<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="sv">
	<id>https://wiki.masterarms.se//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WeX</id>
	<title>Master Arms Wiki - Användarbidrag [sv]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.masterarms.se//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WeX"/>
	<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php/Special:Bidrag/WeX"/>
	<updated>2026-05-15T01:31:47Z</updated>
	<subtitle>Användarbidrag</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2237</id>
		<title>CASE 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2237"/>
		<updated>2024-12-04T20:46:05Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Exiting the Port Hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 1]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 1 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
''Important note: IRL the procedures during carrier quals differ quite a bit from cyclic ops. The procedures here are based on cyclic ops procedures, but have elements inspired by CQ procedures, in the ambition to have procedures that work well in our context where DCS visibility is limited, the skill level of individual sim pilots may vary and so on.''&lt;br /&gt;
&lt;br /&gt;
==What is CASE 1?==&lt;br /&gt;
&lt;br /&gt;
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's &amp;quot;during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)&amp;quot;, meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
* Take off and perform a small clearing turn.&lt;br /&gt;
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.&lt;br /&gt;
* Climb freely.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!&lt;br /&gt;
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME) report &amp;quot;see you at X nm&amp;quot;. Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.&lt;br /&gt;
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat. &lt;br /&gt;
* Flights at angels 2 commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kts, slowly descending to 800'. &lt;br /&gt;
* As flights commence, the flights above descend in 1000' steps maintaining SA by looking around, aircraft sensors and (if absolutely necessary) comms.&lt;br /&gt;
* Break at 800 ft and 350 kts shortly after the bow. 17 second intervals between each break.&lt;br /&gt;
* Aim for 1.2 nm from the boat when abeam, at 600 ft. Turn final immediately (i.e. when you got the boat on your 9 o'clock) and land.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
* [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern.&lt;br /&gt;
&lt;br /&gt;
==Detailed Instructions==&lt;br /&gt;
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]&lt;br /&gt;
[[Fil:Case1PortHold2.png|400px|thumb|Port hold and exit]]&lt;br /&gt;
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
====On The Boat====&lt;br /&gt;
* Set radio to Tower Ch 1 305.00.&lt;br /&gt;
* When your flight is ready to depart, taxi to the catapults (Cat 1 is the right-most, Cat 4 is the left-most). Do not request taxi. Only use comms if needed to sort out issues.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
* With ~10 second intervals, call out your launch, ex &amp;quot;400 (Four Zero Zero), salute!&amp;quot; and take off.&lt;br /&gt;
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).&lt;br /&gt;
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.&lt;br /&gt;
* At 7 nm DME, start climbing to desired altitude.&lt;br /&gt;
* Flight lead decides when to leave the frequency and go to the package channel.&lt;br /&gt;
* Form up with your flight.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(TCN, set up HSI and CRS, turn on ILS if preferred, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Master Light Switch Off.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 380' is recommended)''&lt;br /&gt;
* Before 50 nm DME, switch to Marshal channel Ch 16 261.00.&lt;br /&gt;
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example:&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400 holding hands with 401, marking Mother's 070 for 48, angels 14, low state 6.5&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Case 1, BRC is 264. Expected Charlie time 22. Report see me.&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* If you haven't already gotten a pre-briefed holding altitude, Marshal will provide you with one (anything from angels 2 and above, in 1000 foot increments).&lt;br /&gt;
&lt;br /&gt;
====Entering the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* If available, set your course line to BRC, scaling the HSI to 10 nm.&lt;br /&gt;
* Descend to the holding altitude before you have reached 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME)&lt;br /&gt;
** You: ''&amp;quot;See you at 10&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, update state, go button 1&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, 5.9&amp;quot;'' (or ''&amp;quot;400, low state 5.9&amp;quot;'' if it's a two-ship)&lt;br /&gt;
* Switch to Tower Ch 1 305.00.&lt;br /&gt;
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. &lt;br /&gt;
* Fly 250 kts IAS in a half standard rate turn. This puts you pretty close to a 5 Nm diameter, depending on wind conditions. If you fly like this it will take you 4 minutes to complete one full circle.&lt;br /&gt;
* Wingmen should fly in parade formation. #2 on the right side of lead, 3# on the left side of lead, and #4 on the left side of #3 (like an Air Force &amp;quot;fingertip left&amp;quot; formation).&lt;br /&gt;
* If there is another flight on your level (which is perfectly normal) you should strive to position yourself on the opposing side of the circle. This will ensure proper commence intervals.&lt;br /&gt;
&lt;br /&gt;
====Exiting the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* In most cases, there will be a prebriefed &amp;quot;charlie time&amp;quot;, simulating when the carrier is ready to recover aircraft. This indicates when the first aircraft is expected to show up in the groove. That means that the first flight need to commence from point 3 about 4-5 minutes before this time, depending on how tightly you fly your turn to initial and when you break over the carrier. &lt;br /&gt;
* Tower ''may'' give a global ''&amp;quot;99, signal is charlie&amp;quot;'', upon which the the recovery procedure might begin right away with the flight at the lowest level going first.&lt;br /&gt;
* The flights above the first flight descends between point 3 and 1 and flights commence at their own will when it looks clear below.&lt;br /&gt;
* In our case, because of the limited visibility in DCS, we are not strictly zip-lip. Use comms if needed to increase everyone's SA.&lt;br /&gt;
* When you exit the holding, you should be on the left-most end of the circle (i.e. point 3). Exit backwards in a little wider tear drop-shaped style (aiming towards BRC+210 degrees or the counter course +30 degrees), or with a little tighter turn, depending on distance to the flight in front of you. Ideally, you should no more than 1.5 minute (~8 nm) away from the boat when you start your left turn towards the boat. A tighter pattern where the turn starts at 6 nm is acceptable and encouraged to keep the recovery time down.&lt;br /&gt;
* Accelerate to 350 kts IAS. #3 and #4 cross under to the right into an Echelon Right formation.&lt;br /&gt;
* While gradually descending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. Normally there are no comms, but if you determine it's important for safety, call out ''&amp;quot;400, initial&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Entering the Break====&lt;br /&gt;
&lt;br /&gt;
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.&lt;br /&gt;
* Lead should break left either right above the boat, or 1 nm in front of it. Wingmen break with 17 seconds interval, making sure nobody proceeds farther than ~4 nm (not strict) ahead of the ship before breaking.&lt;br /&gt;
* If there are aircraft in front of you, delay the break until the last one is 45 degrees behind you, so you don't cut anyone off or end up too close downwind.&lt;br /&gt;
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'and roughly 2 G's.&lt;br /&gt;
* Regardless how you perform the break, make sure you extend gears and full flaps as soon as you're below 250 kts, and make sure you end up at 1.1 - 1.3 nm from the course line when downwind.&lt;br /&gt;
* As you're entering the downwind, descend to 600' and add trim to fly on-speed.&lt;br /&gt;
&lt;br /&gt;
====The Final Turn====&lt;br /&gt;
&lt;br /&gt;
* When abeam (i.e passing the ship again), start turning final ''right away''! Do NOT delay this turn as it will cause trouble for the aircraft behind you! A 30 degree bank is a good rule of thumb. Normally, there are no comms, but if it's relevant for the situation to make people aware of where you are, you can callout &amp;quot;400, abeam&amp;quot; at this point, for safety of flight.&lt;br /&gt;
* Turn when you should, regardless of what aircraft in front of you are doing. Do NOT extend the downwind to keep distance. Fly your own pattern, even if you get close.&lt;br /&gt;
* Descend slightly. Ideally you should be half-way through the turn (&amp;quot;at the ninety&amp;quot;) at 450-500'. Take a look at the ship and start correcting your turn so you cross the wake and end up behind the angled deck (&amp;quot;entering the groove&amp;quot;) around 15-18 seconds before wheels down.&lt;br /&gt;
* As soon as you see the meat ball, call out [Sidenumber] [Aircraft Type] Ball [Fuelstate]. For instance ''&amp;quot;400, Hornet Ball, 4.5&amp;quot;''. *&lt;br /&gt;
* Fly the ball all the way to touchdown.&lt;br /&gt;
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.&lt;br /&gt;
* Even if things look bad (like if you are too close to the aircraft in front), never take your own wave-off if there is an LSO. Fly like you intend to land until the LSO tells to wave off. Chances are the LSO intend to wave the ''other'' aircraft off and let ''you'' land. The aircraft in front can also bolter, making the runway available for you. If you absolutely HAVE to wave yourself off (like if there are no LSO, or he's CLEARLY missing an imminent collision), don't do it until you ''really'' have to (seconds before touch down).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Note: IRL, during cyclic ops, there are no ball calls (they are implicit). Despite that, we have decided to keep the ball calls because we typically only have one LSO (if any), and the ball calls increase SA in a way that increases safety.''&lt;br /&gt;
&lt;br /&gt;
====Bolters and Waveoffs====&lt;br /&gt;
&lt;br /&gt;
* If you get waved off, add power and fly over the angled deck. Don't over-do it, fly on-speed and climb to 600'.&lt;br /&gt;
* If you bolter (i.e. miss the wires) or get waved off, as soon as you have cleared the ship's bow, make a small right turn to align yourself with BRC.&lt;br /&gt;
* Keep 600'. Keep gear, flaps and hook extended. Continue flying on-speed.&lt;br /&gt;
* Visually scan the situation around you.&lt;br /&gt;
* When clear (other aircraft on downwind has passed 45 degrees behind you), turn left and re-enter the pattern downwind towards the abeam position, and try again.&lt;br /&gt;
* In the event that you get waved off early (for instance when on downwind or in the final turn), you simply follow the usual pattern, only maintaining 600'. After flying over the boat, the normal bolter/waveoff procedures apply.&lt;br /&gt;
&lt;br /&gt;
====On the Deck====&lt;br /&gt;
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel left and right until it releases.&lt;br /&gt;
* Raise the hook and flaps, fold the wings, and quickly but carefully exit the runway to the right.&lt;br /&gt;
* Tower might provide parking instructions, otherwise, just park at any available spot. Since we don't have plane directors (as IRL), instead use the F2 camera to avoid taxi/parking accidents.&lt;br /&gt;
&lt;br /&gt;
==Remarks==&lt;br /&gt;
&lt;br /&gt;
* We don't do shit-hot-breaks. If you come into the break alone, or as a flight lead, and you are VERY skilled in this technique, you may do a SHB. But if you do, do NOT screw it up. &lt;br /&gt;
* If somebody is in the groove, pause radio comms until they are down, have boltered or have been waved off. You don't want to step on an important LSO call.&lt;br /&gt;
* Because of the poor visibility in DCS, we are not strictly zip-lip during CASE 1. We try to keep the chatter to a minimum, but some radio calls can be made to improve everyone's SA.&lt;br /&gt;
* The CAG (i.e the mission planner) may decide a tank limit and a number of additional passes required when you first show up at the ball. For instance, &amp;quot;Hornet Tank 3.0 and T + 2&amp;quot;. Each pass is assumed to consume 500 lbs (1000 during night). So in the 3.0 T + 2 example, you need to have 4000 lbs when showing up on the ball for the first pass, 3500 on your second and 3000 on your third. If you bolter a third time you need to go to the overhead tanker.&lt;br /&gt;
* If no limits are pre-briefed, make sure to show up at the ball with at least 3000 lbs, and always hit the tanker if you go below 2000 lbs.&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2236</id>
		<title>CASE 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2236"/>
		<updated>2024-12-04T20:37:53Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Exiting the Port Hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 1]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 1 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
''Important note: IRL the procedures during carrier quals differ quite a bit from cyclic ops. The procedures here are based on cyclic ops procedures, but have elements inspired by CQ procedures, in the ambition to have procedures that work well in our context where DCS visibility is limited, the skill level of individual sim pilots may vary and so on.''&lt;br /&gt;
&lt;br /&gt;
==What is CASE 1?==&lt;br /&gt;
&lt;br /&gt;
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's &amp;quot;during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)&amp;quot;, meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
* Take off and perform a small clearing turn.&lt;br /&gt;
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.&lt;br /&gt;
* Climb freely.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!&lt;br /&gt;
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME) report &amp;quot;see you at X nm&amp;quot;. Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.&lt;br /&gt;
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat. &lt;br /&gt;
* Flights at angels 2 commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kts, slowly descending to 800'. &lt;br /&gt;
* As flights commence, the flights above descend in 1000' steps maintaining SA by looking around, aircraft sensors and (if absolutely necessary) comms.&lt;br /&gt;
* Break at 800 ft and 350 kts shortly after the bow. 17 second intervals between each break.&lt;br /&gt;
* Aim for 1.2 nm from the boat when abeam, at 600 ft. Turn final immediately (i.e. when you got the boat on your 9 o'clock) and land.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
* [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern.&lt;br /&gt;
&lt;br /&gt;
==Detailed Instructions==&lt;br /&gt;
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]&lt;br /&gt;
[[Fil:Case1PortHold2.png|400px|thumb|Port hold and exit]]&lt;br /&gt;
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
====On The Boat====&lt;br /&gt;
* Set radio to Tower Ch 1 305.00.&lt;br /&gt;
* When your flight is ready to depart, taxi to the catapults (Cat 1 is the right-most, Cat 4 is the left-most). Do not request taxi. Only use comms if needed to sort out issues.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
* With ~10 second intervals, call out your launch, ex &amp;quot;400 (Four Zero Zero), salute!&amp;quot; and take off.&lt;br /&gt;
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).&lt;br /&gt;
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.&lt;br /&gt;
* At 7 nm DME, start climbing to desired altitude.&lt;br /&gt;
* Flight lead decides when to leave the frequency and go to the package channel.&lt;br /&gt;
* Form up with your flight.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(TCN, set up HSI and CRS, turn on ILS if preferred, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Master Light Switch Off.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 380' is recommended)''&lt;br /&gt;
* Before 50 nm DME, switch to Marshal channel Ch 16 261.00.&lt;br /&gt;
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example:&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400 holding hands with 401, marking Mother's 070 for 48, angels 14, low state 6.5&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Case 1, BRC is 264. Expected Charlie time 22. Report see me.&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* If you haven't already gotten a pre-briefed holding altitude, Marshal will provide you with one (anything from angels 2 and above, in 1000 foot increments).&lt;br /&gt;
&lt;br /&gt;
====Entering the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* If available, set your course line to BRC, scaling the HSI to 10 nm.&lt;br /&gt;
* Descend to the holding altitude before you have reached 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME)&lt;br /&gt;
** You: ''&amp;quot;See you at 10&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, update state, go button 1&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, 5.9&amp;quot;'' (or ''&amp;quot;400, low state 5.9&amp;quot;'' if it's a two-ship)&lt;br /&gt;
* Switch to Tower Ch 1 305.00.&lt;br /&gt;
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. &lt;br /&gt;
* Fly 250 kts IAS in a half standard rate turn. This puts you pretty close to a 5 Nm diameter, depending on wind conditions. If you fly like this it will take you 4 minutes to complete one full circle.&lt;br /&gt;
* Wingmen should fly in parade formation. #2 on the right side of lead, 3# on the left side of lead, and #4 on the left side of #3 (like an Air Force &amp;quot;fingertip left&amp;quot; formation).&lt;br /&gt;
* If there is another flight on your level (which is perfectly normal) you should strive to position yourself on the opposing side of the circle. This will ensure proper commence intervals.&lt;br /&gt;
&lt;br /&gt;
====Exiting the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* In most cases, there will be a prebriefed &amp;quot;charlie time&amp;quot;, simulating when the carrier is ready to recover aircraft. This indicates when the first aircraft is expected to show up in the groove. That means that the first flight need to commence from point 3 about 4-5 minutes before this time, depending on how tightly you fly your turn to initial and when you break over the carrier. &lt;br /&gt;
* Tower ''may'' give a global ''&amp;quot;99, signal is charlie&amp;quot;'', upon which the the recovery procedure might begin right away with the flight at the lowest level going first.&lt;br /&gt;
* The flights above the first flight descends between point 3 and 1 and flights commence at their own will when it looks clear below.&lt;br /&gt;
* In our case, because of the limited visibility in DCS, we are not strictly zip-lip. Use comms if needed to increase everyone's SA.&lt;br /&gt;
* When you exit the holding, you should be on the left-most end of the circle (i.e. point 3). Exit backwards in a little wider tear drop-shaped style (aiming towards BRC+210 degrees or the counter course +30 degrees), or with a little tighter turn, depending on distance to the flight in front of you. Ideally, you should no more than 1.5 minute (~8 nm) away from the boat when you start your left turn towards the boat. A tighter pattern is acceptable and encouraged to keep the recovery time down.&lt;br /&gt;
* Accelerate to 350 kts IAS. #3 and #4 cross under to the right into an Echelon Right formation.&lt;br /&gt;
* While gradually descending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. Normally there are no comms, but if you determine it's important for safety, call out ''&amp;quot;400, initial&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Entering the Break====&lt;br /&gt;
&lt;br /&gt;
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.&lt;br /&gt;
* Lead should break left either right above the boat, or 1 nm in front of it. Wingmen break with 17 seconds interval, making sure nobody proceeds farther than ~4 nm (not strict) ahead of the ship before breaking.&lt;br /&gt;
* If there are aircraft in front of you, delay the break until the last one is 45 degrees behind you, so you don't cut anyone off or end up too close downwind.&lt;br /&gt;
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'and roughly 2 G's.&lt;br /&gt;
* Regardless how you perform the break, make sure you extend gears and full flaps as soon as you're below 250 kts, and make sure you end up at 1.1 - 1.3 nm from the course line when downwind.&lt;br /&gt;
* As you're entering the downwind, descend to 600' and add trim to fly on-speed.&lt;br /&gt;
&lt;br /&gt;
====The Final Turn====&lt;br /&gt;
&lt;br /&gt;
* When abeam (i.e passing the ship again), start turning final ''right away''! Do NOT delay this turn as it will cause trouble for the aircraft behind you! A 30 degree bank is a good rule of thumb. Normally, there are no comms, but if it's relevant for the situation to make people aware of where you are, you can callout &amp;quot;400, abeam&amp;quot; at this point, for safety of flight.&lt;br /&gt;
* Turn when you should, regardless of what aircraft in front of you are doing. Do NOT extend the downwind to keep distance. Fly your own pattern, even if you get close.&lt;br /&gt;
