23/ 2023-07-27] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Intercepts || [https://masterarms.se/event/training-tuesday-you-have-been-intercepted/ 2023-02-21] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| IFR airport procedures || [https://masterarms.se/event/traningstisdag-ifr-2/ 2023-02-27] || 1 / year || DO NOT combine with CASE 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IFR and CASE 3 should not be combined because they both require tower/ATC and will compete for those resources. Also, it's nice if members who want to practice both IFR and CASE 3 can do so.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Training&amp;diff=1770</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Training&amp;diff=1770"/>
		<updated>2023-07-31T11:48:30Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Training]]''&lt;br /&gt;
&lt;br /&gt;
The following is a list of topics that Master Arms intends to train regularly, and when we last trained them. This document helps us ensure that we stay proficient in all aspects of flying virtual multi-role fighters, and do not neglect certain training.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Topic !! Last trained !! Recommended frequency !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| CASE 1 || [https://masterarms.se/event/training-tuesday-29/ 2022-11-29] || 2 / year || &lt;br /&gt;
|-&lt;br /&gt;
| CASE 3 || [https://masterarms.se/event/training-tuesday-40/ 2023-04-11] || 1 / year || DO NOT combine with IFR training&lt;br /&gt;
|-&lt;br /&gt;
| Airport procedures / ATC radio || [https://masterarms.se/event/training-tuesday-airport-procedures-mission-procedures-and-communication/ 2022-11-01] || 2 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Group &amp;amp; formation flying || [http://masterarms.se/event/training-tuesday-formation-flying/ 2022-04-26] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| A/A Refueling || [https://masterarms.se/event/training-tuesday-37/ 2023-03-07] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Dogfighting || n/a || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Group BVR with comms || n/a || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Group A/G attacks || [https://masterarms.se/event/training-tuesday-37/ 2023-03-07] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Group SEAD/DEAD || [http://masterarms.se/event/training-tuesday-7/ 2022-03-11] || 1 / year || Combine with Group A/G&lt;br /&gt;
|-&lt;br /&gt;
| Time On Target || [https://masterarms.se/event/training-thursday-23/ 2023-07-27] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| Intercepts || [https://masterarms.se/event/training-tuesday-you-have-been-intercepted/ 2023-02-21] || 1 / year || &lt;br /&gt;
|-&lt;br /&gt;
| IFR airport procedures || [https://masterarms.se/event/traningstisdag-ifr-2/ 2023-02-27] || 1 / year || DO NOT combine with CASE 3&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Resources_and_Links&amp;diff=1681</id>
		<title>Resources and Links</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Resources_and_Links&amp;diff=1681"/>
		<updated>2023-06-19T08:57:46Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Resources and Links]]''&lt;br /&gt;
&lt;br /&gt;
==Fighter Brief==&lt;br /&gt;
[https://fighterbrief.com/ Fighter Brief by Mags]&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
&lt;br /&gt;
[https://magwo.github.io/formations/ Interactive formations by Mags]&lt;br /&gt;
&lt;br /&gt;
==Emojis/icons==&lt;br /&gt;
&lt;br /&gt;
[[:File:Mags_Fighter_Emoji_Pack_w_2x_v1.2.zip|Mags's Fighter Emoji Pack 1.2]]&lt;br /&gt;
&lt;br /&gt;
==Flight lead==&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3316192/ Flight Lead Checklist by Mags]&lt;br /&gt;
&lt;br /&gt;
==SEAD/DEAD==&lt;br /&gt;
[https://www.reddit.com/r/hoggit/comments/pt6rju/sead_reference_guide_v12/ SEAD Reference Guide 1.2]&lt;br /&gt;
&lt;br /&gt;
==CAP holds==&lt;br /&gt;
&lt;br /&gt;
[https://magwo.github.io/cap-holds/ CAP holds visualization by Mags]&lt;br /&gt;
&lt;br /&gt;
==Talking on radio==&lt;br /&gt;
[https://arsim.ai/ ARSim - Aviation Radio Simulator] iOS/Android app is awesome for getting lots of practice talking on the radio.&lt;br /&gt;
&lt;br /&gt;
==RAMROD==&lt;br /&gt;
[https://github.com/magwo/ramrod-generator RAMROD generator by Mags]&lt;br /&gt;
&lt;br /&gt;
==Carrier ops specific==&lt;br /&gt;
[https://magwo.github.io/carrier-cruise/ Carrier cruise calculator for optimal wind over deck for aircraft recovery]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F-16C specific==&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3313564/ Rotation Speed Cheat Sheet by Mags]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1j-CrgX7xvqLHTgQbtcTi9ztSmRcUrMBnkZ6Qg2TqCKM/edit#gid=0 Comparison center-line tank vs wing tanks]&lt;br /&gt;