* Descend slightly. Ideally you should be half-way through the turn (&amp;quot;at the ninety&amp;quot;) at 450-500'. Take a look at the ship and start correcting your turn so you cross the wake and end up behind the angled deck (&amp;quot;entering the groove&amp;quot;) around 15-18 seconds before wheels down.&lt;br /&gt;
* As soon as you see the meat ball, call out [Sidenumber] [Aircraft Type] Ball [Fuelstate]. For instance ''&amp;quot;400, Hornet Ball, 4.5&amp;quot;''. *&lt;br /&gt;
* Fly the ball all the way to touchdown.&lt;br /&gt;
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.&lt;br /&gt;
* Even if things look bad (like if you are too close to the aircraft in front), never take your own wave-off if there is an LSO. Fly like you intend to land until the LSO tells to wave off. Chances are the LSO intend to wave the ''other'' aircraft off and let ''you'' land. The aircraft in front can also bolter, making the runway available for you. If you absolutely HAVE to wave yourself off (like if there are no LSO, or he's CLEARLY missing an imminent collision), don't do it until you ''really'' have to (seconds before touch down).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Note: IRL, during cyclic ops, there are no ball calls (they are implicit). Despite that, we have decided to keep the ball calls because we typically only have one LSO (if any), and the ball calls increase SA in a way that increases safety.''&lt;br /&gt;
&lt;br /&gt;
====Bolters and Waveoffs====&lt;br /&gt;
&lt;br /&gt;
* If you get waved off, add power and fly over the angled deck. Don't over-do it, fly on-speed and climb to 600'.&lt;br /&gt;
* If you bolter (i.e. miss the wires) or get waved off, as soon as you have cleared the ship's bow, make a small right turn to align yourself with BRC.&lt;br /&gt;
* Keep 600'. Keep gear, flaps and hook extended. Continue flying on-speed.&lt;br /&gt;
* Visually scan the situation around you.&lt;br /&gt;
* When clear (other aircraft on downwind has passed 45 degrees behind you), turn left and re-enter the pattern downwind towards the abeam position, and try again.&lt;br /&gt;
* In the event that you get waved off early (for instance when on downwind or in the final turn), you simply follow the usual pattern, only maintaining 600'. After flying over the boat, the normal bolter/waveoff procedures apply.&lt;br /&gt;
&lt;br /&gt;
====On the Deck====&lt;br /&gt;
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel left and right until it releases.&lt;br /&gt;
* Raise the hook and flaps, fold the wings, and quickly but carefully exit the runway to the right.&lt;br /&gt;
* Tower might provide parking instructions, otherwise, just park at any available spot. Since we don't have plane directors (as IRL), instead use the F2 camera to avoid taxi/parking accidents.&lt;br /&gt;
&lt;br /&gt;
==Remarks==&lt;br /&gt;
&lt;br /&gt;
* We don't do shit-hot-breaks. If you come into the break alone, or as a flight lead, and you are VERY skilled in this technique, you may do a SHB. But if you do, do NOT screw it up. &lt;br /&gt;
* If somebody is in the groove, pause radio comms until they are down, have boltered or have been waved off. You don't want to step on an important LSO call.&lt;br /&gt;
* Because of the poor visibility in DCS, we are not strictly zip-lip during CASE 1. We try to keep the chatter to a minimum, but some radio calls can be made to improve everyone's SA.&lt;br /&gt;
* The CAG (i.e the mission planner) may decide a tank limit and a number of additional passes required when you first show up at the ball. For instance, &amp;quot;Hornet Tank 3.0 and T + 2&amp;quot;. Each pass is assumed to consume 500 lbs (1000 during night). So in the 3.0 T + 2 example, you need to have 4000 lbs when showing up on the ball for the first pass, 3500 on your second and 3000 on your third. If you bolter a third time you need to go to the overhead tanker.&lt;br /&gt;
* If no limits are pre-briefed, make sure to show up at the ball with at least 3000 lbs, and always hit the tanker if you go below 2000 lbs.&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2235</id>
		<title>CASE 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2235"/>
		<updated>2024-12-04T20:35:43Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Exiting the Port Hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 1]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 1 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
''Important note: IRL the procedures during carrier quals differ quite a bit from cyclic ops. The procedures here are based on cyclic ops procedures, but have elements inspired by CQ procedures, in the ambition to have procedures that work well in our context where DCS visibility is limited, the skill level of individual sim pilots may vary and so on.''&lt;br /&gt;
&lt;br /&gt;
==What is CASE 1?==&lt;br /&gt;
&lt;br /&gt;
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's &amp;quot;during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)&amp;quot;, meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
* Take off and perform a small clearing turn.&lt;br /&gt;
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.&lt;br /&gt;
* Climb freely.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!&lt;br /&gt;
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME) report &amp;quot;see you at X nm&amp;quot;. Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.&lt;br /&gt;
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat. &lt;br /&gt;
* Flights at angels 2 commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kts, slowly descending to 800'. &lt;br /&gt;
* As flights commence, the flights above descend in 1000' steps maintaining SA by looking around, aircraft sensors and (if absolutely necessary) comms.&lt;br /&gt;
* Break at 800 ft and 350 kts shortly after the bow. 17 second intervals between each break.&lt;br /&gt;
* Aim for 1.2 nm from the boat when abeam, at 600 ft. Turn final immediately (i.e. when you got the boat on your 9 o'clock) and land.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
* [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern.&lt;br /&gt;
&lt;br /&gt;
==Detailed Instructions==&lt;br /&gt;
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]&lt;br /&gt;
[[Fil:Case1PortHold2.png|400px|thumb|Port hold and exit]]&lt;br /&gt;
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
====On The Boat====&lt;br /&gt;
* Set radio to Tower Ch 1 305.00.&lt;br /&gt;
* When your flight is ready to depart, taxi to the catapults (Cat 1 is the right-most, Cat 4 is the left-most). Do not request taxi. Only use comms if needed to sort out issues.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
* With ~10 second intervals, call out your launch, ex &amp;quot;400 (Four Zero Zero), salute!&amp;quot; and take off.&lt;br /&gt;
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).&lt;br /&gt;
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.&lt;br /&gt;
* At 7 nm DME, start climbing to desired altitude.&lt;br /&gt;
* Flight lead decides when to leave the frequency and go to the package channel.&lt;br /&gt;
* Form up with your flight.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(TCN, set up HSI and CRS, turn on ILS if preferred, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Master Light Switch Off.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 380' is recommended)''&lt;br /&gt;
* Before 50 nm DME, switch to Marshal channel Ch 16 261.00.&lt;br /&gt;
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example:&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400 holding hands with 401, marking Mother's 070 for 48, angels 14, low state 6.5&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Case 1, BRC is 264. Expected Charlie time 22. Report see me.&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* If you haven't already gotten a pre-briefed holding altitude, Marshal will provide you with one (anything from angels 2 and above, in 1000 foot increments).&lt;br /&gt;
&lt;br /&gt;
====Entering the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* If available, set your course line to BRC, scaling the HSI to 10 nm.&lt;br /&gt;
* Descend to the holding altitude before you have reached 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME)&lt;br /&gt;
** You: ''&amp;quot;See you at 10&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, update state, go button 1&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, 5.9&amp;quot;'' (or ''&amp;quot;400, low state 5.9&amp;quot;'' if it's a two-ship)&lt;br /&gt;
* Switch to Tower Ch 1 305.00.&lt;br /&gt;
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. &lt;br /&gt;
* Fly 250 kts IAS in a half standard rate turn. This puts you pretty close to a 5 Nm diameter, depending on wind conditions. If you fly like this it will take you 4 minutes to complete one full circle.&lt;br /&gt;
* Wingmen should fly in parade formation. #2 on the right side of lead, 3# on the left side of lead, and #4 on the left side of #3 (like an Air Force &amp;quot;fingertip left&amp;quot; formation).&lt;br /&gt;
* If there is another flight on your level (which is perfectly normal) you should strive to position yourself on the opposing side of the circle. This will ensure proper commence intervals.&lt;br /&gt;
&lt;br /&gt;
====Exiting the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* In most cases, there will be a prebriefed &amp;quot;charlie time&amp;quot;, simulating when the carrier is ready to recover aircraft. This indicates when the first aircraft is expected to show up in the groove. That means that the first flight need to commence from point 3 about 7-8 minutes before this time. &lt;br /&gt;
* Tower ''may'' give a global ''&amp;quot;99, signal is charlie&amp;quot;'', upon which the the recovery procedure might begin right away with the flight at the lowest level going first.&lt;br /&gt;
* The flights above the first flight descends between point 3 and 1 and flights commence at their own will when it looks clear below.&lt;br /&gt;
* In our case, because of the limited visibility in DCS, we are not strictly zip-lip. Use comms if needed to increase everyone's SA.&lt;br /&gt;
* When you exit the holding, you should be on the left-most end of the circle (i.e. point 3). Exit backwards in a little wider tear drop-shaped style (aiming towards BRC+210 degrees or the counter course +30 degrees), or with a little tighter turn, depending on distance to the flight in front of you. Ideally, you should no more than 1.5 minute (~8 nm) away from the boat when you start your turn left towards the boat. A tighter pattern is acceptable and encouraged to keep the recovery time down.&lt;br /&gt;
* Accelerate to 350 kts IAS. #3 and #4 cross under to the right into an Echelon Right formation.&lt;br /&gt;
* While gradually descending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. Normally there are no comms, but if you determine it's important for safety, call out ''&amp;quot;400, initial&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Entering the Break====&lt;br /&gt;
&lt;br /&gt;
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.&lt;br /&gt;
* Lead should break left either right above the boat, or 1 nm in front of it. Wingmen break with 17 seconds interval, making sure nobody proceeds farther than ~4 nm (not strict) ahead of the ship before breaking.&lt;br /&gt;
* If there are aircraft in front of you, delay the break until the last one is 45 degrees behind you, so you don't cut anyone off or end up too close downwind.&lt;br /&gt;
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'and roughly 2 G's.&lt;br /&gt;
* Regardless how you perform the break, make sure you extend gears and full flaps as soon as you're below 250 kts, and make sure you end up at 1.1 - 1.3 nm from the course line when downwind.&lt;br /&gt;
* As you're entering the downwind, descend to 600' and add trim to fly on-speed.&lt;br /&gt;
&lt;br /&gt;
====The Final Turn====&lt;br /&gt;
&lt;br /&gt;
* When abeam (i.e passing the ship again), start turning final ''right away''! Do NOT delay this turn as it will cause trouble for the aircraft behind you! A 30 degree bank is a good rule of thumb. Normally, there are no comms, but if it's relevant for the situation to make people aware of where you are, you can callout &amp;quot;400, abeam&amp;quot; at this point, for safety of flight.&lt;br /&gt;
* Turn when you should, regardless of what aircraft in front of you are doing. Do NOT extend the downwind to keep distance. Fly your own pattern, even if you get close.&lt;br /&gt;
* Descend slightly. Ideally you should be half-way through the turn (&amp;quot;at the ninety&amp;quot;) at 450-500'. Take a look at the ship and start correcting your turn so you cross the wake and end up behind the angled deck (&amp;quot;entering the groove&amp;quot;) around 15-18 seconds before wheels down.&lt;br /&gt;
* As soon as you see the meat ball, call out [Sidenumber] [Aircraft Type] Ball [Fuelstate]. For instance ''&amp;quot;400, Hornet Ball, 4.5&amp;quot;''. *&lt;br /&gt;
* Fly the ball all the way to touchdown.&lt;br /&gt;
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.&lt;br /&gt;
* Even if things look bad (like if you are too close to the aircraft in front), never take your own wave-off if there is an LSO. Fly like you intend to land until the LSO tells to wave off. Chances are the LSO intend to wave the ''other'' aircraft off and let ''you'' land. The aircraft in front can also bolter, making the runway available for you. If you absolutely HAVE to wave yourself off (like if there are no LSO, or he's CLEARLY missing an imminent collision), don't do it until you ''really'' have to (seconds before touch down).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Note: IRL, during cyclic ops, there are no ball calls (they are implicit). Despite that, we have decided to keep the ball calls because we typically only have one LSO (if any), and the ball calls increase SA in a way that increases safety.''&lt;br /&gt;
&lt;br /&gt;
====Bolters and Waveoffs====&lt;br /&gt;
&lt;br /&gt;
* If you get waved off, add power and fly over the angled deck. Don't over-do it, fly on-speed and climb to 600'.&lt;br /&gt;
* If you bolter (i.e. miss the wires) or get waved off, as soon as you have cleared the ship's bow, make a small right turn to align yourself with BRC.&lt;br /&gt;
* Keep 600'. Keep gear, flaps and hook extended. Continue flying on-speed.&lt;br /&gt;
* Visually scan the situation around you.&lt;br /&gt;
* When clear (other aircraft on downwind has passed 45 degrees behind you), turn left and re-enter the pattern downwind towards the abeam position, and try again.&lt;br /&gt;
* In the event that you get waved off early (for instance when on downwind or in the final turn), you simply follow the usual pattern, only maintaining 600'. After flying over the boat, the normal bolter/waveoff procedures apply.&lt;br /&gt;
&lt;br /&gt;
====On the Deck====&lt;br /&gt;
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel left and right until it releases.&lt;br /&gt;
* Raise the hook and flaps, fold the wings, and quickly but carefully exit the runway to the right.&lt;br /&gt;
* Tower might provide parking instructions, otherwise, just park at any available spot. Since we don't have plane directors (as IRL), instead use the F2 camera to avoid taxi/parking accidents.&lt;br /&gt;
&lt;br /&gt;
==Remarks==&lt;br /&gt;
&lt;br /&gt;
* We don't do shit-hot-breaks. If you come into the break alone, or as a flight lead, and you are VERY skilled in this technique, you may do a SHB. But if you do, do NOT screw it up. &lt;br /&gt;
* If somebody is in the groove, pause radio comms until they are down, have boltered or have been waved off. You don't want to step on an important LSO call.&lt;br /&gt;
* Because of the poor visibility in DCS, we are not strictly zip-lip during CASE 1. We try to keep the chatter to a minimum, but some radio calls can be made to improve everyone's SA.&lt;br /&gt;
* The CAG (i.e the mission planner) may decide a tank limit and a number of additional passes required when you first show up at the ball. For instance, &amp;quot;Hornet Tank 3.0 and T + 2&amp;quot;. Each pass is assumed to consume 500 lbs (1000 during night). So in the 3.0 T + 2 example, you need to have 4000 lbs when showing up on the ball for the first pass, 3500 on your second and 3000 on your third. If you bolter a third time you need to go to the overhead tanker.&lt;br /&gt;
* If no limits are pre-briefed, make sure to show up at the ball with at least 3000 lbs, and always hit the tanker if you go below 2000 lbs.&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2234</id>
		<title>CASE 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2234"/>
		<updated>2024-12-02T21:31:29Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Exiting the Port Hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 1]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 1 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
''Important note: IRL the procedures during carrier quals differ quite a bit from cyclic ops. The procedures here are based on cyclic ops procedures, but have elements inspired by CQ procedures, in the ambition to have procedures that work well in our context where DCS visibility is limited, the skill level of individual sim pilots may vary and so on.''&lt;br /&gt;
&lt;br /&gt;
==What is CASE 1?==&lt;br /&gt;
&lt;br /&gt;
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's &amp;quot;during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)&amp;quot;, meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
* Take off and perform a small clearing turn.&lt;br /&gt;
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.&lt;br /&gt;
* Climb freely.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!&lt;br /&gt;
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME) report &amp;quot;see you at X nm&amp;quot;. Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.&lt;br /&gt;
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat. &lt;br /&gt;
* Flights at angels 2 commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kts, slowly descending to 800'. &lt;br /&gt;
* As flights commence, the flights above descend in 1000' steps maintaining SA by looking around, aircraft sensors and (if absolutely necessary) comms.&lt;br /&gt;
* Break at 800 ft and 350 kts shortly after the bow. 17 second intervals between each break.&lt;br /&gt;
* Aim for 1.2 nm from the boat when abeam, at 600 ft. Turn final immediately (i.e. when you got the boat on your 9 o'clock) and land.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
* [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern.&lt;br /&gt;
&lt;br /&gt;
==Detailed Instructions==&lt;br /&gt;
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]&lt;br /&gt;
[[Fil:Case1PortHold2.png|400px|thumb|Port hold and exit]]&lt;br /&gt;
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
====On The Boat====&lt;br /&gt;
* Set radio to Tower Ch 1 305.00.&lt;br /&gt;
* When your flight is ready to depart, taxi to the catapults (Cat 1 is the right-most, Cat 4 is the left-most). Do not request taxi. Only use comms if needed to sort out issues.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
* With ~10 second intervals, call out your launch, ex &amp;quot;400 (Four Zero Zero), salute!&amp;quot; and take off.&lt;br /&gt;
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).&lt;br /&gt;
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.&lt;br /&gt;
* At 7 nm DME, start climbing to desired altitude.&lt;br /&gt;
* Flight lead decides when to leave the frequency and go to the package channel.&lt;br /&gt;
* Form up with your flight.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(TCN, set up HSI and CRS, turn on ILS if preferred, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Master Light Switch Off.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 380' is recommended)''&lt;br /&gt;
* Before 50 nm DME, switch to Marshal channel Ch 16 261.00.&lt;br /&gt;
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example:&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400 holding hands with 401, marking Mother's 070 for 48, angels 14, low state 6.5&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Case 1, BRC is 264. Expected Charlie time 22. Report see me.&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* If you haven't already gotten a pre-briefed holding altitude, Marshal will provide you with one (anything from angels 2 and above, in 1000 foot increments).&lt;br /&gt;
&lt;br /&gt;
====Entering the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* If available, set your course line to BRC, scaling the HSI to 10 nm.&lt;br /&gt;
* Descend to the holding altitude before you have reached 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME)&lt;br /&gt;
** You: ''&amp;quot;See you at 10&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, update state, go button 1&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, 5.9&amp;quot;'' (or ''&amp;quot;400, low state 5.9&amp;quot;'' if it's a two-ship)&lt;br /&gt;
* Switch to Tower Ch 1 305.00.&lt;br /&gt;
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. &lt;br /&gt;
* Fly 250 kts IAS in a half standard rate turn. This puts you pretty close to a 5 Nm diameter, depending on wind conditions. If you fly like this it will take you 4 minutes to complete one full circle.&lt;br /&gt;
* Wingmen should fly in parade formation. #2 on the right side of lead, 3# on the left side of lead, and #4 on the left side of #3 (like an Air Force &amp;quot;fingertip left&amp;quot; formation).&lt;br /&gt;
* If there is another flight on your level (which is perfectly normal) you should strive to position yourself on the opposing side of the circle. This will ensure proper commence intervals.&lt;br /&gt;
&lt;br /&gt;