&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3320048/ Simple bingo calculator kneeboard by Mags]&lt;br /&gt;
&lt;br /&gt;
==Real Aircraft Documents==&lt;br /&gt;
&lt;br /&gt;
A6E Natops from 1973:&lt;br /&gt;
https://drive.google.com/file/d/1D5W5BiXNWtJ86NDaa30EX6CbHvYgppyK/view?usp=drivesdk&lt;br /&gt;
&lt;br /&gt;
F-4E USAF Flight Manual from 1979:&lt;br /&gt;
https://drive.google.com/file/d/1XcwpofzqEkOICvUncIFYuhZZvWnKgL3V/view?usp=drivesdk&lt;br /&gt;
&lt;br /&gt;
F-4J Natops from 1975:&lt;br /&gt;
https://drive.google.com/file/d/1iMEOEh5tBidjBgb-Yo0XjgfLp2hl2fUi/view?usp=drivesdk&lt;br /&gt;
&lt;br /&gt;
Eurofighter Typhoon 2002 manual:&lt;br /&gt;
https://drive.google.com/file/d/1B266I5GrAgPHWNhJjp1Mp9z5aWPVr_hx/view?usp=drivesdk&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Air-To-Air_Operations&amp;diff=1449</id>
		<title>Air-To-Air Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Air-To-Air_Operations&amp;diff=1449"/>
		<updated>2023-03-30T14:36:30Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Air-To-Air Operations]]''&lt;br /&gt;
&lt;br /&gt;
Countering and suppressing/destroying enemy air assets, defensively or offensively, is often a critical element of any major air operation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment &lt;br /&gt;
==Types of Air-To-Air missions==&lt;br /&gt;
&lt;br /&gt;
Put here: short introduction to major types of missions: barrier, offensive, escort, sweep, defensive, self-escort, etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modern CAP flying for newbies==&lt;br /&gt;
&lt;br /&gt;
===During briefing===&lt;br /&gt;
&lt;br /&gt;
Establish a game plan and communication preferences and expectations, ideally together with your AWACS controller and agree on what kind of information is to be communicated, and how often. Make sure everyone in the flight understands [[Air-To-Air Glossary#BRAA call|BRA]] calls and [[Air-To-Air Glossary#Bullseye call|bullseye]] calls.&lt;br /&gt;
&lt;br /&gt;
Establish major contingency plans. Who is comfortable to lead if the flight leader is lost? How will you operate if AWACS becomes unavailable? Where do you go if you find yourself engaged defensive with no wingmen available to help? What other flights can be called for assistance? Make note of their callsigns.&lt;br /&gt;
&lt;br /&gt;
Make sure you know what the mission [[Air-To-Air Glossary#ROE|Rules of Engagement]] are.&lt;br /&gt;
&lt;br /&gt;
Make a fuel calculation based on distance to/from station, time on station and station altitude. If refueling is necessary, make a plan that ensures a 2-ship on station at all times.&lt;br /&gt;
&lt;br /&gt;
===During mission===&lt;br /&gt;
&lt;br /&gt;
Position flight in anticipation of threat direction but not too close to air-threat sources such as hostile airfields or mountain ranges. Doing so can negate any BVR advantage you may have.&lt;br /&gt;
&lt;br /&gt;
On station, request an altitude block and assign each flight member a distinct angels. Don’t fly in formation on station. Pilots need to be heads-down for long periods of time to maintain [[Air-To-Air Glossary#SA|situational awareness]] which is critical.&lt;br /&gt;
&lt;br /&gt;
Maintain radar coverage in anticipated threat direction at all times. This usually means offset-orbiting or offset-racetracking.&lt;br /&gt;
&lt;br /&gt;
Periodically communicate fuel state. After an engagement, communicate fuel state, weapons state and any battle damage.&lt;br /&gt;
&lt;br /&gt;
If AWACS is present, focus own scan on low/medium altitude to maximize chances of detecting low flyers.&lt;br /&gt;
&lt;br /&gt;
===Engagement===&lt;br /&gt;
&lt;br /&gt;
Speed is life, altitude is life insurance. Maintain high airspeed at all times. It's not uncommon to be in full afterburner for minutes. Altitude represents energy that can be traded, and having a high altitude makes for long range shots. However, being at a high altitude also means you can be shot down from long ranges.&lt;br /&gt;
&lt;br /&gt;
Do not approach a hostile group head-on. Doing so will maximize the hostile weapon engagement zone. If a missile is fired at you at long range in TWS mode, you will be an easy target if you are head-on. When approaching hostiles, do so at a slight crank, say 20-30 degrees, and change the crank every 10-20 seconds. This maneuvering is a precautionary defense against an _assumed_ long-range TWS launch.&lt;br /&gt;
&lt;br /&gt;
Prefer [[Air-To-Air Glossary#Skate|skate]] or [[Air-To-Air Glossary#Short skate|short skate]] tactics unless you are at a BVR disadvantage or no longer have BVR capability. NEVER FLY INTO A MERGE without a good reason to do so. The outcome of a dogfight is much less predictable than that of a controlled BVR engagement. However, be careful not to go cold within [[Air-To-Air Glossary#MAR|MAR]] (it's very small in DCS however), and don't turn your back on an enemy that has a speed/acceleration advantage, unless you have wingmen/friendlies incoming.&lt;br /&gt;
&lt;br /&gt;
When flight commits to a BVR engagement, wingmen should trail lead about 10-20 NM, in order to be in a favorable and safe position to shoot after lead breaks off. This also keeps SA up by wingmen maintaining radar coverage.&lt;br /&gt;
&lt;br /&gt;
If you are at a BVR disadvantage, employ notching, baiting, terrain-masking tactics and sophisticated teamwork.&lt;br /&gt;
&lt;br /&gt;
Chaff should be expended primarily when notching the hostile radar.&lt;br /&gt;
&lt;br /&gt;
Communicate clearly and often, but not too often. Allow room for other flight members and AWACS to make calls. A good start is to, during an engagement, describe briefly what you are doing every 20-30 seconds&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment &lt;br /&gt;
==Recommended CAP formations and procedures==&lt;br /&gt;
&lt;br /&gt;
Put here: Bunch of useful CAP procedures, like counterrotating/counteropposing individuals/elements, trails, ladders, hi/low, stinger.&lt;br /&gt;
Also: How to efficiently handle/suppress multiple groups of bandits.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment &lt;br /&gt;
==Tactics matrix==&lt;br /&gt;
&lt;br /&gt;
Put here: Capability matrix with grid of recommended tactics when encountering fighters with a certain capability, flying fighters with a certain capability.&lt;br /&gt;
For example: Fox 1 capable vs Fox 3 capable, TWS capable vs non-TWS capable etc.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional resources==&lt;br /&gt;
&lt;br /&gt;
[[Air-To-Air Glossary]]&lt;br /&gt;
&lt;br /&gt;
[https://magwo.github.io/cap-holds/ Mags' CAP Track Animations]&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=1427</id>
		<title>Intro Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=1427"/>
		<updated>2023-03-07T18:22:53Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Brief description of the sortie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[Intro Flight]]''&lt;br /&gt;
&lt;br /&gt;
This text is for FA-18, F16C 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 entirely possible, and encouraged, that the newcomer flies the sortie in his/her main aircraft of choice, choosing from the Hornet, Viggen, Tomcat, Viper or Warthog. 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 Teamspeak&lt;br /&gt;
* Make sure TS 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;br /&gt;
* Invitation to Discord Rookie-group&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Resources_and_Links&amp;diff=1409</id>
		<title>Resources and Links</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Resources_and_Links&amp;diff=1409"/>
		<updated>2023-02-16T15:55:09Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Resources and Links]]''&lt;br /&gt;
&lt;br /&gt;
==Fighter Brief==&lt;br /&gt;
[https://fighterbrief.com/ Fighter Brief by Mags]&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
&lt;br /&gt;
[https://magwo.github.io/formations/ Interactive formations by Mags]&lt;br /&gt;
&lt;br /&gt;
==Emojis/icons==&lt;br /&gt;
&lt;br /&gt;
[[:File:Mags_Fighter_Emoji_Pack_w_2x_v1.2.zip|Mags's Fighter Emoji Pack 1.2]]&lt;br /&gt;
&lt;br /&gt;
==Flight lead==&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3316192/ Flight Lead Checklist by Mags]&lt;br /&gt;
&lt;br /&gt;
==SEAD/DEAD==&lt;br /&gt;
[https://www.reddit.com/r/hoggit/comments/pt6rju/sead_reference_guide_v12/ SEAD Reference Guide 1.2]&lt;br /&gt;
&lt;br /&gt;
==CAP holds==&lt;br /&gt;
&lt;br /&gt;
[https://magwo.github.io/cap-holds/ CAP holds visualization by Mags]&lt;br /&gt;
&lt;br /&gt;
==Talking on radio==&lt;br /&gt;
[https://arsim.ai/ ARSim - Aviation Radio Simulator] iOS/Android app is awesome for getting lots of practice talking on the radio.&lt;br /&gt;
&lt;br /&gt;
==RAMROD==&lt;br /&gt;
[https://github.com/magwo/ramrod-generator RAMROD generator by Mags]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F-16C specific==&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3313564/ Rotation Speed Cheat Sheet by Mags]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1j-CrgX7xvqLHTgQbtcTi9ztSmRcUrMBnkZ6Qg2TqCKM/edit#gid=0 Comparison center-line tank vs wing tanks]&lt;br /&gt;
&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3320048/ Simple bingo calculator kneeboard by Mags]&lt;br /&gt;
&lt;br /&gt;
==Real Aircraft Documents==&lt;br /&gt;
&lt;br /&gt;
A6E Natops from 1973:&lt;br /&gt;
https://drive.google.com/file/d/1D5W5BiXNWtJ86NDaa30EX6CbHvYgppyK/view?usp=drivesdk&lt;br /&gt;
&lt;br /&gt;
F-4E USAF Flight Manual from 1979:&lt;br /&gt;
https://drive.google.com/file/d/1XcwpofzqEkOICvUncIFYuhZZvWnKgL3V/view?usp=drivesdk&lt;br /&gt;
&lt;br /&gt;
F-4J Natops from 1975:&lt;br /&gt;
https://drive.google.com/file/d/1iMEOEh5tBidjBgb-Yo0XjgfLp2hl2fUi/view?usp=drivesdk&lt;br /&gt;
&lt;br /&gt;