====Exiting the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* In most cases, there will be a prebriefed &amp;quot;charlie time&amp;quot;, simulating when the carrier is ready to recover aircraft. This indicates when the first aircraft is expected to show up in the groove. That means that the first flight need to commence from point 3 about 7-8 minutes before this time. &lt;br /&gt;
* Tower ''may'' give a global ''&amp;quot;99, signal is charlie&amp;quot;'', upon which the the recovery procedure might begin right away with the flight at the lowest level going first.&lt;br /&gt;
* The flights above the first flight descends between point 3 and 1 and flights commence at their own will when it looks clear below.&lt;br /&gt;
* In our case, because of the limited visibility in DCS, we are not strictly zip-lip. Use comms if needed to increase everyone's SA.&lt;br /&gt;
* When you exit the holding, you should be on the left-most end of the circle (i.e. point 3). Exit backwards in a little wider tear drop-shaped style (aiming towards BRC+210 degrees or the counter course +30 degrees), or with a little tighter turn, depending on distance to the flight in front of you. Ideally, you should be around 1.5 minute (~8 nm) away from the boat when you start your turn left towards the boat with a half standard rate turn.&lt;br /&gt;
* Accelerate to 350 kts IAS. #3 and #4 cross under to the right into an Echelon Right formation.&lt;br /&gt;
* While gradually descending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. Normally there are no comms, but if you determine it's important for safety, call out ''&amp;quot;400, initial&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Entering the Break====&lt;br /&gt;
&lt;br /&gt;
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.&lt;br /&gt;
* Lead should break left either right above the boat, or 1 nm in front of it. Wingmen break with 17 seconds interval, making sure nobody proceeds farther than ~4 nm (not strict) ahead of the ship before breaking.&lt;br /&gt;
* If there are aircraft in front of you, delay the break until the last one is 45 degrees behind you, so you don't cut anyone off or end up too close downwind.&lt;br /&gt;
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'and roughly 2 G's.&lt;br /&gt;
* Regardless how you perform the break, make sure you extend gears and full flaps as soon as you're below 250 kts, and make sure you end up at 1.1 - 1.3 nm from the course line when downwind.&lt;br /&gt;
* As you're entering the downwind, descend to 600' and add trim to fly on-speed.&lt;br /&gt;
&lt;br /&gt;
====The Final Turn====&lt;br /&gt;
&lt;br /&gt;
* When abeam (i.e passing the ship again), start turning final ''right away''! Do NOT delay this turn as it will cause trouble for the aircraft behind you! A 30 degree bank is a good rule of thumb. Normally, there are no comms, but if it's relevant for the situation to make people aware of where you are, you can callout &amp;quot;400, abeam&amp;quot; at this point, for safety of flight.&lt;br /&gt;
* Turn when you should, regardless of what aircraft in front of you are doing. Do NOT extend the downwind to keep distance. Fly your own pattern, even if you get close.&lt;br /&gt;
* Descend slightly. Ideally you should be half-way through the turn (&amp;quot;at the ninety&amp;quot;) at 450-500'. Take a look at the ship and start correcting your turn so you cross the wake and end up behind the angled deck (&amp;quot;entering the groove&amp;quot;) around 15-18 seconds before wheels down.&lt;br /&gt;
* As soon as you see the meat ball, call out [Sidenumber] [Aircraft Type] Ball [Fuelstate]. For instance ''&amp;quot;400, Hornet Ball, 4.5&amp;quot;''. *&lt;br /&gt;
* Fly the ball all the way to touchdown.&lt;br /&gt;
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.&lt;br /&gt;
* Even if things look bad (like if you are too close to the aircraft in front), never take your own wave-off if there is an LSO. Fly like you intend to land until the LSO tells to wave off. Chances are the LSO intend to wave the ''other'' aircraft off and let ''you'' land. The aircraft in front can also bolter, making the runway available for you. If you absolutely HAVE to wave yourself off (like if there are no LSO, or he's CLEARLY missing an imminent collision), don't do it until you ''really'' have to (seconds before touch down).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Note: IRL, during cyclic ops, there are no ball calls (they are implicit). Despite that, we have decided to keep the ball calls because we typically only have one LSO (if any), and the ball calls increase SA in a way that increases safety.''&lt;br /&gt;
&lt;br /&gt;
====Bolters and Waveoffs====&lt;br /&gt;
&lt;br /&gt;
* If you get waved off, add power and fly over the angled deck. Don't over-do it, fly on-speed and climb to 600'.&lt;br /&gt;
* If you bolter (i.e. miss the wires) or get waved off, as soon as you have cleared the ship's bow, make a small right turn to align yourself with BRC.&lt;br /&gt;
* Keep 600'. Keep gear, flaps and hook extended. Continue flying on-speed.&lt;br /&gt;
* Visually scan the situation around you.&lt;br /&gt;
* When clear (other aircraft on downwind has passed 45 degrees behind you), turn left and re-enter the pattern downwind towards the abeam position, and try again.&lt;br /&gt;
* In the event that you get waved off early (for instance when on downwind or in the final turn), you simply follow the usual pattern, only maintaining 600'. After flying over the boat, the normal bolter/waveoff procedures apply.&lt;br /&gt;
&lt;br /&gt;
====On the Deck====&lt;br /&gt;
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel left and right until it releases.&lt;br /&gt;
* Raise the hook and flaps, fold the wings, and quickly but carefully exit the runway to the right.&lt;br /&gt;
* Tower might provide parking instructions, otherwise, just park at any available spot. Since we don't have plane directors (as IRL), instead use the F2 camera to avoid taxi/parking accidents.&lt;br /&gt;
&lt;br /&gt;
==Remarks==&lt;br /&gt;
&lt;br /&gt;
* We don't do shit-hot-breaks. If you come into the break alone, or as a flight lead, and you are VERY skilled in this technique, you may do a SHB. But if you do, do NOT screw it up. &lt;br /&gt;
* If somebody is in the groove, pause radio comms until they are down, have boltered or have been waved off. You don't want to step on an important LSO call.&lt;br /&gt;
* Because of the poor visibility in DCS, we are not strictly zip-lip during CASE 1. We try to keep the chatter to a minimum, but some radio calls can be made to improve everyone's SA.&lt;br /&gt;
* The CAG (i.e the mission planner) may decide a tank limit and a number of additional passes required when you first show up at the ball. For instance, &amp;quot;Hornet Tank 3.0 and T + 2&amp;quot;. Each pass is assumed to consume 500 lbs (1000 during night). So in the 3.0 T + 2 example, you need to have 4000 lbs when showing up on the ball for the first pass, 3500 on your second and 3000 on your third. If you bolter a third time you need to go to the overhead tanker.&lt;br /&gt;
* If no limits are pre-briefed, make sure to show up at the ball with at least 3000 lbs, and always hit the tanker if you go below 2000 lbs.&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2233</id>
		<title>CASE 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2233"/>
		<updated>2024-12-02T21:30:03Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Entering the Break */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 1]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 1 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
''Important note: IRL the procedures during carrier quals differ quite a bit from cyclic ops. The procedures here are based on cyclic ops procedures, but have elements inspired by CQ procedures, in the ambition to have procedures that work well in our context where DCS visibility is limited, the skill level of individual sim pilots may vary and so on.''&lt;br /&gt;
&lt;br /&gt;
==What is CASE 1?==&lt;br /&gt;
&lt;br /&gt;
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's &amp;quot;during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)&amp;quot;, meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
* Take off and perform a small clearing turn.&lt;br /&gt;
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.&lt;br /&gt;
* Climb freely.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!&lt;br /&gt;
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME) report &amp;quot;see you at X nm&amp;quot;. Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.&lt;br /&gt;
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat. &lt;br /&gt;
* Flights at angels 2 commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kts, slowly descending to 800'. &lt;br /&gt;
* As flights commence, the flights above descend in 1000' steps maintaining SA by looking around, aircraft sensors and (if absolutely necessary) comms.&lt;br /&gt;
* Break at 800 ft and 350 kts shortly after the bow. 17 second intervals between each break.&lt;br /&gt;
* Aim for 1.2 nm from the boat when abeam, at 600 ft. Turn final immediately (i.e. when you got the boat on your 9 o'clock) and land.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
* [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern.&lt;br /&gt;
&lt;br /&gt;
==Detailed Instructions==&lt;br /&gt;
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]&lt;br /&gt;
[[Fil:Case1PortHold2.png|400px|thumb|Port hold and exit]]&lt;br /&gt;
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
====On The Boat====&lt;br /&gt;
* Set radio to Tower Ch 1 305.00.&lt;br /&gt;
* When your flight is ready to depart, taxi to the catapults (Cat 1 is the right-most, Cat 4 is the left-most). Do not request taxi. Only use comms if needed to sort out issues.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
* With ~10 second intervals, call out your launch, ex &amp;quot;400 (Four Zero Zero), salute!&amp;quot; and take off.&lt;br /&gt;
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).&lt;br /&gt;
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.&lt;br /&gt;
* At 7 nm DME, start climbing to desired altitude.&lt;br /&gt;
* Flight lead decides when to leave the frequency and go to the package channel.&lt;br /&gt;
* Form up with your flight.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(TCN, set up HSI and CRS, turn on ILS if preferred, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Master Light Switch Off.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 380' is recommended)''&lt;br /&gt;
* Before 50 nm DME, switch to Marshal channel Ch 16 261.00.&lt;br /&gt;
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example:&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400 holding hands with 401, marking Mother's 070 for 48, angels 14, low state 6.5&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Case 1, BRC is 264. Expected Charlie time 22. Report see me.&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* If you haven't already gotten a pre-briefed holding altitude, Marshal will provide you with one (anything from angels 2 and above, in 1000 foot increments).&lt;br /&gt;
&lt;br /&gt;
====Entering the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* If available, set your course line to BRC, scaling the HSI to 10 nm.&lt;br /&gt;
* Descend to the holding altitude before you have reached 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME)&lt;br /&gt;
** You: ''&amp;quot;See you at 10&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, update state, go button 1&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, 5.9&amp;quot;'' (or ''&amp;quot;400, low state 5.9&amp;quot;'' if it's a two-ship)&lt;br /&gt;
* Switch to Tower Ch 1 305.00.&lt;br /&gt;
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. &lt;br /&gt;
* Fly 250 kts IAS in a half standard rate turn. This puts you pretty close to a 5 Nm diameter, depending on wind conditions. If you fly like this it will take you 4 minutes to complete one full circle.&lt;br /&gt;
* Wingmen should fly in parade formation. #2 on the right side of lead, 3# on the left side of lead, and #4 on the left side of #3 (like an Air Force &amp;quot;fingertip left&amp;quot; formation).&lt;br /&gt;
* If there is another flight on your level (which is perfectly normal) you should strive to position yourself on the opposing side of the circle. This will ensure proper commence intervals.&lt;br /&gt;
&lt;br /&gt;
====Exiting the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* In most cases, there will be a prebriefed &amp;quot;charlie time&amp;quot;, simulating when the carrier is ready to recover aircraft. This indicates when the first aircraft is expected to show up in the groove. That means that the first flight need to commence from point 3 about 7-8 minutes before this time. &lt;br /&gt;
* Tower ''may'' give a global ''&amp;quot;99, signal is charlie&amp;quot;'', upon which the the recovery procedure might begin right away with the flight at the lowest level going first.&lt;br /&gt;
* The flights above the first flight descends between point 3 and 1 and flights commence at their own will when it looks clear below.&lt;br /&gt;
* In our case, because of the limited visibility in DCS, we are not strictly zip-lip. Use comms if needed to increase everyone's SA.&lt;br /&gt;
* When you exit the holding, you should be on the left-most end of the circle (i.e. point 3). Exit backwards in a little wider tear drop-shaped style (aiming to go BRC+210 degrees), or with a little tighter turn, depending on distance to the flight in front of you. Ideally, you should be around 1.5 minute (~8 nm) away from the boat when you start your turn left towards the boat with a half standard rate turn.&lt;br /&gt;
* Accelerate to 350 kts IAS. #3 and #4 cross under to the right into an Echelon Right formation.&lt;br /&gt;
* While gradually descending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. Normally there are no comms, but if you determine it's important for safety, call out ''&amp;quot;400, initial&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Entering the Break====&lt;br /&gt;
&lt;br /&gt;
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.&lt;br /&gt;
* Lead should break left either right above the boat, or 1 nm in front of it. Wingmen break with 17 seconds interval, making sure nobody proceeds farther than ~4 nm (not strict) ahead of the ship before breaking.&lt;br /&gt;
* If there are aircraft in front of you, delay the break until the last one is 45 degrees behind you, so you don't cut anyone off or end up too close downwind.&lt;br /&gt;
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'and roughly 2 G's.&lt;br /&gt;
* Regardless how you perform the break, make sure you extend gears and full flaps as soon as you're below 250 kts, and make sure you end up at 1.1 - 1.3 nm from the course line when downwind.&lt;br /&gt;
* As you're entering the downwind, descend to 600' and add trim to fly on-speed.&lt;br /&gt;
&lt;br /&gt;
====The Final Turn====&lt;br /&gt;
&lt;br /&gt;
* When abeam (i.e passing the ship again), start turning final ''right away''! Do NOT delay this turn as it will cause trouble for the aircraft behind you! A 30 degree bank is a good rule of thumb. Normally, there are no comms, but if it's relevant for the situation to make people aware of where you are, you can callout &amp;quot;400, abeam&amp;quot; at this point, for safety of flight.&lt;br /&gt;
* Turn when you should, regardless of what aircraft in front of you are doing. Do NOT extend the downwind to keep distance. Fly your own pattern, even if you get close.&lt;br /&gt;
* Descend slightly. Ideally you should be half-way through the turn (&amp;quot;at the ninety&amp;quot;) at 450-500'. Take a look at the ship and start correcting your turn so you cross the wake and end up behind the angled deck (&amp;quot;entering the groove&amp;quot;) around 15-18 seconds before wheels down.&lt;br /&gt;
* As soon as you see the meat ball, call out [Sidenumber] [Aircraft Type] Ball [Fuelstate]. For instance ''&amp;quot;400, Hornet Ball, 4.5&amp;quot;''. *&lt;br /&gt;
* Fly the ball all the way to touchdown.&lt;br /&gt;
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.&lt;br /&gt;
* Even if things look bad (like if you are too close to the aircraft in front), never take your own wave-off if there is an LSO. Fly like you intend to land until the LSO tells to wave off. Chances are the LSO intend to wave the ''other'' aircraft off and let ''you'' land. The aircraft in front can also bolter, making the runway available for you. If you absolutely HAVE to wave yourself off (like if there are no LSO, or he's CLEARLY missing an imminent collision), don't do it until you ''really'' have to (seconds before touch down).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Note: IRL, during cyclic ops, there are no ball calls (they are implicit). Despite that, we have decided to keep the ball calls because we typically only have one LSO (if any), and the ball calls increase SA in a way that increases safety.''&lt;br /&gt;
&lt;br /&gt;
====Bolters and Waveoffs====&lt;br /&gt;
&lt;br /&gt;
* If you get waved off, add power and fly over the angled deck. Don't over-do it, fly on-speed and climb to 600'.&lt;br /&gt;
* If you bolter (i.e. miss the wires) or get waved off, as soon as you have cleared the ship's bow, make a small right turn to align yourself with BRC.&lt;br /&gt;
* Keep 600'. Keep gear, flaps and hook extended. Continue flying on-speed.&lt;br /&gt;
* Visually scan the situation around you.&lt;br /&gt;
* When clear (other aircraft on downwind has passed 45 degrees behind you), turn left and re-enter the pattern downwind towards the abeam position, and try again.&lt;br /&gt;
* In the event that you get waved off early (for instance when on downwind or in the final turn), you simply follow the usual pattern, only maintaining 600'. After flying over the boat, the normal bolter/waveoff procedures apply.&lt;br /&gt;
&lt;br /&gt;
====On the Deck====&lt;br /&gt;
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel left and right until it releases.&lt;br /&gt;
* Raise the hook and flaps, fold the wings, and quickly but carefully exit the runway to the right.&lt;br /&gt;
* Tower might provide parking instructions, otherwise, just park at any available spot. Since we don't have plane directors (as IRL), instead use the F2 camera to avoid taxi/parking accidents.&lt;br /&gt;
&lt;br /&gt;
==Remarks==&lt;br /&gt;
&lt;br /&gt;
* We don't do shit-hot-breaks. If you come into the break alone, or as a flight lead, and you are VERY skilled in this technique, you may do a SHB. But if you do, do NOT screw it up. &lt;br /&gt;
* If somebody is in the groove, pause radio comms until they are down, have boltered or have been waved off. You don't want to step on an important LSO call.&lt;br /&gt;
* Because of the poor visibility in DCS, we are not strictly zip-lip during CASE 1. We try to keep the chatter to a minimum, but some radio calls can be made to improve everyone's SA.&lt;br /&gt;
* The CAG (i.e the mission planner) may decide a tank limit and a number of additional passes required when you first show up at the ball. For instance, &amp;quot;Hornet Tank 3.0 and T + 2&amp;quot;. Each pass is assumed to consume 500 lbs (1000 during night). So in the 3.0 T + 2 example, you need to have 4000 lbs when showing up on the ball for the first pass, 3500 on your second and 3000 on your third. If you bolter a third time you need to go to the overhead tanker.&lt;br /&gt;
* If no limits are pre-briefed, make sure to show up at the ball with at least 3000 lbs, and always hit the tanker if you go below 2000 lbs.&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2232</id>
		<title>CASE 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2232"/>
		<updated>2024-12-02T21:28:39Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Exiting the Port Hold */ La in text om timing och vinkel på sväng&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 1]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 1 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
''Important note: IRL the procedures during carrier quals differ quite a bit from cyclic ops. The procedures here are based on cyclic ops procedures, but have elements inspired by CQ procedures, in the ambition to have procedures that work well in our context where DCS visibility is limited, the skill level of individual sim pilots may vary and so on.''&lt;br /&gt;
&lt;br /&gt;
==What is CASE 1?==&lt;br /&gt;
&lt;br /&gt;
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's &amp;quot;during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)&amp;quot;, meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
* Take off and perform a small clearing turn.&lt;br /&gt;
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.&lt;br /&gt;
* Climb freely.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!&lt;br /&gt;
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME) report &amp;quot;see you at X nm&amp;quot;. Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.&lt;br /&gt;
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat. &lt;br /&gt;
* Flights at angels 2 commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kts, slowly descending to 800'. &lt;br /&gt;
* As flights commence, the flights above descend in 1000' steps maintaining SA by looking around, aircraft sensors and (if absolutely necessary) comms.&lt;br /&gt;
* Break at 800 ft and 350 kts shortly after the bow. 17 second intervals between each break.&lt;br /&gt;
* Aim for 1.2 nm from the boat when abeam, at 600 ft. Turn final immediately (i.e. when you got the boat on your 9 o'clock) and land.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
* [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern.&lt;br /&gt;
&lt;br /&gt;
==Detailed Instructions==&lt;br /&gt;
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]&lt;br /&gt;
[[Fil:Case1PortHold2.png|400px|thumb|Port hold and exit]]&lt;br /&gt;
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
====On The Boat====&lt;br /&gt;
* Set radio to Tower Ch 1 305.00.&lt;br /&gt;
* When your flight is ready to depart, taxi to the catapults (Cat 1 is the right-most, Cat 4 is the left-most). Do not request taxi. Only use comms if needed to sort out issues.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
* With ~10 second intervals, call out your launch, ex &amp;quot;400 (Four Zero Zero), salute!&amp;quot; and take off.&lt;br /&gt;
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).&lt;br /&gt;
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.&lt;br /&gt;
* At 7 nm DME, start climbing to desired altitude.&lt;br /&gt;
* Flight lead decides when to leave the frequency and go to the package channel.&lt;br /&gt;
* Form up with your flight.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(TCN, set up HSI and CRS, turn on ILS if preferred, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Master Light Switch Off.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 380' is recommended)''&lt;br /&gt;
* Before 50 nm DME, switch to Marshal channel Ch 16 261.00.&lt;br /&gt;
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example:&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400 holding hands with 401, marking Mother's 070 for 48, angels 14, low state 6.5&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Case 1, BRC is 264. Expected Charlie time 22. Report see me.&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* If you haven't already gotten a pre-briefed holding altitude, Marshal will provide you with one (anything from angels 2 and above, in 1000 foot increments).&lt;br /&gt;
&lt;br /&gt;
====Entering the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* If available, set your course line to BRC, scaling the HSI to 10 nm.&lt;br /&gt;
* Descend to the holding altitude before you have reached 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME)&lt;br /&gt;
** You: ''&amp;quot;See you at 10&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, update state, go button 1&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, 5.9&amp;quot;'' (or ''&amp;quot;400, low state 5.9&amp;quot;'' if it's a two-ship)&lt;br /&gt;
* Switch to Tower Ch 1 305.00.&lt;br /&gt;
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. &lt;br /&gt;
* Fly 250 kts IAS in a half standard rate turn. This puts you pretty close to a 5 Nm diameter, depending on wind conditions. If you fly like this it will take you 4 minutes to complete one full circle.&lt;br /&gt;
* Wingmen should fly in parade formation. #2 on the right side of lead, 3# on the left side of lead, and #4 on the left side of #3 (like an Air Force &amp;quot;fingertip left&amp;quot; formation).&lt;br /&gt;
* If there is another flight on your level (which is perfectly normal) you should strive to position yourself on the opposing side of the circle. This will ensure proper commence intervals.&lt;br /&gt;
&lt;br /&gt;
====Exiting the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* In most cases, there will be a prebriefed &amp;quot;charlie time&amp;quot;, simulating when the carrier is ready to recover aircraft. This indicates when the first aircraft is expected to show up in the groove. That means that the first flight need to commence from point 3 about 7-8 minutes before this time. &lt;br /&gt;
* Tower ''may'' give a global ''&amp;quot;99, signal is charlie&amp;quot;'', upon which the the recovery procedure might begin right away with the flight at the lowest level going first.&lt;br /&gt;
* The flights above the first flight descends between point 3 and 1 and flights commence at their own will when it looks clear below.&lt;br /&gt;
* In our case, because of the limited visibility in DCS, we are not strictly zip-lip. Use comms if needed to increase everyone's SA.&lt;br /&gt;
* When you exit the holding, you should be on the left-most end of the circle (i.e. point 3). Exit backwards in a little wider tear drop-shaped style (aiming to go BRC+210 degrees), or with a little tighter turn, depending on distance to the flight in front of you. Ideally, you should be around 1.5 minute (~8 nm) away from the boat when you start your turn left towards the boat with a half standard rate turn.&lt;br /&gt;
* Accelerate to 350 kts IAS. #3 and #4 cross under to the right into an Echelon Right formation.&lt;br /&gt;
* While gradually descending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. Normally there are no comms, but if you determine it's important for safety, call out ''&amp;quot;400, initial&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Entering the Break====&lt;br /&gt;
&lt;br /&gt;
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.&lt;br /&gt;
* Lead should break left either right above the boat, or 1 nm in front of it. Wingmen break with 17 seconds interval, making sure nobody proceeds farther than ~4 nm (not strict) ahead of the ship before breaking.&lt;br /&gt;
* If there are aircraft in front of you, delay the break until the last one is 45 degrees behind you, so you don't cut anyone off or end up too close downwind.&lt;br /&gt;
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'.&lt;br /&gt;
* Regardless how you perform the break, make sure you extend gears and full flaps as soon as you're below 250 kts, and make sure you end up at 1.1 - 1.3 nm from the course line when downwind.&lt;br /&gt;
* As you're entering the downwind, descend to 600' and add trim to fly on-speed.&lt;br /&gt;
&lt;br /&gt;
====The Final Turn====&lt;br /&gt;
&lt;br /&gt;
* When abeam (i.e passing the ship again), start turning final ''right away''! Do NOT delay this turn as it will cause trouble for the aircraft behind you! A 30 degree bank is a good rule of thumb. Normally, there are no comms, but if it's relevant for the situation to make people aware of where you are, you can callout &amp;quot;400, abeam&amp;quot; at this point, for safety of flight.&lt;br /&gt;
* Turn when you should, regardless of what aircraft in front of you are doing. Do NOT extend the downwind to keep distance. Fly your own pattern, even if you get close.&lt;br /&gt;
* Descend slightly. Ideally you should be half-way through the turn (&amp;quot;at the ninety&amp;quot;) at 450-500'. Take a look at the ship and start correcting your turn so you cross the wake and end up behind the angled deck (&amp;quot;entering the groove&amp;quot;) around 15-18 seconds before wheels down.&lt;br /&gt;
* As soon as you see the meat ball, call out [Sidenumber] [Aircraft Type] Ball [Fuelstate]. For instance ''&amp;quot;400, Hornet Ball, 4.5&amp;quot;''. *&lt;br /&gt;
* Fly the ball all the way to touchdown.&lt;br /&gt;
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.&lt;br /&gt;
* Even if things look bad (like if you are too close to the aircraft in front), never take your own wave-off if there is an LSO. Fly like you intend to land until the LSO tells to wave off. Chances are the LSO intend to wave the ''other'' aircraft off and let ''you'' land. The aircraft in front can also bolter, making the runway available for you. If you absolutely HAVE to wave yourself off (like if there are no LSO, or he's CLEARLY missing an imminent collision), don't do it until you ''really'' have to (seconds before touch down).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Note: IRL, during cyclic ops, there are no ball calls (they are implicit). Despite that, we have decided to keep the ball calls because we typically only have one LSO (if any), and the ball calls increase SA in a way that increases safety.''&lt;br /&gt;
&lt;br /&gt;
====Bolters and Waveoffs====&lt;br /&gt;
&lt;br /&gt;
* If you get waved off, add power and fly over the angled deck. Don't over-do it, fly on-speed and climb to 600'.&lt;br /&gt;
* If you bolter (i.e. miss the wires) or get waved off, as soon as you have cleared the ship's bow, make a small right turn to align yourself with BRC.&lt;br /&gt;
* Keep 600'. Keep gear, flaps and hook extended. Continue flying on-speed.&lt;br /&gt;
* Visually scan the situation around you.&lt;br /&gt;
* When clear (other aircraft on downwind has passed 45 degrees behind you), turn left and re-enter the pattern downwind towards the abeam position, and try again.&lt;br /&gt;
* In the event that you get waved off early (for instance when on downwind or in the final turn), you simply follow the usual pattern, only maintaining 600'. After flying over the boat, the normal bolter/waveoff procedures apply.&lt;br /&gt;
&lt;br /&gt;
====On the Deck====&lt;br /&gt;
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel left and right until it releases.&lt;br /&gt;
* Raise the hook and flaps, fold the wings, and quickly but carefully exit the runway to the right.&lt;br /&gt;
* Tower might provide parking instructions, otherwise, just park at any available spot. Since we don't have plane directors (as IRL), instead use the F2 camera to avoid taxi/parking accidents.&lt;br /&gt;
&lt;br /&gt;
==Remarks==&lt;br /&gt;
&lt;br /&gt;
* We don't do shit-hot-breaks. If you come into the break alone, or as a flight lead, and you are VERY skilled in this technique, you may do a SHB. But if you do, do NOT screw it up. &lt;br /&gt;
* If somebody is in the groove, pause radio comms until they are down, have boltered or have been waved off. You don't want to step on an important LSO call.&lt;br /&gt;
* Because of the poor visibility in DCS, we are not strictly zip-lip during CASE 1. We try to keep the chatter to a minimum, but some radio calls can be made to improve everyone's SA.&lt;br /&gt;
* The CAG (i.e the mission planner) may decide a tank limit and a number of additional passes required when you first show up at the ball. For instance, &amp;quot;Hornet Tank 3.0 and T + 2&amp;quot;. Each pass is assumed to consume 500 lbs (1000 during night). So in the 3.0 T + 2 example, you need to have 4000 lbs when showing up on the ball for the first pass, 3500 on your second and 3000 on your third. If you bolter a third time you need to go to the overhead tanker.&lt;br /&gt;
* If no limits are pre-briefed, make sure to show up at the ball with at least 3000 lbs, and always hit the tanker if you go below 2000 lbs.&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2231</id>
		<title>CASE 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=CASE_1&amp;diff=2231"/>
		<updated>2024-12-02T21:25:12Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Entering the Port Hold */ La till text om svängvinkel och tid i varvet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Standard Operating Procedures]] &amp;gt;&amp;gt; [[Carrier Ops]] &amp;gt;&amp;gt; [[CASE 1]]''&lt;br /&gt;
&lt;br /&gt;
This section holds all CASE 1 procedures that are relevant for our use in DCS.&lt;br /&gt;
&lt;br /&gt;
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.&lt;br /&gt;
&lt;br /&gt;
''Important note: IRL the procedures during carrier quals differ quite a bit from cyclic ops. The procedures here are based on cyclic ops procedures, but have elements inspired by CQ procedures, in the ambition to have procedures that work well in our context where DCS visibility is limited, the skill level of individual sim pilots may vary and so on.''&lt;br /&gt;
&lt;br /&gt;
==What is CASE 1?==&lt;br /&gt;
&lt;br /&gt;
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's &amp;quot;during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)&amp;quot;, meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
* Take off and perform a small clearing turn.&lt;br /&gt;
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.&lt;br /&gt;
* Climb freely.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!&lt;br /&gt;
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME) report &amp;quot;see you at X nm&amp;quot;. Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.&lt;br /&gt;
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat. &lt;br /&gt;
* Flights at angels 2 commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kts, slowly descending to 800'. &lt;br /&gt;
* As flights commence, the flights above descend in 1000' steps maintaining SA by looking around, aircraft sensors and (if absolutely necessary) comms.&lt;br /&gt;
* Break at 800 ft and 350 kts shortly after the bow. 17 second intervals between each break.&lt;br /&gt;
* Aim for 1.2 nm from the boat when abeam, at 600 ft. Turn final immediately (i.e. when you got the boat on your 9 o'clock) and land.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
* [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern.&lt;br /&gt;
&lt;br /&gt;
==Detailed Instructions==&lt;br /&gt;
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]&lt;br /&gt;
[[Fil:Case1PortHold2.png|400px|thumb|Port hold and exit]]&lt;br /&gt;
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]&lt;br /&gt;
===Departure===&lt;br /&gt;
&lt;br /&gt;
====On The Boat====&lt;br /&gt;
* Set radio to Tower Ch 1 305.00.&lt;br /&gt;
* When your flight is ready to depart, taxi to the catapults (Cat 1 is the right-most, Cat 4 is the left-most). Do not request taxi. Only use comms if needed to sort out issues.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
* With ~10 second intervals, call out your launch, ex &amp;quot;400 (Four Zero Zero), salute!&amp;quot; and take off.&lt;br /&gt;
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).&lt;br /&gt;
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.&lt;br /&gt;
* At 7 nm DME, start climbing to desired altitude.&lt;br /&gt;
* Flight lead decides when to leave the frequency and go to the package channel.&lt;br /&gt;
* Form up with your flight.&lt;br /&gt;
&lt;br /&gt;
===Recovery===&lt;br /&gt;
&lt;br /&gt;
====Arriving to the Carrier Control Zone====&lt;br /&gt;
&lt;br /&gt;
* Perform HAIL-R checks:&lt;br /&gt;
** H - Hook down.&lt;br /&gt;
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''&lt;br /&gt;
** I - Instruments. ''(TCN, set up HSI and CRS, turn on ILS if preferred, general checks)''&lt;br /&gt;
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Master Light Switch Off.''&lt;br /&gt;
** R - RADALT ''(Pilot preference. 380' is recommended)''&lt;br /&gt;
* Before 50 nm DME, switch to Marshal channel Ch 16 261.00.&lt;br /&gt;
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions. &lt;br /&gt;
* Comms example:&lt;br /&gt;
** You: ''&amp;quot;Marshal, 400&amp;quot; (i.e Four Zero Zero)''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Union Marshal&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400 holding hands with 401, marking Mother's 070 for 48, angels 14, low state 6.5&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, Case 1, BRC is 264. Expected Charlie time 22. Report see me.&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400&amp;quot;''&lt;br /&gt;
* If you haven't already gotten a pre-briefed holding altitude, Marshal will provide you with one (anything from angels 2 and above, in 1000 foot increments).&lt;br /&gt;
&lt;br /&gt;
====Entering the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* If available, set your course line to BRC, scaling the HSI to 10 nm.&lt;br /&gt;
* Descend to the holding altitude before you have reached 10 nm DME.&lt;br /&gt;
* When visual (typically 10 nm DME)&lt;br /&gt;
** You: ''&amp;quot;See you at 10&amp;quot;''&lt;br /&gt;
** Marshal: ''&amp;quot;400, update state, go button 1&amp;quot;''&lt;br /&gt;
** You: ''&amp;quot;400, 5.9&amp;quot;'' (or ''&amp;quot;400, low state 5.9&amp;quot;'' if it's a two-ship)&lt;br /&gt;
* Switch to Tower Ch 1 305.00.&lt;br /&gt;
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. &lt;br /&gt;
* Fly 250 kts IAS in a half standard rate turn. This puts you pretty close to a 5 Nm diameter, depending on wind conditions. If you fly like this it will take you 4 minutes to complete one full circle.&lt;br /&gt;
* Wingmen should fly in parade formation. #2 on the right side of lead, 3# on the left side of lead, and #4 on the left side of #3 (like an Air Force &amp;quot;fingertip left&amp;quot; formation).&lt;br /&gt;
* If there is another flight on your level (which is perfectly normal) you should strive to position yourself on the opposing side of the circle. This will ensure proper commence intervals.&lt;br /&gt;
&lt;br /&gt;
====Exiting the Port Hold====&lt;br /&gt;
&lt;br /&gt;
* In most cases, there will be a prebriefed &amp;quot;charlie time&amp;quot;, simulating when the carrier is ready to recover aircraft. This indicates when the first aircraft is expected to show up in the groove. That means that the first flight need to commence from point 3 about 4-5 minutes before this time. &lt;br /&gt;
* Tower ''may'' give a global ''&amp;quot;99, signal is charlie&amp;quot;'', upon which the the recovery procedure might begin right away.&lt;br /&gt;
* The flights above the first flight descends between point 3 and 1 and flights commence at their own will when it looks clear below.&lt;br /&gt;
* In our case, because of the limited visibility in DCS, we are not strictly zip-lip. Use comms if needed to increase everyone's SA.&lt;br /&gt;
* When you exit the holding, you should be on the left-most end of the circle (i.e. point 3). Exit backwards in a little wider tear drop-shaped style, or with a little tighter turn, depending on distance to the flight in front of you. Ideally, you should be around 1.5 minute (~8 nm) behind.&lt;br /&gt;
* Accelerate to 350 kts IAS. #3 and #4 cross under to the right into an Echelon Right formation.&lt;br /&gt;
* While gradually descending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. Normally there are no comms, but if you determine it's important for safety, call out ''&amp;quot;400, initial&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
====Entering the Break====&lt;br /&gt;
&lt;br /&gt;
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.&lt;br /&gt;
* Lead should break left either right above the boat, or 1 nm in front of it. Wingmen break with 17 seconds interval, making sure nobody proceeds farther than ~4 nm (not strict) ahead of the ship before breaking.&lt;br /&gt;
* If there are aircraft in front of you, delay the break until the last one is 45 degrees behind you, so you don't cut anyone off or end up too close downwind.&lt;br /&gt;
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'.&lt;br /&gt;
* Regardless how you perform the break, make sure you extend gears and full flaps as soon as you're below 250 kts, and make sure you end up at 1.1 - 1.3 nm from the course line when downwind.&lt;br /&gt;
* As you're entering the downwind, descend to 600' and add trim to fly on-speed.&lt;br /&gt;
&lt;br /&gt;
====The Final Turn====&lt;br /&gt;
&lt;br /&gt;
* When abeam (i.e passing the ship again), start turning final ''right away''! Do NOT delay this turn as it will cause trouble for the aircraft behind you! A 30 degree bank is a good rule of thumb. Normally, there are no comms, but if it's relevant for the situation to make people aware of where you are, you can callout &amp;quot;400, abeam&amp;quot; at this point, for safety of flight.&lt;br /&gt;
* Turn when you should, regardless of what aircraft in front of you are doing. Do NOT extend the downwind to keep distance. Fly your own pattern, even if you get close.&lt;br /&gt;
* Descend slightly. Ideally you should be half-way through the turn (&amp;quot;at the ninety&amp;quot;) at 450-500'. Take a look at the ship and start correcting your turn so you cross the wake and end up behind the angled deck (&amp;quot;entering the groove&amp;quot;) around 15-18 seconds before wheels down.&lt;br /&gt;
* As soon as you see the meat ball, call out [Sidenumber] [Aircraft Type] Ball [Fuelstate]. For instance ''&amp;quot;400, Hornet Ball, 4.5&amp;quot;''. *&lt;br /&gt;
* Fly the ball all the way to touchdown.&lt;br /&gt;
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.&lt;br /&gt;
* Even if things look bad (like if you are too close to the aircraft in front), never take your own wave-off if there is an LSO. Fly like you intend to land until the LSO tells to wave off. Chances are the LSO intend to wave the ''other'' aircraft off and let ''you'' land. The aircraft in front can also bolter, making the runway available for you. If you absolutely HAVE to wave yourself off (like if there are no LSO, or he's CLEARLY missing an imminent collision), don't do it until you ''really'' have to (seconds before touch down).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Note: IRL, during cyclic ops, there are no ball calls (they are implicit). Despite that, we have decided to keep the ball calls because we typically only have one LSO (if any), and the ball calls increase SA in a way that increases safety.''&lt;br /&gt;
&lt;br /&gt;
====Bolters and Waveoffs====&lt;br /&gt;
&lt;br /&gt;
* If you get waved off, add power and fly over the angled deck. Don't over-do it, fly on-speed and climb to 600'.&lt;br /&gt;
* If you bolter (i.e. miss the wires) or get waved off, as soon as you have cleared the ship's bow, make a small right turn to align yourself with BRC.&lt;br /&gt;
* Keep 600'. Keep gear, flaps and hook extended. Continue flying on-speed.&lt;br /&gt;
* Visually scan the situation around you.&lt;br /&gt;
* When clear (other aircraft on downwind has passed 45 degrees behind you), turn left and re-enter the pattern downwind towards the abeam position, and try again.&lt;br /&gt;
* In the event that you get waved off early (for instance when on downwind or in the final turn), you simply follow the usual pattern, only maintaining 600'. After flying over the boat, the normal bolter/waveoff procedures apply.&lt;br /&gt;
&lt;br /&gt;
====On the Deck====&lt;br /&gt;
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel left and right until it releases.&lt;br /&gt;