Eurofighter Typhoon 2002 manual:&lt;br /&gt;
https://drive.google.com/file/d/1B266I5GrAgPHWNhJjp1Mp9z5aWPVr_hx/view?usp=drivesdk&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Airport_Procedures&amp;diff=1188</id>
		<title>Airport Procedures</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Airport_Procedures&amp;diff=1188"/>
		<updated>2023-01-14T18:53:36Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Landing Pattern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Airport Procedures]]''&lt;br /&gt;
&lt;br /&gt;
Though inspired by real life operations, our goal is to strike a balance between realism and manageability. The airspace types listed below are most useful during training events with live ATC in order to increase immersion. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Fil:MA_airspace_wiki_01.png|400px|thumb|Overview]]&lt;br /&gt;
The airspace structure is usually viewed as an inverted cake, extending from the airport and up. &lt;br /&gt;
&lt;br /&gt;
===Control Area (CTA)===&lt;br /&gt;
[[Fil:MA_airspace_wiki_04_CTA.png|400px|thumb|CTA]]&lt;br /&gt;
The CTA represents the top of the cake and covers a large area, it’s purpose is to route and separate traffic to, from and through the region. With live ATC the airspace is controlled. It’s bottom starts at 10 000 feet above mean sea level (MSL) and continues to infinity (marked as UNL).  Note that you can fly below the CTA. &lt;br /&gt;
&lt;br /&gt;
===Terminal Area (TMA)===&lt;br /&gt;
[[Fil:MA_airspace_wiki_03_TMA.png|400px|thumb|TMA]]&lt;br /&gt;
The TMA is the middle portion of the cake and serves more as a facility to route traffic to and from airports. With live ATC the airspace is controlled. It’s bottom starts at 1500 feet MSL and the ceiling stops at 10 000 feet where the CTA starts. Parts of the the TMA can have a floor defined as 1500 feet above ground level (AGL) due to high terrain elevation. Several airports are located under a single TMA. Note that you can fly below the TMA. &lt;br /&gt;
&lt;br /&gt;
===Control Zone (CTR)===&lt;br /&gt;
[[Fil:MA_airspace_wiki_02_CTR.png|400px|thumb|CTR]]&lt;br /&gt;
The CTR is the top of the inverted cake and covers an airfield. It’s purpose is to protect aircraft departing and arriving at individual airports. With live ATC the airspace is controlled. It reaches from ground level to 1500 feet AGL. Note that you shouldn’t fly below the CTR. &lt;br /&gt;
&lt;br /&gt;
===Restricted Area (R)===&lt;br /&gt;
&lt;br /&gt;
A restricted area is basically a controlled airspace which is not necessarily close to any airports. They are positioned to protect traffic from live fire. Avoid these unless cleared by ATC or if you are aware of traffic within the airspace. &lt;br /&gt;
&lt;br /&gt;
===Departure and arrival===&lt;br /&gt;
&lt;br /&gt;
The most common type of departure used is a visual one. Normally ATC will clear you towards an exit point marked on a Visual Operations Chart, you are then expected to navigate visually following the route on the chart. Same goes for arrival. &lt;br /&gt;
&lt;br /&gt;
ATC can also issue specific headings or TACAN radials to follow after take off, in this case the exit points are no longer valid. &lt;br /&gt;
&lt;br /&gt;
===Controlled and Uncontrolled Flight===&lt;br /&gt;
&lt;br /&gt;
With live ATC all flights are controlled within CTR, TMA and CTA. Players can still fly uncontrolled below TMA and CTA without any clearance, just be aware of your position relative to any airports or restricted areas.&lt;br /&gt;
===VFR or IFR===&lt;br /&gt;
&lt;br /&gt;
Visual Flight Rules (VFR) means that the pilot has navigation responsibility using visual references. Navigation aids such as INS, TACAN or ATC may be used to enhance situational awareness. &lt;br /&gt;
&lt;br /&gt;
Instrument Flight Rules (IFR) can be applied in visual conditions but puts more navigation responsibility on ATC. INS or TACAN etc. may also be used for navigation. IFR flights may be conducted in poor weather. &lt;br /&gt;
&lt;br /&gt;
===Speed restrictions===&lt;br /&gt;
&lt;br /&gt;
Maintain a maximum speed of 300 KIAS when inside CTR or TMA unless cleared high speed by ATC. This can always be requested but might be denied due to ATC workload.&lt;br /&gt;
&lt;br /&gt;
If there is no ATC available you may deviate from this rule, but you should communicate this with other pilots in the area (on the appropriate channel for the area you are flying in, typically Tower for CTR, Tactical for TMA). Warn other pilots of where you are, where you are going, and that you will be flying at high speed.&lt;br /&gt;
&lt;br /&gt;
Wingmen may exceed 300 KIAS if their flight lead is nearby to rejoin/fix the formation.&lt;br /&gt;
&lt;br /&gt;
This speed restriction is intended to reduce the risk of collision by giving pilots time to find eachother visually, and to give ATC time to manage the traffic.&lt;br /&gt;
&lt;br /&gt;
===Landing Pattern===&lt;br /&gt;
[[Fil:OverheadBreak.png|400px|thumb|Overhead Break]]&lt;br /&gt;
The standard landing pattern for arriving traffic is the overhead break. Straight in landings or formation landings must be requested well ahead of arrival to accommodate for increased spacing on final approach. All aircraft from all branches are expected to break at 1500 feet AGL and to maintain that altitude until turning base. The pattern direction is indicated on the Visual Operations Chart.&lt;br /&gt;
&lt;br /&gt;
[[Media:MA_OHB_4ship_F-16_2023.zip.acmi|TacView example of overhead break]]&lt;br /&gt;
&lt;br /&gt;
===Go Around / Missed Approach===&lt;br /&gt;
&lt;br /&gt;
If the approach is aborted after the break, complete the pattern and position yourself overhead the runway and continue on the runway track. Climb gently to 1000 feet AGL to stay below arriving traffic and increase speed to 300 KIAS. You will then be cleared by tower to break again when the sequence is correct, this includes a climb to 1500 feet AGL.&lt;br /&gt;
&lt;br /&gt;
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==Kutaisi CTA==&lt;br /&gt;
&lt;br /&gt;
[[Fil:Kutaisi CTA v0.5.png|400px|thumb|Overview]]&lt;br /&gt;
&lt;br /&gt;
The descriptions above apply to the airspace surrounding the western region of Georgia.&lt;br /&gt;
&lt;br /&gt;
====Lanchhuti Transition====&lt;br /&gt;
[[Fil:Kutaisi Lanchhuti Transition 01.jpg|400px|thumb|Overview]]&lt;br /&gt;
&lt;br /&gt;
Lanchhuti Transition is a local procedure to deconflict departing and arriving traffic from R99 and Kobuleti CTR while flying to and from Kutaisi airfield. It is a VFR transition. &lt;br /&gt;
&lt;br /&gt;
====Departing traffic:====&lt;br /&gt;
&lt;br /&gt;
* After passing assigned exit point, fly towards and then along the ridge southwest of Kutaisi. Pass between Kobuleti CTR and R99.&lt;br /&gt;
&lt;br /&gt;
* Expect 5000 feet initially and further climb once established along the ridge. &lt;br /&gt;
&lt;br /&gt;
====Arriving traffic:====&lt;br /&gt;
&lt;br /&gt;
* Expect 3000 feet initially and 1600 feet once clear of terrain.&lt;br /&gt;
&lt;br /&gt;
* Report approaching Entry West if you still have not recieved &amp;quot;Cleared approach&amp;quot; or tower channel by that time.&lt;br /&gt;
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&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
====In Game Kneeboard====&lt;br /&gt;
&lt;br /&gt;
Drop the images contained in the file below in your C:\Users\YOURNAME\Saved Games\DCS.openbeta\Kneeboard folder to access section charts of Kutaisi CTA during flight.&lt;br /&gt;
&lt;br /&gt;
[[Media:MA Kutaisi CTA kneeboard.zip]]&lt;br /&gt;
&lt;br /&gt;
====Tacview Objects====&lt;br /&gt;
&lt;br /&gt;
Drop the XML file into C:\Users\YOURNAME\AppData\Roaming\Tacview\Data\Static Objects to display Kutaisi CTA in Tacview.&lt;br /&gt;
&lt;br /&gt;
[[Media:Kutaisi CTA Tacview.zip]]&lt;br /&gt;
&lt;br /&gt;
====LotAtc Overlay====&lt;br /&gt;
&lt;br /&gt;
Use the draw tool and open the json file to display Kutaisi CTA in LotAtc.&lt;br /&gt;
&lt;br /&gt;
[[Media:MA_Master_Kutaisi_CTA_220210.zip]]&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:MA_OHB_4ship_F-16_2023.zip.acmi&amp;diff=1187</id>
		<title>Fil:MA OHB 4ship F-16 2023.zip.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:MA_OHB_4ship_F-16_2023.zip.acmi&amp;diff=1187"/>
		<updated>2023-01-14T18:52:37Z</updated>

		<summary type="html">&lt;p&gt;Mags: Overhead break in 4-ship formation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sammanfattning ==&lt;br /&gt;
Overhead break in 4-ship formation&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=1186</id>
		<title>Intro Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=1186"/>
		<updated>2023-01-14T18:38:46Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[Intro Flight]]''&lt;br /&gt;
&lt;br /&gt;
This text is for FA-18/A10C/F16C, for Viggen and UH-1 use:&lt;br /&gt;
[[Intro Flight for Viggen]]&lt;br /&gt;
[[Intro Flight for Huey]]&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 entirely possible, and encouraged, that the newcomer flies the sortie in his/her main aircraft of choice, choosing from the Hornet, Viggen, Tomcat, Viper or Warthog. 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 Teamspeak&lt;br /&gt;
* Make sure TS 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;
* 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;br /&gt;
* Invitation to Discord Rookie-group&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=1185</id>
		<title>Intro Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=1185"/>
		<updated>2023-01-14T18:37:43Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Brief description of the sortie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[Intro Flight]]''&lt;br /&gt;
&lt;br /&gt;