* Raise the hook and flaps, fold the wings, and quickly but carefully exit the runway to the right.&lt;br /&gt;
* Tower might provide parking instructions, otherwise, just park at any available spot. Since we don't have plane directors (as IRL), instead use the F2 camera to avoid taxi/parking accidents.&lt;br /&gt;
&lt;br /&gt;
==Remarks==&lt;br /&gt;
&lt;br /&gt;
* We don't do shit-hot-breaks. If you come into the break alone, or as a flight lead, and you are VERY skilled in this technique, you may do a SHB. But if you do, do NOT screw it up. &lt;br /&gt;
* If somebody is in the groove, pause radio comms until they are down, have boltered or have been waved off. You don't want to step on an important LSO call.&lt;br /&gt;
* Because of the poor visibility in DCS, we are not strictly zip-lip during CASE 1. We try to keep the chatter to a minimum, but some radio calls can be made to improve everyone's SA.&lt;br /&gt;
* The CAG (i.e the mission planner) may decide a tank limit and a number of additional passes required when you first show up at the ball. For instance, &amp;quot;Hornet Tank 3.0 and T + 2&amp;quot;. Each pass is assumed to consume 500 lbs (1000 during night). So in the 3.0 T + 2 example, you need to have 4000 lbs when showing up on the ball for the first pass, 3500 on your second and 3000 on your third. If you bolter a third time you need to go to the overhead tanker.&lt;br /&gt;
* If no limits are pre-briefed, make sure to show up at the ball with at least 3000 lbs, and always hit the tanker if you go below 2000 lbs.&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=Close_Air_Support&amp;diff=721</id>
		<title>Close Air Support</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=Close_Air_Support&amp;diff=721"/>
		<updated>2022-05-13T18:10:34Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Tactical Guides]] &amp;gt;&amp;gt; [[Close Air Support]]''&lt;br /&gt;
&lt;br /&gt;
What is close air support?&lt;br /&gt;
&lt;br /&gt;
Close Air Support (CAS) is the direct support of troops on the ground by air assets. It can be done by performed by both fixed wing aircraft and helicopters. Typically, there is an aircraft involved to deliver the weapons, and a controller to direct the fire. In general, the Master Arms CAS procedures are, while based on real life concepts, a bit simplified and streamlined. Most notably, we're currently focusing on ''one'' single way of doing it, namely the '''Keyhole, Type 2''' procedure.&lt;br /&gt;
&lt;br /&gt;
A controller is typically on the ground, and called a JTAC (Joint Terminal Attack Controller) or a FAC (Forward Air Controller). He can also be airborne, and is then called a FAC(A) (Forward Air Controller Airborne). For the sake of simplicity we will just refer to the controller as JTAC.&lt;br /&gt;
&lt;br /&gt;
''In real life, another key player is the ground commander, responsible for ground operations, but in our context it's not a role that is present, so you can disregard from that.''&lt;br /&gt;
&lt;br /&gt;
==Flow overview==&lt;br /&gt;
* CAS Request - The JTAC contacts the commander requesting Close Air Support.&lt;br /&gt;
* Initial contact - The CAS flight contacts the JTAC and gets some initial information.&lt;br /&gt;
* CAS Check-in - The CAS flight provides the JTAC with its capabilities.&lt;br /&gt;
* Situation Update - The JTAC provides some information to give the aircrew some SA.&lt;br /&gt;
* Game plan - The JTAC provides broad term info for the upcoming attack.&lt;br /&gt;
* CAS Brief&lt;br /&gt;
** A) 9-line - The JTAC provides the necessary details for the attack in a standard format.&lt;br /&gt;
** B) Remarks/Restrictions - The JTAC provides additional ''optional'' details.&lt;br /&gt;
* Readback - The pilot reads back the ''mandatory'' info from the 9-line and the remarks/restrictions.&lt;br /&gt;
* Correlation - The JTAC confirms that the pilot has acquired the correct target.&lt;br /&gt;
* Attack - The pilot attacks the target.&lt;br /&gt;
* Assessment - The JTAC provides an evaluation of the attack.&lt;br /&gt;
* BDA - The JTAC (or the pilot) summarizes the final result of the CAS.&lt;br /&gt;
&lt;br /&gt;
==Flow details==&lt;br /&gt;
===CAS Request===&lt;br /&gt;
The JTAC have identified a situation in which he needs air support. He contacts the commander to request an asset. In our context, this would typically be the AWACS controller. He should specify if he has any certain requirements when it comes to aircraft type, capabilities (sensors, weapons), play time and such. The commander will let the JTAC know if there's a flight available, provide the callsign for that flight and, if possible, an ETA when they will arrive. &lt;br /&gt;
The commander will provide the CAS flight with the JTAC callsign, a frequency (or channel), and a location to go (can be a waypoint, a coordinate or some other instruction). This location is the ''contact point'' (CP).&lt;br /&gt;
&lt;br /&gt;
===Initial contact===&lt;br /&gt;
[[Fil:CAS_Keyhole.png|400px|thumb|Keyhole]]&lt;br /&gt;
When the flight is enroute to the contact point (CP), they will contact the JTAC letting them know they are on their way. In our case the JTAC will typically pass an Echo (target area) point to the flight. If the flight is ''not'' able to work with MGRS coordinates (which is standard), and need some other format (typically DD:MM:DEC coordinates), this should be mentioned before the echo point is communicated. The JTAC might also give the flight instructions to proceed to another location in relation to the echo point. &lt;br /&gt;
&lt;br /&gt;
''Note: The actual check-in has not happened yet. The JTAC typically wants to point the flight in the right direction before that, in order to save time.''&lt;br /&gt;
&lt;br /&gt;
===CAS Check-in===&lt;br /&gt;
The flight should not ''check-in'' until the JTAC asks them to. JTACs should be directive about when they want the aircraft to check-in, providing the details on the flight's capabilities.  When the flight checks in, the following info should be included:&lt;br /&gt;
&lt;br /&gt;
# Flight callsign&lt;br /&gt;
# Number and type of aircraft&lt;br /&gt;
# Position and altitude&lt;br /&gt;
# Ordnance (including laser codes)&lt;br /&gt;
# Playtime&lt;br /&gt;
# Relevant capabilities (typically if the aircraft is carrying targeting pod)&lt;br /&gt;
# Abort code (always &amp;quot;none&amp;quot; in our case)&lt;br /&gt;
&lt;br /&gt;
===Situation Update===&lt;br /&gt;
The JTAC provides a short overview on what's happening, and if there is anything the flight needs to know, like any hazards (air defence threat, other CAS flights), enemy and friendly forces situation and artillery activity.&lt;br /&gt;
&lt;br /&gt;
===A) Game plan===&lt;br /&gt;
The JTAC provides a short summary of how the attack is going to be performed. At the least, two items need to be communicated (and typically, this is enough):&lt;br /&gt;
* Type of control - There is Type 1, Type 2 and Type 3 attacks. &lt;br /&gt;
* Method - &amp;quot;Bomb on target&amp;quot; (BOT) or &amp;quot;Bomb on coordinate&amp;quot; (BOC). With BOT, the pilot will need to acquire the target visually or with a sensor. With BOC, this is not needed, but he will instead attack a certain location on the ground.&lt;br /&gt;
&lt;br /&gt;
The game plan ''may'' include a requested ordnance type/number, but this is typically saved until the remarks section.&lt;br /&gt;
&lt;br /&gt;
This section may also include other items regarding the target, the engagement, coordination and such. Sometimes, a short back-and-forth between the JTAC and the pilot is required.&lt;br /&gt;
&lt;br /&gt;
===CAS-brief===&lt;br /&gt;
The pilot writes this down. Typically in a printed CAS sheet. The CAS brief contains three parts:&lt;br /&gt;
&lt;br /&gt;
====A) 9-line====&lt;br /&gt;
The 9-line is a standard format describing the attack details. The JTAC reads every line (some of them might be &amp;quot;not applicable&amp;quot;, and are then ''explicitly'' communicated that way, with &amp;quot;N/A&amp;quot;). The lines are always read in a certain order and should be as short/to-the-point as possible. It's encouraged that the JTAC reads all the line headers (&amp;quot;Elevation&amp;quot;, &amp;quot;Target&amp;quot; etc) out loud, to make it easier for less experienced pilots. &lt;br /&gt;
&lt;br /&gt;
# IP (Initial point) - The starting point from which the aircraft approaches for the attack. In our Type 2 Keyhole procedure, it's a cardinal heading (&amp;quot;Alpha&amp;quot; for North, &amp;quot;Bravo&amp;quot; for East, &amp;quot;Charlie&amp;quot; for South, &amp;quot;Delta&amp;quot; for East) and a distance from the Echo (target) point.&lt;br /&gt;
# Heading - The magnetic heading from the IP to the target. Not used if there's no IP. ''(Not relevant during Keyhole procedure)''&lt;br /&gt;
# Distance - The distance from the IP to the target. Not used if there's no IP. ''(Not relevant during Keyhole procedure)''&lt;br /&gt;
# '''Elevation''' - The target altitude in feet MSL (above mean sea level).&lt;br /&gt;
# Target - A concise description, for instance &amp;quot;T-72 tank&amp;quot;.&lt;br /&gt;
# '''Location''' - Typically just communicated as &amp;quot;by sensor talk-on&amp;quot;, but ''can'' be communicated by grid position or lat/long ''if needed''.&lt;br /&gt;
# Mark - The JTAC can mark the target with smoke, laser or IR. If laser is used, the laser code should also be provided.&lt;br /&gt;
# '''Friendlies''' - The distance (in meters) and cardinal/sub-cardinal (&amp;quot;North-west&amp;quot;) direction from the target to the nearest friendlies.&lt;br /&gt;
# Egress - The cardinal/sub-cardinal direction for the pilot to egress after weapon employment.&lt;br /&gt;
&lt;br /&gt;
The '''bold''' lines are mandatory for the pilot readback below.&lt;br /&gt;
&lt;br /&gt;
====B) Remarks/Restrictions====&lt;br /&gt;
&lt;br /&gt;
'''Remarks''' are additional info items to help the pilot. Typical remarks are:&lt;br /&gt;
* Ordnance type/number (if not already specified in game plan).&lt;br /&gt;
* Laser-to-target line - The direction of the laser (for instance &amp;quot;south to north&amp;quot;).&lt;br /&gt;
* Threats - AAA, manpads etc.&lt;br /&gt;
* Weather - Cloud ceiling etc.&lt;br /&gt;
* Friendly mark - If the friendlies have marked themselves with smoke or IR.&lt;br /&gt;
&lt;br /&gt;
'''Restrictions''' are things that need to be followed, and always require readback. Typical restrictions are:&lt;br /&gt;
* Final attack heading - If the attack needs to be performed at a certain heading (for instance &amp;quot;090 plus/minus 20&amp;quot;).&lt;br /&gt;
* Danger close - If the attack is expected to hit very close to friendlies (inside of the weapon's &amp;quot;0.1% probability of incapacitation&amp;quot; radius).&lt;br /&gt;
* TOT - If there is a certain time-on-target when the weapons is intended to hit the target.&lt;br /&gt;
&lt;br /&gt;
===Readback===&lt;br /&gt;
After the JTAC's CAS brief is finished, the pilot should read back the following things:&lt;br /&gt;
* Line 4, 6 and 8 from the 9-line brief.&lt;br /&gt;
* Any restrictions.&lt;br /&gt;
&lt;br /&gt;
''Note: Do not read back other lines, unless there's a good reason. Be concise.''&lt;br /&gt;
&lt;br /&gt;
===Correlation===&lt;br /&gt;
The JTAC needs to make sure the pilot is acquiring the correct target. It can be done in many ways. Typically through a talk-on, guiding the pilot from a reference point, through distinguishable landmarks, to the target. This is a back-and-forth talk between the JTAC and the pilot, and can be very different depending on the situation.&lt;br /&gt;
&lt;br /&gt;
''Note: For talk-on, use &amp;quot;FIDO&amp;quot;: '''F'''rom anchor, '''I'''n a direction, '''D'''istance to travel, '''O'''bject seen.''&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
When the correlation has been completed, the JTAC clears the pilot to approach by asking him to &amp;quot;call when leaving IP&amp;quot;. When the pilot has completed his preparations, and has turned towards the target, he calls &amp;quot;IP inbound&amp;quot;, meaning he has left the IP and is inbound towards the target. &lt;br /&gt;
&lt;br /&gt;
* If the JTAC wants the pilot to continue, but he's not ready to let him open fire just yet, he calls &amp;quot;Continue&amp;quot;.&lt;br /&gt;
* When the pilot is 'ready to fire' he calls &amp;quot;In hot&amp;quot;.&lt;br /&gt;
* If the JTAC wants to cancel the attack, he calls &amp;quot;Abort, abort, abort!&amp;quot;.&lt;br /&gt;
* When the JTAC is confident everything looks good, he calls &amp;quot;Cleared hot!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
''Note: For safety, &amp;quot;cleared hot!&amp;quot; are words ONLY to be said by the JTAC, ever. You are not allowed to asked &amp;quot;am I cleared hot&amp;quot;. Just say &amp;quot;in&amp;quot;, or &amp;quot;in, 4 miles&amp;quot; or such if you need to make the JTAC aware that your delivery window is closing.''&lt;br /&gt;
&lt;br /&gt;
When the pilot fires, he should preferably call out the weapon release. For instance &amp;quot;Pickle&amp;quot; (all bombs) or Rifle (air-to-ground missile, like a Maverick). No callout is needed for a strafe. &lt;br /&gt;
&lt;br /&gt;
When the pilot has fired, he calls &amp;quot;Off&amp;quot; if he has fired, or &amp;quot;Off dry&amp;quot; if he didn't fire.&lt;br /&gt;
&lt;br /&gt;
====Laser considerations====&lt;br /&gt;
&lt;br /&gt;
If the pilot has released a laser guided weapon, and the JTAC should guide it, the ''pilot'' should call &amp;quot;laser on&amp;quot; when he wants the JTAC to start lasing.&lt;br /&gt;
&lt;br /&gt;
* For a Laser Maverick delivery, laser should be on before launch.&lt;br /&gt;
* For a LGB drop, it's generally better to let the bomb fall for a while, building up energy before the laser is turned on, causing the bomb to maneuver.&lt;br /&gt;
&lt;br /&gt;
When the JTAC is firing the laser, he acknowledges this by calling &amp;quot;lasing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Assessment===&lt;br /&gt;
After the weapon has impacted, the JTAC should let the pilot know whether it was a hit or miss. Many times, a re-attack is needed. In this case, the JTAC simply asks for a re-attack. The instructions and restrictions from the first attack still apply, so no new CAS brief is needed. The JTAC may give additional instructions when the pilot is maneuvering, typically an target position adjustment. This is typically given with reference to where the previous attack hit (&amp;quot;from your hits, north 100&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===BDA===&lt;br /&gt;
When the JTAC no longer needs the CAS flight, or the CAS flight can no longer support (out of playtime i.e. low fuel, out of weapons, other reason), the CAS session ends. The pilot 'or' the JTAC could perform a BDA, but in our case typically the JTAC makes the BDA and communicates it to the pilot). &lt;br /&gt;
At minimum, the BDA should say if the engagements were ''successful or not''. Preferably, it should also include the size of the remaining enemy force, their activity (moving or digging in), and observed damage (typically number of destroyed vehicles).&lt;br /&gt;
&lt;br /&gt;
==Types of control==&lt;br /&gt;
There are three different types of control. Currently, we ''only'' use Type 2. The other ones are listed here for future reference.&lt;br /&gt;
&lt;br /&gt;
===Type 1 (currently not used)===&lt;br /&gt;
Type 1 is the most strict type, designed to minimize risk for hitting the wrong target. In this type, the JTAC is required to visually see ''both'' the target ''and'' the attacking aircraft.&lt;br /&gt;
&lt;br /&gt;
===Type 2===&lt;br /&gt;
Type 2 control requires the JTAC to control individual attacks. For safety, the JTAC should attempt to visually acquire both the target and the attacking aircraft, but ''neither is required''.&lt;br /&gt;
&lt;br /&gt;
===Type 3 (currently not used)===&lt;br /&gt;
During Type 3, the JTAC clears the aircraft to engage targets in an area with ''multiple attacks''. Just like in Type 2, he can, but doesn't have to, visually acquire the targets nor the attacking aircraft.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
WIP&lt;br /&gt;
In our example, a JTAC called Bowser5 has found a group of T-72 tanks that he needs to see destroyed. He has requested air support from his commander (in our case, the mission commander, or the AWACS) called Stingray. A flight of two F/A-18C Hornets called Arctic1 will be dispatched to the area where Bowser5 is operating.&lt;br /&gt;
A contact point (CP) called &amp;quot;Eddie&amp;quot; has been setup over a known and clearly visible lake in the AO. This point is known by everybody in the coalition.&lt;br /&gt;
&lt;br /&gt;
===CAS Request===&lt;br /&gt;
 Bowser5: &amp;quot;Stingray, Bowser5&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Bowser5, Stingray&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Requesting air support near CP Eddie&amp;quot;&lt;br /&gt;
 Stingray5: &amp;quot;Copy. Standby.&amp;quot;&lt;br /&gt;
 Stingray5: &amp;quot;Arctic11, Stingray&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Stingray, Arctic11.&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Are you available for CAS tasking near CP Eddie?&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Affirmative. Playtime 50 minutes.&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Roger. Fly to CP Eddie. Contact Bowser5 on button 10.&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Arctic1, button 10, push.&amp;quot;&lt;br /&gt;
 Stingray: &amp;quot;Bowser5, two-ship F/A-18 Arctic1 is coming to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Initial contact===&lt;br /&gt;
The flight Arctic1 is now enroute to CP Eddie, and has switched to Bowser5's frequency.&lt;br /&gt;
&lt;br /&gt;
 Arctic11: &amp;quot;Bowser5, Arctic11.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Arctic11, Bowser5, advice when ready for echo point.&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Ready to copy.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;38 Tango, Lima November, 480 098. Elevation 2671. How copy?&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;38 Tango, Lima November, 480 098. Elevation 2671.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Readback correct. Proceed to Bravo 10. Send your check-in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===CAS Check-in===&lt;br /&gt;
 Arctic11: &amp;quot;Bowser5, this is Arctic1, two-ship F/A-18 Charlie, at CP Eddie, angels 15. Carrying 500 20 mike mike, 2 GBU-12, 1 GBU-32 and 1 AMG-65E each aircraft. Laser codes: Arctic11 - 1511, Arctic12 - 1512. Playtime 40 minutes. Carrying ATFLIR. Abort code: none.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Situation Update===&lt;br /&gt;
The JTAC provides a short overview on what's happening, and if there is anything the flight needs to know, like and hazards (air defenses, other CAS flights) or so. In our case, where we always use the Keyhole procedures, an Echo-point is always communicated (and read back) in this step.&lt;br /&gt;
&lt;br /&gt;
 Bowser5: &amp;quot;Situation update: Two enemy T-72 tanks located near a bridge. You are the only flight in the AO. Advice when ready for game plan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Arctic1 flight now turns to Bravo 10 (meaning 10 nm east of Echo).&lt;br /&gt;
&lt;br /&gt;
===A) Game plan===&lt;br /&gt;
 Arctic11: &amp;quot;Ready for game plan&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Type 2. Bomb on target. Advice when ready for 9-line.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===CAS-brief===&lt;br /&gt;
====B) 9-line====&lt;br /&gt;
 Arctic11: &amp;quot;Ready for 9-line.&amp;quot;&lt;br /&gt;
 Bowser5: ''(1)'' &amp;quot;IP: Bravo 10&amp;quot;, ''(2-3)'' &amp;quot;Heading and Distance: N/A&amp;quot;, ''(4)'' &amp;quot;Elevation: 1725 (One-seven-two-five)&amp;quot;, ''(5)'' &amp;quot;Target: T-72 tank&amp;quot;, ''(6)'' &amp;quot;Location: By sensor talk-on&amp;quot;, ''(7)'' &amp;quot;Mark: None&amp;quot;, ''(8)'' &amp;quot;Friendlies: 500 meters north&amp;quot;, ''(9)'' &amp;quot;Egress: Left turn back to IP&amp;quot; *&lt;br /&gt;
 Bowser5: &amp;quot;Advice when ready for remarks.&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Ready for remarks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ''Note: Line numbers are not read out loud''&lt;br /&gt;
&lt;br /&gt;
====C) Remarks/Restrictions====&lt;br /&gt;
 Bowser5: &amp;quot;Requesting GBU-12. Self lase. Restrictions: Final attack heading 270, plus/minus 45.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Readback===&lt;br /&gt;
 Arctic11: &amp;quot;Elevation: 1725, Location: By sensor talk-on, Friendlies: 500 meters north. Final attack heading 270, plus/minus 45.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Readback correct. Advice when ready for talk-on.&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Ready for talk-on.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Correlation===&lt;br /&gt;
 Bowser5: &amp;quot;Do you see the bridge on the echo point?&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Contact.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Following the road west, 100 meters, do you see the small building?&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Contact.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Just to the south of that building, what do you see?&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Capture T-72, facing west.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;That's your target. Advice when IP inbound.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
 Arctic11: &amp;quot;IP inbound.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Continue.&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;In hot.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Cleared hot!&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Pickle!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The bomb hits the first tank and Arctic11 turns back to the IP.&lt;br /&gt;
&lt;br /&gt;
 Arctic11: &amp;quot;Off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Assessment===&lt;br /&gt;
 Bowser: &amp;quot;Impact! Target Destroyed. One tank left. Advice when ready for re-attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Arctic11 flies back to the IP, and starts looking for the other tank.&lt;br /&gt;
&lt;br /&gt;
 Arctic11: &amp;quot;Ready for re-attack.&amp;quot;&lt;br /&gt;
 Bowser: &amp;quot;9-line as before. Do you see another tank 70 meters west of the one you just hit?&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Capture T-72, facing south.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;That's your target. Advice when IP inbound.&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;IP inbound.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Continue.&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;In hot.&amp;quot;&lt;br /&gt;
 Bowser5: &amp;quot;Cleared hot!&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Pickle!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The bomb hits the other tank and Arctic11 turns back to the IP.&lt;br /&gt;
 &lt;br /&gt;
 Bowser5: &amp;quot;Impact. Target destroyed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===BDA===&lt;br /&gt;
 Bowser5: &amp;quot;BDA as follows. Mission success. Two tanks destroyed. No other enemies. No further help needed. Thanks!&amp;quot;&lt;br /&gt;
 Arctic11: &amp;quot;Copy, thanks, checking out!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Arctic11 leaves the ROZ and goes back to the package channel.&lt;br /&gt;
&lt;br /&gt;
==Rotary wing CAS==&lt;br /&gt;
For rotary wing (helicopter) CAS, the JTAC has two options:&lt;br /&gt;
* Using the normal procedures as described above.&lt;br /&gt;
* Using the more compact &amp;quot;5-line&amp;quot; format, effectively replacing the ''game plan'' and the ''CAS brief'' with this shorter format. The 5-line assumes the aircrew has good SA and gets a positive fix on the friendly forces. If the air crew fails to locate the friendly forces, the JTAC should not proceed but instead use a 9-line.&lt;br /&gt;
&lt;br /&gt;
===5-line application===&lt;br /&gt;
The ''game plan'' and the ''CAS brief'' are replaced with the 5-line. All other sections remain unchanged.&lt;br /&gt;
&lt;br /&gt;
# Warning order - This lets the aircrew know that this will be a 5-line instead of 9-line, as well as including the gameplan with control type and engagement method (typically ''Type 2'' and ''Bomb on Target'').&lt;br /&gt;
# Friendly location/mark - The position of the friendly observer (typically the JTAC himself). Should be communicated by talk-on from a reference point (like the echo point) and/or by marking with smoke.&lt;br /&gt;
# Target location - Typically communicated in relation to line 2 (friendlies).&lt;br /&gt;
# Target description/mark - A concise description, for instance &amp;quot;T-72 tank&amp;quot; and any mark (smoke, IR, laser including code).&lt;br /&gt;
# Remarks/'''restrictions''' - Optional remarks such as requested weapon, and any restrictions such as final attack heading (see remarks and restrictions above for details).&lt;br /&gt;
&lt;br /&gt;
After a 5-line, ''only'' the '''restrictions''' should be read back.&lt;br /&gt;
&lt;br /&gt;
===5-line example===&lt;br /&gt;
In this example, Orca6, a friendly Ka-50 is 5 nm east of Bowser5's (the JTAC's) position. The JTAC has enemy infantry 400 meter to the south. The echo point has already been communicated, and the check-in is complete. &lt;br /&gt;
&lt;br /&gt;
====Situation update====&lt;br /&gt;
 Bowser5: &amp;quot;Situation update: We are taking small arms and RPG fire from infantry to the south. You are the only flight in the AO. Advice when ready for 5-line&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====5-line====&lt;br /&gt;
 Orca6: &amp;quot;Ready 5-line&amp;quot;&lt;br /&gt;
 Bowser5: ''(1)'' &amp;quot;Orca6, Bowser5. 5-line. Type 2. Bomb on target.&amp;quot; ''(2)'' &amp;quot;My position: next to building 100 meters north of echo point, marked with green smoke.&amp;quot; ''(3)'' &amp;quot;Target location: Bearing 180 and range 400, marked with tracers.&amp;quot; ''(4)'' &amp;quot;Description: Infantry in the open.&amp;quot; ''(5)'' &amp;quot;Restrictions: Attack east to west. All effect south of echo point.&amp;quot; *&lt;br /&gt;
 Orca6: &amp;quot;Copy, will attack from east to west. All effects south of echo point.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ''Note: Line numbers are not read out loud.''&lt;br /&gt;
&lt;br /&gt;
From that point, everything works just like during a 9-line. &amp;quot;IP inbound&amp;quot;, &amp;quot;Continue&amp;quot;, &amp;quot;In hot&amp;quot;, &amp;quot;Cleared hot!&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
==Glossary==&lt;br /&gt;
WIP&lt;br /&gt;
*&amp;lt;b&amp;gt;Miller time&amp;lt;/b&amp;gt; Completion of A/S ordnance delivery. Generally used by the last striker in conjunction with a precoordinated egress plan.&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=719</id>
		<title>F-14 Tomcat Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=719"/>
		<updated>2022-05-05T20:22:44Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Flat Spin Recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F-14 Tomcat Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
=Pilot=&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Radio/SRS====&lt;br /&gt;
* Setting IFF code from pilot seat&lt;br /&gt;
* Setting intraflight to correct UHF frequency on AN/ARC-182.&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using yardstick&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot altitude hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 5 units of AoA)&lt;br /&gt;
* Economy Cruise (adjust throttle for 8.5 units of AoA)&lt;br /&gt;
* Read external fuel quantity&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare)&lt;br /&gt;
** After touchdown apply back stick for aerobraking and steer the aircraft with stick instead of rudder&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Changing radio presets&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
* Radar&lt;br /&gt;
** Pulse doppler &amp;quot;PD&amp;quot;&lt;br /&gt;
*** Understand the doppler filters MLC/ZDF &lt;br /&gt;
*** RWS&lt;br /&gt;
*** TWS&lt;br /&gt;
*** PD-STT&lt;br /&gt;
** Pulse &amp;quot;Pulse&amp;quot;&lt;br /&gt;
*** ACM-modes&lt;br /&gt;
*** P-STT&lt;br /&gt;
* AIM-54 Phoenix when fired in different states&lt;br /&gt;
** TWS&lt;br /&gt;
** PD-STT&lt;br /&gt;
** P-STT&lt;br /&gt;
** ACM cover up&lt;br /&gt;
* Fire AIM-7 Sparrow&lt;br /&gt;
* Fire AIM-9 Sidewinder&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (Weapon selection, release mode, ripple quantity, pair/single and interval settings through Jester menu)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) Example: ''https://www.youtube.com/watch?v=bdaBRMG5yN4''&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Reading the RWR (Further from center means more danger)&lt;br /&gt;
* Deploy flares&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Aerial Refueling===&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
&lt;br /&gt;
===Carrier Ops===&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern. &lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
===Flat Spin Recovery===&lt;br /&gt;
&lt;br /&gt;
* Full rudder in the direction of the spin&lt;br /&gt;
* Full MIL on the engine in the direction of the spin, idle on the opposite engine. If able, unlock symmetrical engine thrust limiter&lt;br /&gt;
* Stick fully forward. If aircraft is oscillating in pitch, rock with the aircraft to get the nose down&lt;br /&gt;
&lt;br /&gt;
=Radar Intercept Officer=&lt;br /&gt;
Topics covered:&lt;br /&gt;
Cold start [Boat|Field]&lt;br /&gt;
Changing radio presets&lt;br /&gt;
Dumb Bomb Configuration (PLT/Pair/Unsafe)&lt;br /&gt;
Fence In / Fence Out procedures (Fuel, EmergField/EW, Nav, Comms)&lt;br /&gt;
Raygun / Buddyspike procedures&lt;br /&gt;
Basic Radar Usage and Fox 3 Launch&lt;br /&gt;
&amp;quot;Fox&amp;quot; and &amp;quot;Splash&amp;quot; Calls&lt;br /&gt;
Dropping Dumb Bombs&lt;br /&gt;
Switch between PD-Search,RWS,TWS&lt;br /&gt;
DDD vs TID&lt;br /&gt;
Computer Address Panel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Flying ==&lt;br /&gt;
=== Starting Up ===&lt;br /&gt;
Cold Start using Quickstart Checklist&lt;br /&gt;
Cross checklist with Pilot&lt;br /&gt;
Alignment&lt;br /&gt;
* Ship&lt;br /&gt;
* Land&lt;br /&gt;
Set up way &amp;amp; nav points and&lt;br /&gt;
* 1,2,3&lt;br /&gt;
* FP, IP, HA,ST&lt;br /&gt;
&lt;br /&gt;
Setting up communications:&lt;br /&gt;
* ICS&lt;br /&gt;
* Radio 1/2/Both&lt;br /&gt;
=== Basic Navigation ===&lt;br /&gt;
Way/Nav-point Navigation&lt;br /&gt;
TACAN Navigation&lt;br /&gt;
* Set up Tacan Channels&lt;br /&gt;
* Switch between plt/nfo&lt;br /&gt;
Using TID page to find wingman&lt;br /&gt;
Setting up Datalink with Boat and AWACS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
RIO makes all the comms Control/Marshal/Tower/Ground&lt;br /&gt;
Make sure RIO knows the landing procedures to be able to help out during landings.&lt;br /&gt;
&lt;br /&gt;
== Basic Radar ==&lt;br /&gt;
=== Radar modes: ===&lt;br /&gt;
Basic use of:&lt;br /&gt;
* PD-Search&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
and when to use the different modes.&lt;br /&gt;
=== TID ===&lt;br /&gt;
* DataLink&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
* STT Lock&lt;br /&gt;
=== DDD ===&lt;br /&gt;
* PD-Search&lt;br /&gt;
* STT Lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground stabilized and how to manipulate the TID view.&lt;br /&gt;
TWS Radar mode in TID&lt;br /&gt;
STT&lt;br /&gt;
Setting Range, Azimuth (i.e Width), Bars and Elevation&lt;br /&gt;
&lt;br /&gt;
Interpret TID contacts&lt;br /&gt;
Switching priorities on contacts&lt;br /&gt;
&lt;br /&gt;
== IR/TV ==&lt;br /&gt;
Basic usage&lt;br /&gt;
* Slew&lt;br /&gt;
* FOV&lt;br /&gt;
* ACQ&lt;br /&gt;
* Slave&lt;br /&gt;
&lt;br /&gt;
== Basic Combat ==&lt;br /&gt;
=== Fence in: ===&lt;br /&gt;
Countermeasures - SET&lt;br /&gt;
RWR - SET&lt;br /&gt;
EW - OFF/SET/RECV/As Fragged&lt;br /&gt;
Radar - SET&lt;br /&gt;
Weapons - SET&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Air ===&lt;br /&gt;
Fire AIM-54&lt;br /&gt;
Fire AIM-7&lt;br /&gt;
VSL HI/LO&lt;br /&gt;
Crew comms Within Visual Range (calling out bandit location, calling out speed of ownship, knowing the F14's corner speed (360 kts, .6 mach), directing pilot how to fly until they have visual on bandit)&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Ground ===&lt;br /&gt;
==== Armament Panel ====&lt;br /&gt;
Understand how to:&lt;br /&gt;
* (Un)safe weapon stations&lt;br /&gt;
* Select weapon type&lt;br /&gt;
* Attack mode&lt;br /&gt;
** TGT (ground target designated by pilot with PAL, CCRP type of mode - also for lofting)&lt;br /&gt;
** PLT (CCIP equivalent)&lt;br /&gt;
** MAN&lt;br /&gt;
* Fusing&lt;br /&gt;
** Mech &amp;amp; Elec&lt;br /&gt;
** Quantity&lt;br /&gt;
** Interval&lt;br /&gt;
** A/A Launch&lt;br /&gt;
** Next Launch&lt;br /&gt;
** Jettison Tanks and Weapons&lt;br /&gt;
&lt;br /&gt;
Example: Configure a bomb drop PLT/PAIR/4Bomb/Interval&lt;br /&gt;
&lt;br /&gt;
=== Basic Defence ===&lt;br /&gt;
Drop Chaffs and Flares&lt;br /&gt;
Reload countermeasure&lt;br /&gt;
&lt;br /&gt;
Crew comms. (standardize call outs)&lt;br /&gt;
&lt;br /&gt;
== Aerial Refueling ==&lt;br /&gt;
As a RIO - do all the comms with Tanker&lt;br /&gt;
Calling out fuel level during refuelling.&lt;br /&gt;
Performing quick and dirty fuel calculations (estimating playtime based on remaining fuel and fuel flow).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Intermediate Navigation ==&lt;br /&gt;
Navpoint Handling&lt;br /&gt;
Creating Navpoints&lt;br /&gt;
Give BRA(A) calls&lt;br /&gt;
Bullseye usage&lt;br /&gt;
Reading own and cursor bullseye position in Radar&lt;br /&gt;
Rudimentary Navgrid usage&lt;br /&gt;
&lt;br /&gt;
Nav fix&lt;br /&gt;
* Visual&lt;br /&gt;
* Radar&lt;br /&gt;
* D/L&lt;br /&gt;
&lt;br /&gt;
== Intermediate Carrier Ops ==&lt;br /&gt;
Understanding your role and what you can do as a RIO to help the pilot when performing [[CASE 3]] Departure &amp;amp; CASE 3 Recovery.&lt;br /&gt;
&lt;br /&gt;
== Intermediate Combat ==&lt;br /&gt;
=== Intermediate Air-To-Air ===&lt;br /&gt;
BVR Timelines [Advanced]&lt;br /&gt;
* COMMIT&lt;br /&gt;
* Correlation&lt;br /&gt;
* Tactical Call&lt;br /&gt;
* Meld&lt;br /&gt;
* Crank &lt;br /&gt;
* Skate / Short Skate&lt;br /&gt;
* Banzai&lt;br /&gt;
* Abort&lt;br /&gt;
* Recommit&lt;br /&gt;
* Leave&lt;br /&gt;
For detailed explanation of the BVR timeline, [https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ see this page].&lt;br /&gt;
&lt;br /&gt;
How to handle Radar in BVR and WVR&lt;br /&gt;
* Positioning of the aircraft depending on&lt;br /&gt;
** Enemy Alt/Speed&lt;br /&gt;
** Weapon system to use&lt;br /&gt;
&lt;br /&gt;
=== Intermediate/Advanced Air-To-Ground ===&lt;br /&gt;
==== Lantirn ====&lt;br /&gt;
* Joystick mapping the essentials&lt;br /&gt;
* Manual/Auto Lasing &amp;amp; Laser codes&lt;br /&gt;
* Switch between&lt;br /&gt;
** Waypoints&lt;br /&gt;
**Target point&lt;br /&gt;
* Area/Point&lt;br /&gt;
* A/A &amp;amp; A/G modes&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
* IP Bombing (pre-planned waypoint)&lt;br /&gt;
&lt;br /&gt;
=Resources for further studying=&lt;br /&gt;
[https://cdn.discordapp.com/attachments/655939754294116353/968873446765371413/F14_CheatSheet.pdf F14 CheatSheet]&lt;br /&gt;
[https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ BVR Timeline]&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=718</id>
		<title>F-14 Tomcat Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=718"/>
		<updated>2022-05-05T20:22:06Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Advanced Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F-14 Tomcat Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
=Pilot=&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Radio/SRS====&lt;br /&gt;
* Setting IFF code from pilot seat&lt;br /&gt;
* Setting intraflight to correct UHF frequency on AN/ARC-182.&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using yardstick&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot altitude hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 5 units of AoA)&lt;br /&gt;
* Economy Cruise (adjust throttle for 8.5 units of AoA)&lt;br /&gt;
* Read external fuel quantity&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare)&lt;br /&gt;
** After touchdown apply back stick for aerobraking and steer the aircraft with stick instead of rudder&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Changing radio presets&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
* Radar&lt;br /&gt;
** Pulse doppler &amp;quot;PD&amp;quot;&lt;br /&gt;
*** Understand the doppler filters MLC/ZDF &lt;br /&gt;
*** RWS&lt;br /&gt;
*** TWS&lt;br /&gt;
*** PD-STT&lt;br /&gt;
** Pulse &amp;quot;Pulse&amp;quot;&lt;br /&gt;
*** ACM-modes&lt;br /&gt;
*** P-STT&lt;br /&gt;
* AIM-54 Phoenix when fired in different states&lt;br /&gt;
** TWS&lt;br /&gt;
** PD-STT&lt;br /&gt;
** P-STT&lt;br /&gt;
** ACM cover up&lt;br /&gt;
* Fire AIM-7 Sparrow&lt;br /&gt;
* Fire AIM-9 Sidewinder&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (Weapon selection, release mode, ripple quantity, pair/single and interval settings through Jester menu)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) Example: ''https://www.youtube.com/watch?v=bdaBRMG5yN4''&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Reading the RWR (Further from center means more danger)&lt;br /&gt;
* Deploy flares&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Aerial Refueling===&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
&lt;br /&gt;
===Carrier Ops===&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern. &lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
===Flat Spin Recovery===&lt;br /&gt;
&lt;br /&gt;
* Full rudder in the direction of the spin&lt;br /&gt;
* Full MIL on the engine in the direction of the spin, idle on the opposite engine&lt;br /&gt;
* Stick fully forward. If aircraft is oscillating in pitch, rock with the aircraft to get the nose down&lt;br /&gt;
&lt;br /&gt;
=Radar Intercept Officer=&lt;br /&gt;
Topics covered:&lt;br /&gt;
Cold start [Boat|Field]&lt;br /&gt;
Changing radio presets&lt;br /&gt;
Dumb Bomb Configuration (PLT/Pair/Unsafe)&lt;br /&gt;
Fence In / Fence Out procedures (Fuel, EmergField/EW, Nav, Comms)&lt;br /&gt;
Raygun / Buddyspike procedures&lt;br /&gt;
Basic Radar Usage and Fox 3 Launch&lt;br /&gt;
&amp;quot;Fox&amp;quot; and &amp;quot;Splash&amp;quot; Calls&lt;br /&gt;
Dropping Dumb Bombs&lt;br /&gt;
Switch between PD-Search,RWS,TWS&lt;br /&gt;
DDD vs TID&lt;br /&gt;
Computer Address Panel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Flying ==&lt;br /&gt;
=== Starting Up ===&lt;br /&gt;
Cold Start using Quickstart Checklist&lt;br /&gt;
Cross checklist with Pilot&lt;br /&gt;
Alignment&lt;br /&gt;
* Ship&lt;br /&gt;
* Land&lt;br /&gt;
Set up way &amp;amp; nav points and&lt;br /&gt;
* 1,2,3&lt;br /&gt;
* FP, IP, HA,ST&lt;br /&gt;
&lt;br /&gt;
Setting up communications:&lt;br /&gt;
* ICS&lt;br /&gt;
* Radio 1/2/Both&lt;br /&gt;
=== Basic Navigation ===&lt;br /&gt;
Way/Nav-point Navigation&lt;br /&gt;
TACAN Navigation&lt;br /&gt;
* Set up Tacan Channels&lt;br /&gt;
* Switch between plt/nfo&lt;br /&gt;
Using TID page to find wingman&lt;br /&gt;
Setting up Datalink with Boat and AWACS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
RIO makes all the comms Control/Marshal/Tower/Ground&lt;br /&gt;
Make sure RIO knows the landing procedures to be able to help out during landings.&lt;br /&gt;
&lt;br /&gt;
== Basic Radar ==&lt;br /&gt;
=== Radar modes: ===&lt;br /&gt;
Basic use of:&lt;br /&gt;
* PD-Search&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
and when to use the different modes.&lt;br /&gt;
=== TID ===&lt;br /&gt;
* DataLink&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
* STT Lock&lt;br /&gt;
=== DDD ===&lt;br /&gt;
* PD-Search&lt;br /&gt;
* STT Lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground stabilized and how to manipulate the TID view.&lt;br /&gt;
TWS Radar mode in TID&lt;br /&gt;
STT&lt;br /&gt;
Setting Range, Azimuth (i.e Width), Bars and Elevation&lt;br /&gt;
&lt;br /&gt;
Interpret TID contacts&lt;br /&gt;
Switching priorities on contacts&lt;br /&gt;
&lt;br /&gt;
== IR/TV ==&lt;br /&gt;
Basic usage&lt;br /&gt;
* Slew&lt;br /&gt;
* FOV&lt;br /&gt;
* ACQ&lt;br /&gt;
* Slave&lt;br /&gt;
&lt;br /&gt;
== Basic Combat ==&lt;br /&gt;
=== Fence in: ===&lt;br /&gt;
Countermeasures - SET&lt;br /&gt;
RWR - SET&lt;br /&gt;
EW - OFF/SET/RECV/As Fragged&lt;br /&gt;
Radar - SET&lt;br /&gt;
Weapons - SET&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Air ===&lt;br /&gt;
Fire AIM-54&lt;br /&gt;
Fire AIM-7&lt;br /&gt;
VSL HI/LO&lt;br /&gt;
Crew comms Within Visual Range (calling out bandit location, calling out speed of ownship, knowing the F14's corner speed (360 kts, .6 mach), directing pilot how to fly until they have visual on bandit)&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Ground ===&lt;br /&gt;
==== Armament Panel ====&lt;br /&gt;
Understand how to:&lt;br /&gt;
* (Un)safe weapon stations&lt;br /&gt;
* Select weapon type&lt;br /&gt;
* Attack mode&lt;br /&gt;
** TGT (ground target designated by pilot with PAL, CCRP type of mode - also for lofting)&lt;br /&gt;
** PLT (CCIP equivalent)&lt;br /&gt;
** MAN&lt;br /&gt;
* Fusing&lt;br /&gt;
** Mech &amp;amp; Elec&lt;br /&gt;
** Quantity&lt;br /&gt;
** Interval&lt;br /&gt;
** A/A Launch&lt;br /&gt;
** Next Launch&lt;br /&gt;
** Jettison Tanks and Weapons&lt;br /&gt;
&lt;br /&gt;
Example: Configure a bomb drop PLT/PAIR/4Bomb/Interval&lt;br /&gt;
&lt;br /&gt;
=== Basic Defence ===&lt;br /&gt;
Drop Chaffs and Flares&lt;br /&gt;
Reload countermeasure&lt;br /&gt;
&lt;br /&gt;
Crew comms. (standardize call outs)&lt;br /&gt;
&lt;br /&gt;
== Aerial Refueling ==&lt;br /&gt;
As a RIO - do all the comms with Tanker&lt;br /&gt;
Calling out fuel level during refuelling.&lt;br /&gt;
Performing quick and dirty fuel calculations (estimating playtime based on remaining fuel and fuel flow).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Intermediate Navigation ==&lt;br /&gt;
Navpoint Handling&lt;br /&gt;
Creating Navpoints&lt;br /&gt;
Give BRA(A) calls&lt;br /&gt;
Bullseye usage&lt;br /&gt;
Reading own and cursor bullseye position in Radar&lt;br /&gt;
Rudimentary Navgrid usage&lt;br /&gt;
&lt;br /&gt;
Nav fix&lt;br /&gt;
* Visual&lt;br /&gt;
* Radar&lt;br /&gt;
* D/L&lt;br /&gt;
&lt;br /&gt;
== Intermediate Carrier Ops ==&lt;br /&gt;
Understanding your role and what you can do as a RIO to help the pilot when performing [[CASE 3]] Departure &amp;amp; CASE 3 Recovery.&lt;br /&gt;
&lt;br /&gt;
== Intermediate Combat ==&lt;br /&gt;
=== Intermediate Air-To-Air ===&lt;br /&gt;
BVR Timelines [Advanced]&lt;br /&gt;
* COMMIT&lt;br /&gt;
* Correlation&lt;br /&gt;
* Tactical Call&lt;br /&gt;
* Meld&lt;br /&gt;
* Crank &lt;br /&gt;
* Skate / Short Skate&lt;br /&gt;
* Banzai&lt;br /&gt;
* Abort&lt;br /&gt;
* Recommit&lt;br /&gt;
* Leave&lt;br /&gt;
For detailed explanation of the BVR timeline, [https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ see this page].&lt;br /&gt;
&lt;br /&gt;
How to handle Radar in BVR and WVR&lt;br /&gt;
* Positioning of the aircraft depending on&lt;br /&gt;
** Enemy Alt/Speed&lt;br /&gt;
** Weapon system to use&lt;br /&gt;
&lt;br /&gt;
=== Intermediate/Advanced Air-To-Ground ===&lt;br /&gt;
==== Lantirn ====&lt;br /&gt;
* Joystick mapping the essentials&lt;br /&gt;
* Manual/Auto Lasing &amp;amp; Laser codes&lt;br /&gt;