This text is for FA-18/A10C/F16C, for Viggen and UH-1 use:&lt;br /&gt;
[[Intro Flight for Viggen]]&lt;br /&gt;
[[Intro Flight for Huey]]&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 entirely possible, and encouraged, that the newcomer flies the sortie in his/her main aircraft of choice, choosing from the Hornet, Viggen, Tomcat, Viper or Warthog. 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 Teamspeak&lt;br /&gt;
* Make sure TS 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;
* 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]]&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;br /&gt;
* Invitation to Discord Rookie-group&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:MA_Introflight_F-16_2023.zip.acmi&amp;diff=1184</id>
		<title>Fil:MA Introflight F-16 2023.zip.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:MA_Introflight_F-16_2023.zip.acmi&amp;diff=1184"/>
		<updated>2023-01-14T18:35:13Z</updated>

		<summary type="html">&lt;p&gt;Mags: Introflight example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sammanfattning ==&lt;br /&gt;
Introflight example&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Resources_and_Links&amp;diff=1183</id>
		<title>Resources and Links</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Resources_and_Links&amp;diff=1183"/>
		<updated>2023-01-14T18:18:55Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Resources and Links]]''&lt;br /&gt;
&lt;br /&gt;
==Fighter Brief==&lt;br /&gt;
[https://fighterbrief.com/ Fighter Brief by Mags]&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
&lt;br /&gt;
[https://magwo.github.io/formations/ Interactive formations by Mags]&lt;br /&gt;
&lt;br /&gt;
==Emojis/icons==&lt;br /&gt;
&lt;br /&gt;
[[:File:Mags_Fighter_Emoji_Pack_w_2x_v1.2.zip|Mags's Fighter Emoji Pack 1.2]]&lt;br /&gt;
&lt;br /&gt;
==Flight lead==&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3316192/ Flight Lead Checklist by Mags]&lt;br /&gt;
&lt;br /&gt;
==SEAD/DEAD==&lt;br /&gt;
[https://www.reddit.com/r/hoggit/comments/pt6rju/sead_reference_guide_v12/ SEAD Reference Guide 1.2]&lt;br /&gt;
&lt;br /&gt;
==CAP holds==&lt;br /&gt;
&lt;br /&gt;
[https://magwo.github.io/cap-holds/ CAP holds visualization by Mags]&lt;br /&gt;
&lt;br /&gt;
==Talking on radio==&lt;br /&gt;
[https://arsim.ai/ ARSim - Aviation Radio Simulator] iOS/Android app is awesome for getting lots of practice talking on the radio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F-16C specific==&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3313564/ Rotation Speed Cheat Sheet by Mags]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1j-CrgX7xvqLHTgQbtcTi9ztSmRcUrMBnkZ6Qg2TqCKM/edit#gid=0 Comparison center-line tank vs wing tanks]&lt;br /&gt;
&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3320048/ Simple bingo calculator kneeboard by Mags]&lt;br /&gt;
&lt;br /&gt;
==Real Aircraft Documents==&lt;br /&gt;
&lt;br /&gt;
A6E Natops from 1973:&lt;br /&gt;
https://drive.google.com/file/d/1D5W5BiXNWtJ86NDaa30EX6CbHvYgppyK/view?usp=drivesdk&lt;br /&gt;
&lt;br /&gt;
F-4E USAF Flight Manual from 1979:&lt;br /&gt;
https://drive.google.com/file/d/1XcwpofzqEkOICvUncIFYuhZZvWnKgL3V/view?usp=drivesdk&lt;br /&gt;
&lt;br /&gt;
F-4J Natops from 1975:&lt;br /&gt;
https://drive.google.com/file/d/1iMEOEh5tBidjBgb-Yo0XjgfLp2hl2fUi/view?usp=drivesdk&lt;br /&gt;
&lt;br /&gt;
Eurofighter Typhoon 2002 manual:&lt;br /&gt;
https://drive.google.com/file/d/1B266I5GrAgPHWNhJjp1Mp9z5aWPVr_hx/view?usp=drivesdk&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=1178</id>
		<title>Intro Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Intro_Flight&amp;diff=1178"/>
		<updated>2023-01-09T20:47:17Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Brief description of the sortie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[Intro Flight]]''&lt;br /&gt;
&lt;br /&gt;
This text is for FA-18/A10C/F16C, for Viggen and UH-1 use:&lt;br /&gt;
[[Intro Flight for Viggen]]&lt;br /&gt;
[[Intro Flight for Huey]]&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 entirely possible, and encouraged, that the newcomer flies the sortie in his/her main aircraft of choice, choosing from the Hornet, Viggen, Tomcat, Viper or Warthog. 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 Teamspeak&lt;br /&gt;
* Make sure TS 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;
* Briefing. Quickly go over what we will do in the flight and look at the map. [https://is.gd/fighterbrief_1kjwsqyp FighterBrief]&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;br /&gt;
* Invitation to Discord Rookie-group&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Comms&amp;diff=1155</id>
		<title>Comms</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Comms&amp;diff=1155"/>
		<updated>2022-12-18T11:02:54Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Brevity List */&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;
Com2 (i.e the right radio in the Hornet) is used for this. As a flight lead, you may instead opt to use Teamspeak for intraflight comms. (If you do, the recommendation is to use TS ''instead'' of the AUX radio, not using TS as third radio)&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;
==Common Radio 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;
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;
&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;
;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 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>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Comms&amp;diff=1154</id>
		<title>Comms</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Comms&amp;diff=1154"/>
		<updated>2022-12-18T10:51:27Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Brevity List */&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;
Com2 (i.e the right radio in the Hornet) is used for this. As a flight lead, you may instead opt to use Teamspeak for intraflight comms. (If you do, the recommendation is to use TS ''instead'' of the AUX radio, not using TS as third radio)&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;
==Common Radio 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;
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;
&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? Brevity is code words that are used to speed up radio communication, and reduce the chances 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;
;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 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>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Comms&amp;diff=1153</id>
		<title>Comms</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Comms&amp;diff=1153"/>
		<updated>2022-12-18T10:49:02Z</updated>

		<summary type="html">&lt;p&gt;Mags: /* Brevity List */&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;
Com2 (i.e the right radio in the Hornet) is used for this. As a flight lead, you may instead opt to use Teamspeak for intraflight comms. (If you do, the recommendation is to use TS ''instead'' of the AUX radio, not using TS as third radio)&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;
==Common Radio 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;
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;
&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? Brevity is code words that are used to speed up radio communication, and reduce the chances 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;
;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 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>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:ContAirfieldProc_-_High_Alt_2ship.zip.acmi&amp;diff=1097</id>
		<title>Fil:ContAirfieldProc - High Alt 2ship.zip.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:ContAirfieldProc_-_High_Alt_2ship.zip.acmi&amp;diff=1097"/>
		<updated>2022-11-04T20:51:27Z</updated>

		<summary type="html">&lt;p&gt;Mags: Contested Airfield Procedures - High altitude tactical descent approach 2-ship.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sammanfattning ==&lt;br /&gt;
Contested Airfield Procedures - High altitude tactical descent approach 2-ship.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:ContAirfieldProc_-_Low_Fast_Appr_2ship.zip.acmi&amp;diff=1096</id>
		<title>Fil:ContAirfieldProc - Low Fast Appr 2ship.zip.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:ContAirfieldProc_-_Low_Fast_Appr_2ship.zip.acmi&amp;diff=1096"/>
		<updated>2022-11-04T20:50:44Z</updated>

		<summary type="html">&lt;p&gt;Mags: Contested Airfield Procedures - Low altitude high speed approach 2-ship.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sammanfattning ==&lt;br /&gt;
Contested Airfield Procedures - Low altitude high speed approach 2-ship.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Fil:ContAirfieldProc_-_Low_Fast_Dep_2ship.zip.acmi&amp;diff=1095</id>
		<title>Fil:ContAirfieldProc - Low Fast Dep 2ship.zip.acmi</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Fil:ContAirfieldProc_-_Low_Fast_Dep_2ship.zip.acmi&amp;diff=1095"/>
		<updated>2022-11-04T20:50:14Z</updated>

		<summary type="html">&lt;p&gt;Mags: Contested Airfield Procedures - Low altitude high speed departure 2-ship.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sammanfattning ==&lt;br /&gt;
Contested Airfield Procedures - Low altitude high speed departure 2-ship.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Mission_SPINS&amp;diff=1091</id>
		<title>Mission SPINS</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Mission_SPINS&amp;diff=1091"/>
		<updated>2022-10-28T09:25:12Z</updated>

		<summary type="html">&lt;p&gt;Mags: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Mission SPINS]]''&lt;br /&gt;