* Switch between&lt;br /&gt;
** Waypoints&lt;br /&gt;
**Target point&lt;br /&gt;
* Area/Point&lt;br /&gt;
* A/A &amp;amp; A/G modes&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
* IP Bombing (pre-planned waypoint)&lt;br /&gt;
&lt;br /&gt;
=Resources for further studying=&lt;br /&gt;
[https://cdn.discordapp.com/attachments/655939754294116353/968873446765371413/F14_CheatSheet.pdf F14 CheatSheet]&lt;br /&gt;
[https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ BVR Timeline]&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=696</id>
		<title>F-14 Tomcat Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=696"/>
		<updated>2022-04-27T18:29:24Z</updated>

		<summary type="html">&lt;p&gt;WeX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F-14 Tomcat Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
=Pilot=&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Radio/SRS====&lt;br /&gt;
* Setting IFF code from pilot seat&lt;br /&gt;
* Setting intraflight to correct UHF frequency on AN/ARC-182.&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using yardstick&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot altitude hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 5 units of AoA)&lt;br /&gt;
* Economy Cruise (adjust throttle for 8.5 units of AoA)&lt;br /&gt;
* Read external fuel quantity&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare)&lt;br /&gt;
** After touchdown apply back stick for aerobraking and steer the aircraft with stick instead of rudder&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Changing radio presets&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
* Radar&lt;br /&gt;
** Pulse doppler &amp;quot;PD&amp;quot;&lt;br /&gt;
*** Understand the doppler filters MLC/ZDF &lt;br /&gt;
*** RWS&lt;br /&gt;
*** TWS&lt;br /&gt;
*** PD-STT&lt;br /&gt;
** Pulse &amp;quot;Pulse&amp;quot;&lt;br /&gt;
*** ACM-modes&lt;br /&gt;
*** P-STT&lt;br /&gt;
* AIM-54 Phoenix when fired in different states&lt;br /&gt;
** TWS&lt;br /&gt;
** PD-STT&lt;br /&gt;
** P-STT&lt;br /&gt;
** ACM cover up&lt;br /&gt;
* Fire AIM-7 Sparrow&lt;br /&gt;
* Fire AIM-9 Sidewinder&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (Weapon selection, release mode, ripple quantity, pair/single and interval settings through Jester menu)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) Example: ''https://www.youtube.com/watch?v=bdaBRMG5yN4''&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Reading the RWR (Further from center means more danger)&lt;br /&gt;
* Deploy flares&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Aerial Refueling===&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
&lt;br /&gt;
===Carrier Ops===&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern. &lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
=Radar Intercept Officer=&lt;br /&gt;
Topics covered:&lt;br /&gt;
Cold start [Boat|Field]&lt;br /&gt;
Changing radio presets&lt;br /&gt;
Dumb Bomb Configuration (PLT/Pair/Unsafe)&lt;br /&gt;
Fence In / Fence Out procedures (Fuel, EmergField/EW, Nav, Comms)&lt;br /&gt;
Raygun / Buddyspike procedures&lt;br /&gt;
Basic Radar Usage and Fox 3 Launch&lt;br /&gt;
&amp;quot;Fox&amp;quot; and &amp;quot;Splash&amp;quot; Calls&lt;br /&gt;
Dropping Dumb Bombs&lt;br /&gt;
Switch between PD-Search,RWS,TWS&lt;br /&gt;
DDD vs TID&lt;br /&gt;
Computer Address Panel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Flying ==&lt;br /&gt;
=== Starting Up ===&lt;br /&gt;
Cold Start using Quickstart Checklist&lt;br /&gt;
Cross checklist with Pilot&lt;br /&gt;
Alignment&lt;br /&gt;
* Ship&lt;br /&gt;
* Land&lt;br /&gt;
Set up way &amp;amp; nav points and&lt;br /&gt;
* 1,2,3&lt;br /&gt;
* FP, IP, HA,ST&lt;br /&gt;
&lt;br /&gt;
Setting up communications:&lt;br /&gt;
* ICS&lt;br /&gt;
* Radio 1/2/Both&lt;br /&gt;
=== Basic Navigation ===&lt;br /&gt;
Way/Nav-point Navigation&lt;br /&gt;
TACAN Navigation&lt;br /&gt;
* Set up Tacan Channels&lt;br /&gt;
* Switch between plt/nfo&lt;br /&gt;
Using TID page to find wingman&lt;br /&gt;
Setting up Datalink with Boat and AWACS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
RIO makes all the comms Control/Marshal/Tower/Ground&lt;br /&gt;
Make sure RIO knows the landing procedures to be able to help out during landings.&lt;br /&gt;
&lt;br /&gt;
== Basic Radar ==&lt;br /&gt;
=== Radar modes: ===&lt;br /&gt;
Basic use of:&lt;br /&gt;
* PD-Search&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
and when to use the different modes.&lt;br /&gt;
=== TID ===&lt;br /&gt;
* DataLink&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
* STT Lock&lt;br /&gt;
=== DDD ===&lt;br /&gt;
* PD-Search&lt;br /&gt;
* STT Lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground stabilized and how to manipulate the TID view.&lt;br /&gt;
TWS Radar mode in TID&lt;br /&gt;
STT&lt;br /&gt;
Setting Range, Azimuth (i.e Width), Bars and Elevation&lt;br /&gt;
&lt;br /&gt;
Interpret TID contacts&lt;br /&gt;
Switching priorities on contacts&lt;br /&gt;
&lt;br /&gt;
== IR/TV ==&lt;br /&gt;
Basic usage&lt;br /&gt;
* Slew&lt;br /&gt;
* FOV&lt;br /&gt;
* ACQ&lt;br /&gt;
* Slave&lt;br /&gt;
&lt;br /&gt;
== Basic Combat ==&lt;br /&gt;
=== Fence in: ===&lt;br /&gt;
Countermeasures - SET&lt;br /&gt;
RWR - SET&lt;br /&gt;
EW - OFF/SET/RECV/As Fragged&lt;br /&gt;
Radar - SET&lt;br /&gt;
Weapons - SET&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Air ===&lt;br /&gt;
Fire AIM-54&lt;br /&gt;
Fire AIM-7&lt;br /&gt;
VSL HI/LO&lt;br /&gt;
Crew comms Within Visual Range (calling out bandit location, calling out speed of ownship, knowing the F14's corner speed (360 kts, .6 mach), directing pilot how to fly until they have visual on bandit)&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Ground ===&lt;br /&gt;
==== Armament Panel ====&lt;br /&gt;
Understand how to:&lt;br /&gt;
* (Un)safe weapon stations&lt;br /&gt;
* Select weapon type&lt;br /&gt;
* Attack mode&lt;br /&gt;
** TGT (ground target designated by pilot with PAL, CCRP type of mode - also for lofting)&lt;br /&gt;
** PLT (CCIP equivalent)&lt;br /&gt;
** MAN&lt;br /&gt;
* Fusing&lt;br /&gt;
** Mech &amp;amp; Elec&lt;br /&gt;
** Quantity&lt;br /&gt;
** Interval&lt;br /&gt;
** A/A Launch&lt;br /&gt;
** Next Launch&lt;br /&gt;
** Jettison Tanks and Weapons&lt;br /&gt;
&lt;br /&gt;
Example: Configure a bomb drop PLT/PAIR/4Bomb/Interval&lt;br /&gt;
&lt;br /&gt;
=== Basic Defence ===&lt;br /&gt;
Drop Chaffs and Flares&lt;br /&gt;
Reload countermeasure&lt;br /&gt;
&lt;br /&gt;
Crew comms. (standardize call outs)&lt;br /&gt;
&lt;br /&gt;
== Aerial Refueling ==&lt;br /&gt;
As a RIO - do all the comms with Tanker&lt;br /&gt;
Calling out fuel level during refuelling.&lt;br /&gt;
Performing quick and dirty fuel calculations (estimating playtime based on remaining fuel and fuel flow).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Intermediate Navigation ==&lt;br /&gt;
Navpoint Handling&lt;br /&gt;
Creating Navpoints&lt;br /&gt;
Give BRA(A) calls&lt;br /&gt;
Bullseye usage&lt;br /&gt;
Reading own and cursor bullseye position in Radar&lt;br /&gt;
Rudimentary Navgrid usage&lt;br /&gt;
&lt;br /&gt;
Nav fix&lt;br /&gt;
* Visual&lt;br /&gt;
* Radar&lt;br /&gt;
* D/L&lt;br /&gt;
&lt;br /&gt;
== Intermediate Carrier Ops ==&lt;br /&gt;
Understanding your role and what you can do as a RIO to help the pilot when performing [[CASE 3]] Departure &amp;amp; CASE 3 Recovery.&lt;br /&gt;
&lt;br /&gt;
== Intermediate Combat ==&lt;br /&gt;
=== Intermediate Air-To-Air ===&lt;br /&gt;
BVR Timelines [Advanced]&lt;br /&gt;
* COMMIT&lt;br /&gt;
* Correlation&lt;br /&gt;
* Tactical Call&lt;br /&gt;
* Meld&lt;br /&gt;
* Crank &lt;br /&gt;
* Skate / Short Skate&lt;br /&gt;
* Banzai&lt;br /&gt;
* Abort&lt;br /&gt;
* Recommit&lt;br /&gt;
* Leave&lt;br /&gt;
For detailed explanation of the BVR timeline, [https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ see this page].&lt;br /&gt;
&lt;br /&gt;
How to handle Radar in BVR and WVR&lt;br /&gt;
* Positioning of the aircraft depending on&lt;br /&gt;
** Enemy Alt/Speed&lt;br /&gt;
** Weapon system to use&lt;br /&gt;
&lt;br /&gt;
=== Intermediate/Advanced Air-To-Ground ===&lt;br /&gt;
==== Lantirn ====&lt;br /&gt;
* Joystick mapping the essentials&lt;br /&gt;
* Manual/Auto Lasing &amp;amp; Laser codes&lt;br /&gt;
* Switch between&lt;br /&gt;
** Waypoints&lt;br /&gt;
**Target point&lt;br /&gt;
* Area/Point&lt;br /&gt;
* A/A &amp;amp; A/G modes&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
* IP Bombing (pre-planned waypoint)&lt;br /&gt;
&lt;br /&gt;
=Resources for further studying=&lt;br /&gt;
[https://cdn.discordapp.com/attachments/655939754294116353/968873446765371413/F14_CheatSheet.pdf F14 CheatSheet]&lt;br /&gt;
[https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ BVR Timeline]&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=695</id>
		<title>F-14 Tomcat Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=695"/>
		<updated>2022-04-27T18:26:38Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Aerial Refueling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F-14 Tomcat Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
=Pilot=&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Radio/SRS====&lt;br /&gt;
* Setting IFF code from pilot seat&lt;br /&gt;
* Setting intraflight to correct UHF frequency on AN/ARC-182.&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using yardstick&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot altitude hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 5 units of AoA)&lt;br /&gt;
* Economy Cruise (adjust throttle for 8.5 units of AoA)&lt;br /&gt;
* Read external fuel quantity&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare)&lt;br /&gt;
** After touchdown apply back stick for aerobraking and steer the aircraft with stick instead of rudder&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Changing radio presets&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
* Radar&lt;br /&gt;
** Pulse doppler &amp;quot;PD&amp;quot;&lt;br /&gt;
*** Understand the doppler filters MLC/ZDF &lt;br /&gt;
*** RWS&lt;br /&gt;
*** TWS&lt;br /&gt;
*** PD-STT&lt;br /&gt;
** Pulse &amp;quot;Pulse&amp;quot;&lt;br /&gt;
*** ACM-modes&lt;br /&gt;
*** P-STT&lt;br /&gt;
* AIM-54 Phoenix when fired in different states&lt;br /&gt;
** TWS&lt;br /&gt;
** PD-STT&lt;br /&gt;
** P-STT&lt;br /&gt;
** ACM cover up&lt;br /&gt;
* Fire AIM-7 Sparrow&lt;br /&gt;
* Fire AIM-9 Sidewinder&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (Weapon selection, release mode, ripple quantity, pair/single and interval settings through Jester menu)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) Example: ''https://www.youtube.com/watch?v=bdaBRMG5yN4''&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Reading the RWR (Further from center means more danger)&lt;br /&gt;
* Deploy flares&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Aerial Refueling===&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
&lt;br /&gt;
===Carrier Ops===&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern. &lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
=Radar Intercept Officer=&lt;br /&gt;
Topics covered:&lt;br /&gt;
Cold start [Boat|Field]&lt;br /&gt;
Changing radio presets&lt;br /&gt;
Dumb Bomb Configuration (PLT/Pair/Unsafe)&lt;br /&gt;
Fence In / Fence Out procedures (Fuel, EmergField/EW, Nav, Comms)&lt;br /&gt;
Raygun / Buddyspike procedures&lt;br /&gt;
Basic Radar Usage and Fox 3 Launch&lt;br /&gt;
&amp;quot;Fox&amp;quot; and &amp;quot;Splash&amp;quot; Calls&lt;br /&gt;
Dropping Dumb Bombs&lt;br /&gt;
Switch between PD-Search,RWS,TWS&lt;br /&gt;
DDD vs TID&lt;br /&gt;
Computer Address Panel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Flying ==&lt;br /&gt;
=== Starting Up ===&lt;br /&gt;
Cold Start using Quickstart Checklist&lt;br /&gt;
Cross checklist with Pilot&lt;br /&gt;
Alignment&lt;br /&gt;
* Ship&lt;br /&gt;
* Land&lt;br /&gt;
Set up way &amp;amp; nav points and&lt;br /&gt;
* 1,2,3&lt;br /&gt;
* FP, IP, HA,ST&lt;br /&gt;
&lt;br /&gt;
Setting up communications:&lt;br /&gt;
* ICS&lt;br /&gt;
* Radio 1/2/Both&lt;br /&gt;
=== Basic Navigation ===&lt;br /&gt;
Way/Nav-point Navigation&lt;br /&gt;
TACAN Navigation&lt;br /&gt;
* Set up Tacan Channels&lt;br /&gt;
* Switch between plt/nfo&lt;br /&gt;
Using TID page to find wingman&lt;br /&gt;
Setting up Datalink with Boat and AWACS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
RIO makes all the comms Control/Marshal/Tower/Ground&lt;br /&gt;
Make sure RIO knows the landing procedures to be able to help out during landings.&lt;br /&gt;
&lt;br /&gt;
== Basic Radar ==&lt;br /&gt;
=== Radar modes: ===&lt;br /&gt;
Basic use of:&lt;br /&gt;
* PD-Search&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
and when to use the different modes.&lt;br /&gt;
=== TID ===&lt;br /&gt;
* DataLink&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
* STT Lock&lt;br /&gt;
=== DDD ===&lt;br /&gt;
* PD-Search&lt;br /&gt;
* STT Lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground stabilized and how to manipulate the TID view.&lt;br /&gt;
TWS Radar mode in TID&lt;br /&gt;
STT&lt;br /&gt;
Setting Range, Azimuth (i.e Width), Bars and Elevation&lt;br /&gt;
&lt;br /&gt;
Interpret TID contacts&lt;br /&gt;
Switching priorities on contacts&lt;br /&gt;
&lt;br /&gt;
== IR/TV ==&lt;br /&gt;
Basic usage&lt;br /&gt;
* Slew&lt;br /&gt;
* FOV&lt;br /&gt;
* ACQ&lt;br /&gt;
* Slave&lt;br /&gt;
&lt;br /&gt;
== Basic Combat ==&lt;br /&gt;
=== Fence in: ===&lt;br /&gt;
Countermeasures - SET&lt;br /&gt;
RWR - SET&lt;br /&gt;
EW - OFF/SET/RECV/As Fragged&lt;br /&gt;
Radar - SET&lt;br /&gt;
Weapons - SET&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Air ===&lt;br /&gt;
Fire AIM-54&lt;br /&gt;
Fire AIM-7&lt;br /&gt;
VSL HI/LO&lt;br /&gt;
Crew comms Within Visual Range (calling out bandit location, calling out speed of ownship, knowing the F14's corner speed (360 kts, .6 mach), directing pilot how to fly until they have visual on bandit)&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Ground ===&lt;br /&gt;
==== Armament Panel ====&lt;br /&gt;
Understand how to:&lt;br /&gt;
* (Un)safe weapon stations&lt;br /&gt;
* Select weapon type&lt;br /&gt;
* Attack mode&lt;br /&gt;
** TGT (ground target designated by pilot with PAL, CCRP type of mode - also for lofting)&lt;br /&gt;
** PLT (CCIP equivalent)&lt;br /&gt;
** MAN&lt;br /&gt;
* Fusing&lt;br /&gt;
** Mech &amp;amp; Elec&lt;br /&gt;
** Quantity&lt;br /&gt;
** Interval&lt;br /&gt;
** A/A Launch&lt;br /&gt;
** Next Launch&lt;br /&gt;
** Jettison Tanks and Weapons&lt;br /&gt;
&lt;br /&gt;
Example: Configure a bomb drop PLT/PAIR/4Bomb/Interval&lt;br /&gt;
&lt;br /&gt;
=== Basic Defence ===&lt;br /&gt;
Drop Chaffs and Flares&lt;br /&gt;
Reload countermeasure&lt;br /&gt;
&lt;br /&gt;
Crew comms. (standardize call outs)&lt;br /&gt;
&lt;br /&gt;
== Aerial Refueling ==&lt;br /&gt;
As a RIO - do all the comms with Tanker&lt;br /&gt;
Calling out fuel level during refuelling.&lt;br /&gt;
Performing quick and dirty fuel calculations (estimating playtime based on remaining fuel and fuel flow).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Intermediate Navigation ==&lt;br /&gt;
Navpoint Handling&lt;br /&gt;
Creating Navpoints&lt;br /&gt;
Give BRA(A) calls&lt;br /&gt;
Bullseye usage&lt;br /&gt;
Reading own and cursor bullseye position in Radar&lt;br /&gt;
Rudimentary Navgrid usage&lt;br /&gt;
&lt;br /&gt;
Nav fix&lt;br /&gt;
* Visual&lt;br /&gt;
* Radar&lt;br /&gt;
* D/L&lt;br /&gt;
&lt;br /&gt;
== Intermediate Carrier Ops ==&lt;br /&gt;
Understanding your role and what you can do as a RIO to help the pilot when performing [[CASE 3]] Departure &amp;amp; CASE 3 Recovery.&lt;br /&gt;
&lt;br /&gt;
== Intermediate Combat ==&lt;br /&gt;
=== Intermediate Air-To-Air ===&lt;br /&gt;
BVR Timelines [Advanced]&lt;br /&gt;
* COMMIT&lt;br /&gt;
* Correlation&lt;br /&gt;
* Tactical Call&lt;br /&gt;
* Meld&lt;br /&gt;
* Crank &lt;br /&gt;
* Skate / Short Skate&lt;br /&gt;
* Banzai&lt;br /&gt;
* Abort&lt;br /&gt;
* Recommit&lt;br /&gt;
* Leave&lt;br /&gt;
For detailed explanation of the BVR timeline, [https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ see this page].&lt;br /&gt;
&lt;br /&gt;
How to handle Radar in BVR and WVR&lt;br /&gt;
* Positioning of the aircraft depending on&lt;br /&gt;
** Enemy Alt/Speed&lt;br /&gt;
** Weapon system to use&lt;br /&gt;
&lt;br /&gt;
=== Intermediate/Advanced Air-To-Ground ===&lt;br /&gt;
==== Lantirn ====&lt;br /&gt;
* Joystick mapping the essentials&lt;br /&gt;
* Manual/Auto Lasing &amp;amp; Laser codes&lt;br /&gt;
* Switch between&lt;br /&gt;
** Waypoints&lt;br /&gt;
**Target point&lt;br /&gt;
* Area/Point&lt;br /&gt;
* A/A &amp;amp; A/G modes&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
* IP Bombing (pre-planned waypoint)&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=694</id>
		<title>F-14 Tomcat Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=694"/>
		<updated>2022-04-27T18:25:37Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Intermediate Carrier Ops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F-14 Tomcat Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
=Pilot=&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Radio/SRS====&lt;br /&gt;
* Setting IFF code from pilot seat&lt;br /&gt;
* Setting intraflight to correct UHF frequency on AN/ARC-182.&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using yardstick&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot altitude hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 5 units of AoA)&lt;br /&gt;
* Economy Cruise (adjust throttle for 8.5 units of AoA)&lt;br /&gt;
* Read external fuel quantity&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare)&lt;br /&gt;
** After touchdown apply back stick for aerobraking and steer the aircraft with stick instead of rudder&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Changing radio presets&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
* Radar&lt;br /&gt;
** Pulse doppler &amp;quot;PD&amp;quot;&lt;br /&gt;
*** Understand the doppler filters MLC/ZDF &lt;br /&gt;
*** RWS&lt;br /&gt;
*** TWS&lt;br /&gt;
*** PD-STT&lt;br /&gt;
** Pulse &amp;quot;Pulse&amp;quot;&lt;br /&gt;
*** ACM-modes&lt;br /&gt;
*** P-STT&lt;br /&gt;
* AIM-54 Phoenix when fired in different states&lt;br /&gt;
** TWS&lt;br /&gt;
** PD-STT&lt;br /&gt;
** P-STT&lt;br /&gt;
** ACM cover up&lt;br /&gt;
* Fire AIM-7 Sparrow&lt;br /&gt;
* Fire AIM-9 Sidewinder&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (Weapon selection, release mode, ripple quantity, pair/single and interval settings through Jester menu)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) Example: ''https://www.youtube.com/watch?v=bdaBRMG5yN4''&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Reading the RWR (Further from center means more danger)&lt;br /&gt;
* Deploy flares&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Aerial Refueling===&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
&lt;br /&gt;
===Carrier Ops===&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern. &lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
=Radar Intercept Officer=&lt;br /&gt;
Topics covered:&lt;br /&gt;
Cold start [Boat|Field]&lt;br /&gt;
Changing radio presets&lt;br /&gt;
Dumb Bomb Configuration (PLT/Pair/Unsafe)&lt;br /&gt;
Fence In / Fence Out procedures (Fuel, EmergField/EW, Nav, Comms)&lt;br /&gt;
Raygun / Buddyspike procedures&lt;br /&gt;
Basic Radar Usage and Fox 3 Launch&lt;br /&gt;
&amp;quot;Fox&amp;quot; and &amp;quot;Splash&amp;quot; Calls&lt;br /&gt;
Dropping Dumb Bombs&lt;br /&gt;
Switch between PD-Search,RWS,TWS&lt;br /&gt;
DDD vs TID&lt;br /&gt;
Computer Address Panel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Flying ==&lt;br /&gt;
=== Starting Up ===&lt;br /&gt;
Cold Start using Quickstart Checklist&lt;br /&gt;
Cross checklist with Pilot&lt;br /&gt;
Alignment&lt;br /&gt;
* Ship&lt;br /&gt;
* Land&lt;br /&gt;
Set up way &amp;amp; nav points and&lt;br /&gt;
* 1,2,3&lt;br /&gt;
* FP, IP, HA,ST&lt;br /&gt;
&lt;br /&gt;
Setting up communications:&lt;br /&gt;
* ICS&lt;br /&gt;
* Radio 1/2/Both&lt;br /&gt;
=== Basic Navigation ===&lt;br /&gt;
Way/Nav-point Navigation&lt;br /&gt;
TACAN Navigation&lt;br /&gt;
* Set up Tacan Channels&lt;br /&gt;
* Switch between plt/nfo&lt;br /&gt;
Using TID page to find wingman&lt;br /&gt;
Setting up Datalink with Boat and AWACS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
RIO makes all the comms Control/Marshal/Tower/Ground&lt;br /&gt;
Make sure RIO knows the landing procedures to be able to help out during landings.&lt;br /&gt;
&lt;br /&gt;
== Basic Radar ==&lt;br /&gt;
=== Radar modes: ===&lt;br /&gt;
Basic use of:&lt;br /&gt;
* PD-Search&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
and when to use the different modes.&lt;br /&gt;
=== TID ===&lt;br /&gt;
* DataLink&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
* STT Lock&lt;br /&gt;
=== DDD ===&lt;br /&gt;
* PD-Search&lt;br /&gt;
* STT Lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground stabilized and how to manipulate the TID view.&lt;br /&gt;
TWS Radar mode in TID&lt;br /&gt;
STT&lt;br /&gt;
Setting Range, Azimuth (i.e Width), Bars and Elevation&lt;br /&gt;
&lt;br /&gt;
Interpret TID contacts&lt;br /&gt;
Switching priorities on contacts&lt;br /&gt;
&lt;br /&gt;
== IR/TV ==&lt;br /&gt;
Basic usage&lt;br /&gt;
* Slew&lt;br /&gt;
* FOV&lt;br /&gt;
* ACQ&lt;br /&gt;
* Slave&lt;br /&gt;
&lt;br /&gt;
== Basic Combat ==&lt;br /&gt;
=== Fence in: ===&lt;br /&gt;
Countermeasures - SET&lt;br /&gt;
RWR - SET&lt;br /&gt;
EW - OFF/SET/RECV/As Fragged&lt;br /&gt;
Radar - SET&lt;br /&gt;
Weapons - SET&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Air ===&lt;br /&gt;
Fire AIM-54&lt;br /&gt;
Fire AIM-7&lt;br /&gt;
VSL HI/LO&lt;br /&gt;