&lt;br /&gt;
SPINS stands for &amp;quot;Special Instructions&amp;quot;. This page contains standard procedures that are valid for all Master Arms missions unless the organizer or mission commander explicitly states something else. The written mission briefings on the Master Arms event page often refers to the instructions on this page.&lt;br /&gt;
&lt;br /&gt;
==Rules of Engagement==&lt;br /&gt;
We use three different sets of predefined Rules of Engagement, namely ROE: A, ROE: B and ROE: C.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| ROE Set&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Intent&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Default Weapon Status&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enemy Hostile Act&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| A&lt;br /&gt;
| Low level conflict, weapon usage rare&lt;br /&gt;
| HOLD&lt;br /&gt;
| Weapon employment&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| B&lt;br /&gt;
| Medium level conflict, weapon usage restricted&lt;br /&gt;
| TIGHT&lt;br /&gt;
| Weapon employment, radar lock&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| C&lt;br /&gt;
| High level conflict, war&lt;br /&gt;
| FREE&lt;br /&gt;
| Weapon employment, radar lock, maneuvering for tactical advantage&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon status===&lt;br /&gt;
&lt;br /&gt;
AWACS/GCI may change weapon status over the course of a mission.&lt;br /&gt;
&lt;br /&gt;
*HOLD: On commander's formal order (&amp;quot;Cleared to engage&amp;quot;)&lt;br /&gt;
*TIGHT: On targets declared HOSTILE&lt;br /&gt;
*FREE: On targets declared HOSTILE or BANDIT&lt;br /&gt;
&lt;br /&gt;
===Self defence===&lt;br /&gt;
&lt;br /&gt;
Nothing in these ROE negates the right of individual self defence, protecting your own aircraft and wingmen, as a response to a ''hostile act'' (as described in the table above for ROE: A, B, C respectively).&lt;br /&gt;
&lt;br /&gt;
===BANDIT / HOSTILE criteria===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Only important for AWACS/GCI players&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used by AWACS/GCI to determine contact status.&lt;br /&gt;
&lt;br /&gt;
BANDIT: Contact fulfills 2 criterias &amp;lt;br /&amp;gt;&lt;br /&gt;
HOSTILE: Contact fulfills 3 criterias&lt;br /&gt;
&lt;br /&gt;
*Lack of IFF&lt;br /&gt;
*PPLI indicates enemy (red)&lt;br /&gt;
*Enemy territory point of origin&lt;br /&gt;
*RWR correlates to known enemy type&lt;br /&gt;
*Race track pattern in enemy territory&lt;br /&gt;
*Unit accelerating and/or climbing on intercept profile&lt;br /&gt;
&lt;br /&gt;
Or any &amp;lt;strong&amp;gt;one (1)&amp;lt;/strong&amp;gt; ''hostile act'' (as described in the table above for ROE: A, B, C respectively).&lt;br /&gt;
&lt;br /&gt;
==Acceptable Level of Risk==&lt;br /&gt;
&lt;br /&gt;
The Acceptable Level of Risk (ALR) states what the &amp;lt;b&amp;gt;mission commander&amp;lt;/b&amp;gt; should be ready to sacrifice in order to accomplish the main mission objective. We use three different variants of predefined ALRs.&lt;br /&gt;
&lt;br /&gt;
===ALR: LOW===&lt;br /&gt;
&lt;br /&gt;
* Accept losses at peacetime rates only&lt;br /&gt;
* Accept only favorable engagements&lt;br /&gt;
* Withdraw if high level threat manifests&lt;br /&gt;
* Aircraft recovery higher priority than mission goal&lt;br /&gt;
&lt;br /&gt;
===ALR: MEDIUM===&lt;br /&gt;
&lt;br /&gt;
* Accept 25% losses&lt;br /&gt;
* Accept neutral and disadvantageous engagements&lt;br /&gt;
* Withdraw to prevent heavy losses&lt;br /&gt;
* Aircraft recovery higher priority than mission goal&lt;br /&gt;
&lt;br /&gt;
===ALR: HIGH===&lt;br /&gt;
&lt;br /&gt;
* Accept 50% losses&lt;br /&gt;
* Accept neutral and disadvantageous engagements&lt;br /&gt;
* Preserve some future capability if able&lt;br /&gt;
* Mission goal higher priority than aircraft recovery&lt;br /&gt;
&lt;br /&gt;
==Carrier Ops==&lt;br /&gt;
&lt;br /&gt;
The procedures are explained in the [[CASE 1]] and [[CASE 3]] sections. The following additions should be followed:&lt;br /&gt;
&lt;br /&gt;
* Regardless of CASE, the lowest amount of fuel when showing up in the groove for the first landing attempt is 3000 lbs.&lt;br /&gt;
** CASE 1: Hornet/Tomcat tank 2000, T + 2. Meaning that after bolter/waveoff 1 and bolter/waveoff 2, you may still attempt to land one more time, but if this '''third''' attempt fails, you will need to go to the tanker.&lt;br /&gt;
** CASE 3: Hornet/Tomcat tank 2000, T + 1. Meaning that after bolter/waveoff 1, you may still attempt to land one more time, but if this '''second''' attempt fails, you will need to go to the tanker.&lt;br /&gt;
* Check in with Marshal around 15-20 minutes before the briefed charlie time.&lt;/div&gt;</summary>
		<author><name>Mags</name></author>
		
	</entry>
</feed>