Crew comms Within Visual Range (calling out bandit location, calling out speed of ownship, knowing the F14's corner speed (360 kts, .6 mach), directing pilot how to fly until they have visual on bandit)&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Ground ===&lt;br /&gt;
==== Armament Panel ====&lt;br /&gt;
Understand how to:&lt;br /&gt;
* (Un)safe weapon stations&lt;br /&gt;
* Select weapon type&lt;br /&gt;
* Attack mode&lt;br /&gt;
** TGT (ground target designated by pilot with PAL, CCRP type of mode - also for lofting)&lt;br /&gt;
** PLT (CCIP equivalent)&lt;br /&gt;
** MAN&lt;br /&gt;
* Fusing&lt;br /&gt;
** Mech &amp;amp; Elec&lt;br /&gt;
** Quantity&lt;br /&gt;
** Interval&lt;br /&gt;
** A/A Launch&lt;br /&gt;
** Next Launch&lt;br /&gt;
** Jettison Tanks and Weapons&lt;br /&gt;
&lt;br /&gt;
Example: Configure a bomb drop PLT/PAIR/4Bomb/Interval&lt;br /&gt;
&lt;br /&gt;
=== Basic Defence ===&lt;br /&gt;
Drop Chaffs and Flares&lt;br /&gt;
Reload countermeasure&lt;br /&gt;
&lt;br /&gt;
Crew comms. (standardize call outs)&lt;br /&gt;
&lt;br /&gt;
== Aerial Refueling ==&lt;br /&gt;
RIO do all the comms with Tanker&lt;br /&gt;
Calling out fuel level during refuelling.&lt;br /&gt;
Fuel calculations&lt;br /&gt;
----&lt;br /&gt;
== Intermediate Navigation ==&lt;br /&gt;
Navpoint Handling&lt;br /&gt;
Creating Navpoints&lt;br /&gt;
Give BRA(A) calls&lt;br /&gt;
Bullseye usage&lt;br /&gt;
Reading own and cursor bullseye position in Radar&lt;br /&gt;
Rudimentary Navgrid usage&lt;br /&gt;
&lt;br /&gt;
Nav fix&lt;br /&gt;
* Visual&lt;br /&gt;
* Radar&lt;br /&gt;
* D/L&lt;br /&gt;
&lt;br /&gt;
== Intermediate Carrier Ops ==&lt;br /&gt;
Understanding your role and what you can do as a RIO to help the pilot when performing [[CASE 3]] Departure &amp;amp; CASE 3 Recovery.&lt;br /&gt;
&lt;br /&gt;
== Intermediate Combat ==&lt;br /&gt;
=== Intermediate Air-To-Air ===&lt;br /&gt;
BVR Timelines [Advanced]&lt;br /&gt;
* COMMIT&lt;br /&gt;
* Correlation&lt;br /&gt;
* Tactical Call&lt;br /&gt;
* Meld&lt;br /&gt;
* Crank &lt;br /&gt;
* Skate / Short Skate&lt;br /&gt;
* Banzai&lt;br /&gt;
* Abort&lt;br /&gt;
* Recommit&lt;br /&gt;
* Leave&lt;br /&gt;
For detailed explanation of the BVR timeline, [https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ see this page].&lt;br /&gt;
&lt;br /&gt;
How to handle Radar in BVR and WVR&lt;br /&gt;
* Positioning of the aircraft depending on&lt;br /&gt;
** Enemy Alt/Speed&lt;br /&gt;
** Weapon system to use&lt;br /&gt;
&lt;br /&gt;
=== Intermediate/Advanced Air-To-Ground ===&lt;br /&gt;
==== Lantirn ====&lt;br /&gt;
* Joystick mapping the essentials&lt;br /&gt;
* Manual/Auto Lasing &amp;amp; Laser codes&lt;br /&gt;
* Switch between&lt;br /&gt;
** Waypoints&lt;br /&gt;
**Target point&lt;br /&gt;
* Area/Point&lt;br /&gt;
* A/A &amp;amp; A/G modes&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
* IP Bombing (pre-planned waypoint)&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=679</id>
		<title>F-14 Tomcat Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=679"/>
		<updated>2022-04-24T12:46:53Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Intermediate Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F-14 Tomcat Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
=Pilot=&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Radio/SRS====&lt;br /&gt;
* Setting IFF code from pilot seat&lt;br /&gt;
* Setting intraflight to correct UHF frequency on AN/ARC-182.&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using yardstick&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot altitude hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 5 units of AoA)&lt;br /&gt;
* Economy Cruise (adjust throttle for 8.5 units of AoA)&lt;br /&gt;
* Read external fuel quantity&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare)&lt;br /&gt;
** After touchdown apply back stick for aerobraking and steer the aircraft with stick instead of rudder&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Changing radio presets&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
* Radar&lt;br /&gt;
** Pulse doppler &amp;quot;PD&amp;quot;&lt;br /&gt;
*** Understand the doppler filters MLC/ZDF &lt;br /&gt;
*** RWS&lt;br /&gt;
*** TWS&lt;br /&gt;
*** PD-STT&lt;br /&gt;
** Pulse &amp;quot;Pulse&amp;quot;&lt;br /&gt;
*** ACM-modes&lt;br /&gt;
*** P-STT&lt;br /&gt;
* AIM-54 Phoenix when fired in different states&lt;br /&gt;
** TWS&lt;br /&gt;
** PD-STT&lt;br /&gt;
** P-STT&lt;br /&gt;
** ACM cover up&lt;br /&gt;
* Fire AIM-7 Sparrow&lt;br /&gt;
* Fire AIM-9 Sidewinder&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (Weapon selection, release mode, ripple quantity, pair/single and interval settings through Jester menu)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) Example: ''https://www.youtube.com/watch?v=bdaBRMG5yN4''&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Reading the RWR (Further from center means more danger)&lt;br /&gt;
* Deploy flares&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Aerial Refueling===&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
&lt;br /&gt;
===Carrier Ops===&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern. &lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
=Radar Intercept Officer=&lt;br /&gt;
Topics covered:&lt;br /&gt;
Cold start [Boat|Field]&lt;br /&gt;
Changing radio presets&lt;br /&gt;
Dumb Bomb Configuration (PLT/Pair/Unsafe)&lt;br /&gt;
Fence In / Fence Out procedures (Fuel, EmergField/EW, Nav, Comms)&lt;br /&gt;
Raygun / Buddyspike procedures&lt;br /&gt;
Basic Radar Usage and Fox 3 Launch&lt;br /&gt;
&amp;quot;Fox&amp;quot; and &amp;quot;Splash&amp;quot; Calls&lt;br /&gt;
Dropping Dumb Bombs&lt;br /&gt;
Switch between PD-Search,RWS,TWS&lt;br /&gt;
DDD vs TID&lt;br /&gt;
Computer Address Panel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Flying ==&lt;br /&gt;
=== Starting Up ===&lt;br /&gt;
Cold Start using Quickstart Checklist&lt;br /&gt;
Cross checklist with Pilot&lt;br /&gt;
Alignment&lt;br /&gt;
* Ship&lt;br /&gt;
* Land&lt;br /&gt;
Set up way &amp;amp; nav points and&lt;br /&gt;
* 1,2,3&lt;br /&gt;
* FP, IP, HA,ST&lt;br /&gt;
&lt;br /&gt;
Setting up communications:&lt;br /&gt;
* ICS&lt;br /&gt;
* Radio 1/2/Both&lt;br /&gt;
=== Basic Navigation ===&lt;br /&gt;
Way/Nav-point Navigation&lt;br /&gt;
TACAN Navigation&lt;br /&gt;
* Set up Tacan Channels&lt;br /&gt;
* Switch between plt/nfo&lt;br /&gt;
Using TID page to find wingman&lt;br /&gt;
Setting up Datalink with Boat and AWACS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
RIO makes all the comms Control/Marshal/Tower/Ground&lt;br /&gt;
Make sure RIO knows the landing procedures to be able to help out during landings.&lt;br /&gt;
&lt;br /&gt;
== Basic Radar ==&lt;br /&gt;
=== Radar modes: ===&lt;br /&gt;
Basic use of:&lt;br /&gt;
* PD-Search&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
and when to use the different modes.&lt;br /&gt;
=== TID ===&lt;br /&gt;
* DataLink&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
* STT Lock&lt;br /&gt;
=== DDD ===&lt;br /&gt;
* PD-Search&lt;br /&gt;
* STT Lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground stabilized and how to manipulate the TID view.&lt;br /&gt;
TWS Radar mode in TID&lt;br /&gt;
STT&lt;br /&gt;
Setting Range, Azimuth (i.e Width), Bars and Elevation&lt;br /&gt;
&lt;br /&gt;
Interpret TID contacts&lt;br /&gt;
Switching priorities on contacts&lt;br /&gt;
&lt;br /&gt;
== IR/TV ==&lt;br /&gt;
Basic usage&lt;br /&gt;
* Slew&lt;br /&gt;
* FOV&lt;br /&gt;
* ACQ&lt;br /&gt;
* Slave&lt;br /&gt;
&lt;br /&gt;
== Basic Combat ==&lt;br /&gt;
=== Fence in: ===&lt;br /&gt;
Countermeasures - SET&lt;br /&gt;
RWR - SET&lt;br /&gt;
EW - OFF/SET/RECV/As Fragged&lt;br /&gt;
Radar - SET&lt;br /&gt;
Weapons - SET&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Air ===&lt;br /&gt;
Fire AIM-54&lt;br /&gt;
Fire AIM-7&lt;br /&gt;
VSL HI/LO&lt;br /&gt;
Crew comms Within Visual Range (calling out bandit location, calling out speed of ownship, knowing the F14's corner speed (360 kts, .6 mach), directing pilot how to fly until they have visual on bandit)&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Ground ===&lt;br /&gt;
==== Armament Panel ====&lt;br /&gt;
Understand how to:&lt;br /&gt;
* (Un)safe weapon stations&lt;br /&gt;
* Select weapon type&lt;br /&gt;
* Attack mode&lt;br /&gt;
** TGT (ground target designated by pilot with PAL, CCRP type of mode - also for lofting)&lt;br /&gt;
** PLT (CCIP equivalent)&lt;br /&gt;
** MAN&lt;br /&gt;
* Fusing&lt;br /&gt;
** Mech &amp;amp; Elec&lt;br /&gt;
** Quantity&lt;br /&gt;
** Interval&lt;br /&gt;
** A/A Launch&lt;br /&gt;
** Next Launch&lt;br /&gt;
** Jettison Tanks and Weapons&lt;br /&gt;
&lt;br /&gt;
Example: Configure a bomb drop PLT/PAIR/4Bomb/Interval&lt;br /&gt;
&lt;br /&gt;
=== Basic Defence ===&lt;br /&gt;
Drop Chaffs and Flares&lt;br /&gt;
Reload countermeasure&lt;br /&gt;
&lt;br /&gt;
Crew comms. (standardize call outs)&lt;br /&gt;
&lt;br /&gt;
== Aerial Refueling ==&lt;br /&gt;
RIO do all the comms with Tanker&lt;br /&gt;
Calling out fuel level during refuelling.&lt;br /&gt;
Fuel calculations&lt;br /&gt;
----&lt;br /&gt;
== Intermediate Navigation ==&lt;br /&gt;
Navpoint Handling&lt;br /&gt;
Creating Navpoints&lt;br /&gt;
Give BRA(A) calls&lt;br /&gt;
Bullseye usage&lt;br /&gt;
Reading own and cursor bullseye position in Radar&lt;br /&gt;
Rudimentary Navgrid usage&lt;br /&gt;
&lt;br /&gt;
Nav fix&lt;br /&gt;
* Visual&lt;br /&gt;
* Radar&lt;br /&gt;
* D/L&lt;br /&gt;
&lt;br /&gt;
== Intermediate Carrier Ops ==&lt;br /&gt;
Understanding your role and what you can do as a RIO to help the pilot when performing&lt;br /&gt;
CASE 3 Departure&lt;br /&gt;
CASE 3 Recovery&lt;br /&gt;
&lt;br /&gt;
== Intermediate Combat ==&lt;br /&gt;
=== Intermediate Air-To-Air ===&lt;br /&gt;
BVR Timelines [Advanced]&lt;br /&gt;
* COMMIT&lt;br /&gt;
* Correlation&lt;br /&gt;
* Tactical Call&lt;br /&gt;
* Meld&lt;br /&gt;
* Crank &lt;br /&gt;
* Skate / Short Skate&lt;br /&gt;
* Banzai&lt;br /&gt;
* Abort&lt;br /&gt;
* Recommit&lt;br /&gt;
* Leave&lt;br /&gt;
For detailed explanation of the BVR timeline, [https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ see this page].&lt;br /&gt;
&lt;br /&gt;
How to handle Radar in BVR and WVR&lt;br /&gt;
* Positioning of the aircraft depending on&lt;br /&gt;
** Enemy Alt/Speed&lt;br /&gt;
** Weapon system to use&lt;br /&gt;
&lt;br /&gt;
=== Intermediate/Advanced Air-To-Ground ===&lt;br /&gt;
==== Lantirn ====&lt;br /&gt;
* Joystick mapping the essentials&lt;br /&gt;
* Manual/Auto Lasing &amp;amp; Laser codes&lt;br /&gt;
* Switch between&lt;br /&gt;
** Waypoints&lt;br /&gt;
**Target point&lt;br /&gt;
* Area/Point&lt;br /&gt;
* A/A &amp;amp; A/G modes&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
* IP Bombing (pre-planned waypoint)&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=678</id>
		<title>F-14 Tomcat Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=678"/>
		<updated>2022-04-24T12:46:32Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Intermediate Air-To-Air */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F-14 Tomcat Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
=Pilot=&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Radio/SRS====&lt;br /&gt;
* Setting IFF code from pilot seat&lt;br /&gt;
* Setting intraflight to correct UHF frequency on AN/ARC-182.&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using yardstick&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot altitude hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 5 units of AoA)&lt;br /&gt;
* Economy Cruise (adjust throttle for 8.5 units of AoA)&lt;br /&gt;
* Read external fuel quantity&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare)&lt;br /&gt;
** After touchdown apply back stick for aerobraking and steer the aircraft with stick instead of rudder&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Changing radio presets&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
* Radar&lt;br /&gt;
** Pulse doppler &amp;quot;PD&amp;quot;&lt;br /&gt;
*** Understand the doppler filters MLC/ZDF &lt;br /&gt;
*** RWS&lt;br /&gt;
*** TWS&lt;br /&gt;
*** PD-STT&lt;br /&gt;
** Pulse &amp;quot;Pulse&amp;quot;&lt;br /&gt;
*** ACM-modes&lt;br /&gt;
*** P-STT&lt;br /&gt;
* AIM-54 Phoenix when fired in different states&lt;br /&gt;
** TWS&lt;br /&gt;
** PD-STT&lt;br /&gt;
** P-STT&lt;br /&gt;
** ACM cover up&lt;br /&gt;
* Fire AIM-7 Sparrow&lt;br /&gt;
* Fire AIM-9 Sidewinder&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (Weapon selection, release mode, ripple quantity, pair/single and interval settings through Jester menu)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) Example: ''https://www.youtube.com/watch?v=bdaBRMG5yN4''&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Reading the RWR (Further from center means more danger)&lt;br /&gt;
* Deploy flares&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Aerial Refueling===&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
&lt;br /&gt;
===Carrier Ops===&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern. &lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
=Radar Intercept Officer=&lt;br /&gt;
Topics covered:&lt;br /&gt;
Cold start [Boat|Field]&lt;br /&gt;
Changing radio presets&lt;br /&gt;
Dumb Bomb Configuration (PLT/Pair/Unsafe)&lt;br /&gt;
Fence In / Fence Out procedures (Fuel, EmergField/EW, Nav, Comms)&lt;br /&gt;
Raygun / Buddyspike procedures&lt;br /&gt;
Basic Radar Usage and Fox 3 Launch&lt;br /&gt;
&amp;quot;Fox&amp;quot; and &amp;quot;Splash&amp;quot; Calls&lt;br /&gt;
Dropping Dumb Bombs&lt;br /&gt;
Switch between PD-Search,RWS,TWS&lt;br /&gt;
DDD vs TID&lt;br /&gt;
Computer Address Panel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Flying ==&lt;br /&gt;
=== Starting Up ===&lt;br /&gt;
Cold Start using Quickstart Checklist&lt;br /&gt;
Cross checklist with Pilot&lt;br /&gt;
Alignment&lt;br /&gt;
* Ship&lt;br /&gt;
* Land&lt;br /&gt;
Set up way &amp;amp; nav points and&lt;br /&gt;
* 1,2,3&lt;br /&gt;
* FP, IP, HA,ST&lt;br /&gt;
&lt;br /&gt;
Setting up communications:&lt;br /&gt;
* ICS&lt;br /&gt;
* Radio 1/2/Both&lt;br /&gt;
=== Basic Navigation ===&lt;br /&gt;
Way/Nav-point Navigation&lt;br /&gt;
TACAN Navigation&lt;br /&gt;
* Set up Tacan Channels&lt;br /&gt;
* Switch between plt/nfo&lt;br /&gt;
Using TID page to find wingman&lt;br /&gt;
Setting up Datalink with Boat and AWACS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
RIO makes all the comms Control/Marshal/Tower/Ground&lt;br /&gt;
Make sure RIO knows the landing procedures to be able to help out during landings.&lt;br /&gt;
&lt;br /&gt;
== Basic Radar ==&lt;br /&gt;
=== Radar modes: ===&lt;br /&gt;
Basic use of:&lt;br /&gt;
* PD-Search&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
and when to use the different modes.&lt;br /&gt;
=== TID ===&lt;br /&gt;
* DataLink&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
* STT Lock&lt;br /&gt;
=== DDD ===&lt;br /&gt;
* PD-Search&lt;br /&gt;
* STT Lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground stabilized and how to manipulate the TID view.&lt;br /&gt;
TWS Radar mode in TID&lt;br /&gt;
STT&lt;br /&gt;
Setting Range, Azimuth (i.e Width), Bars and Elevation&lt;br /&gt;
&lt;br /&gt;
Interpret TID contacts&lt;br /&gt;
Switching priorities on contacts&lt;br /&gt;
&lt;br /&gt;
== IR/TV ==&lt;br /&gt;
Basic usage&lt;br /&gt;
* Slew&lt;br /&gt;
* FOV&lt;br /&gt;
* ACQ&lt;br /&gt;
* Slave&lt;br /&gt;
&lt;br /&gt;
== Basic Combat ==&lt;br /&gt;
=== Fence in: ===&lt;br /&gt;
Countermeasures - SET&lt;br /&gt;
RWR - SET&lt;br /&gt;
EW - OFF/SET/RECV/As Fragged&lt;br /&gt;
Radar - SET&lt;br /&gt;
Weapons - SET&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Air ===&lt;br /&gt;
Fire AIM-54&lt;br /&gt;
Fire AIM-7&lt;br /&gt;
VSL HI/LO&lt;br /&gt;
Crew comms Within Visual Range (calling out bandit location, calling out speed of ownship, knowing the F14's corner speed (360 kts, .6 mach), directing pilot how to fly until they have visual on bandit)&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Ground ===&lt;br /&gt;
==== Armament Panel ====&lt;br /&gt;
Understand how to:&lt;br /&gt;
* (Un)safe weapon stations&lt;br /&gt;
* Select weapon type&lt;br /&gt;
* Attack mode&lt;br /&gt;
** TGT (ground target designated by pilot with PAL, CCRP type of mode - also for lofting)&lt;br /&gt;
** PLT (CCIP equivalent)&lt;br /&gt;
** MAN&lt;br /&gt;
* Fusing&lt;br /&gt;
** Mech &amp;amp; Elec&lt;br /&gt;
** Quantity&lt;br /&gt;
** Interval&lt;br /&gt;
** A/A Launch&lt;br /&gt;
** Next Launch&lt;br /&gt;
** Jettison Tanks and Weapons&lt;br /&gt;
&lt;br /&gt;
Example: Configure a bomb drop PLT/PAIR/4Bomb/Interval&lt;br /&gt;
&lt;br /&gt;
=== Basic Defence ===&lt;br /&gt;
Drop Chaffs and Flares&lt;br /&gt;
Reload countermeasure&lt;br /&gt;
&lt;br /&gt;
Crew comms. (standardize call outs)&lt;br /&gt;
&lt;br /&gt;
== Aerial Refueling ==&lt;br /&gt;
RIO do all the comms with Tanker&lt;br /&gt;
Calling out fuel level during refuelling.&lt;br /&gt;
Fuel calculations&lt;br /&gt;
----&lt;br /&gt;
== Intermediate Navigation ==&lt;br /&gt;
Navpoint Handling&lt;br /&gt;
Creating Navpoints&lt;br /&gt;
Give BRA(A) calls&lt;br /&gt;
Bullseye usage&lt;br /&gt;
Reading own and cursor bullseye position in Radar&lt;br /&gt;
Rudimentary Navgrid usage&lt;br /&gt;
&lt;br /&gt;
Nav fix&lt;br /&gt;
* Visual&lt;br /&gt;
* Radar&lt;br /&gt;
* D/L&lt;br /&gt;
&lt;br /&gt;
== Intermediate Carrier Ops ==&lt;br /&gt;
Understanding your role and what you can do as a RIO to help the pilot when performing&lt;br /&gt;
CASE 3 Departure&lt;br /&gt;
CASE 3 Recovery&lt;br /&gt;
&lt;br /&gt;
== Intermediate Combat ==&lt;br /&gt;
=== Intermediate Air-To-Air ===&lt;br /&gt;
BVR Timelines [Advanced]&lt;br /&gt;
* COMMIT&lt;br /&gt;
* Correlation&lt;br /&gt;
* Tactical Call&lt;br /&gt;
* Meld&lt;br /&gt;
* Crank &lt;br /&gt;
* Skate / Short Skate&lt;br /&gt;
* Banzai&lt;br /&gt;
* Abort&lt;br /&gt;
* Recommit&lt;br /&gt;
* Leave&lt;br /&gt;
For detailed explanation of the BVR timeline, [https://flyandwire.com/2020/03/22/f-14-bvr-part-iii-timeline-in-detail/ see this page]&lt;br /&gt;
How to handle Radar in BVR and WVR&lt;br /&gt;
* Positioning of the aircraft depending on&lt;br /&gt;
** Enemy Alt/Speed&lt;br /&gt;
** Weapon system to use&lt;br /&gt;
&lt;br /&gt;
=== Intermediate/Advanced Air-To-Ground ===&lt;br /&gt;
==== Lantirn ====&lt;br /&gt;
* Joystick mapping the essentials&lt;br /&gt;
* Manual/Auto Lasing &amp;amp; Laser codes&lt;br /&gt;
* Switch between&lt;br /&gt;
** Waypoints&lt;br /&gt;
**Target point&lt;br /&gt;
* Area/Point&lt;br /&gt;
* A/A &amp;amp; A/G modes&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
* IP Bombing (pre-planned waypoint)&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=677</id>
		<title>F-14 Tomcat Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=677"/>
		<updated>2022-04-24T12:42:44Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Radar Intercept Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F-14 Tomcat Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
=Pilot=&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Radio/SRS====&lt;br /&gt;
* Setting IFF code from pilot seat&lt;br /&gt;
* Setting intraflight to correct UHF frequency on AN/ARC-182.&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using yardstick&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot altitude hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 5 units of AoA)&lt;br /&gt;
* Economy Cruise (adjust throttle for 8.5 units of AoA)&lt;br /&gt;
* Read external fuel quantity&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare)&lt;br /&gt;
** After touchdown apply back stick for aerobraking and steer the aircraft with stick instead of rudder&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Changing radio presets&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
* Radar&lt;br /&gt;
** Pulse doppler &amp;quot;PD&amp;quot;&lt;br /&gt;
*** Understand the doppler filters MLC/ZDF &lt;br /&gt;
*** RWS&lt;br /&gt;
*** TWS&lt;br /&gt;
*** PD-STT&lt;br /&gt;
** Pulse &amp;quot;Pulse&amp;quot;&lt;br /&gt;
*** ACM-modes&lt;br /&gt;
*** P-STT&lt;br /&gt;
* AIM-54 Phoenix when fired in different states&lt;br /&gt;
** TWS&lt;br /&gt;
** PD-STT&lt;br /&gt;
** P-STT&lt;br /&gt;
** ACM cover up&lt;br /&gt;
* Fire AIM-7 Sparrow&lt;br /&gt;
* Fire AIM-9 Sidewinder&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (Weapon selection, release mode, ripple quantity, pair/single and interval settings through Jester menu)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) Example: ''https://www.youtube.com/watch?v=bdaBRMG5yN4''&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Reading the RWR (Further from center means more danger)&lt;br /&gt;
* Deploy flares&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Aerial Refueling===&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
&lt;br /&gt;
===Carrier Ops===&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern. &lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
=Radar Intercept Officer=&lt;br /&gt;
Topics covered:&lt;br /&gt;
Cold start [Boat|Field]&lt;br /&gt;
Changing radio presets&lt;br /&gt;
Dumb Bomb Configuration (PLT/Pair/Unsafe)&lt;br /&gt;
Fence In / Fence Out procedures (Fuel, EmergField/EW, Nav, Comms)&lt;br /&gt;
Raygun / Buddyspike procedures&lt;br /&gt;
Basic Radar Usage and Fox 3 Launch&lt;br /&gt;
&amp;quot;Fox&amp;quot; and &amp;quot;Splash&amp;quot; Calls&lt;br /&gt;
Dropping Dumb Bombs&lt;br /&gt;
Switch between PD-Search,RWS,TWS&lt;br /&gt;
DDD vs TID&lt;br /&gt;
Computer Address Panel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Flying ==&lt;br /&gt;
=== Starting Up ===&lt;br /&gt;
Cold Start using Quickstart Checklist&lt;br /&gt;
Cross checklist with Pilot&lt;br /&gt;
Alignment&lt;br /&gt;
* Ship&lt;br /&gt;
* Land&lt;br /&gt;
Set up way &amp;amp; nav points and&lt;br /&gt;
* 1,2,3&lt;br /&gt;
* FP, IP, HA,ST&lt;br /&gt;
&lt;br /&gt;
Setting up communications:&lt;br /&gt;
* ICS&lt;br /&gt;
* Radio 1/2/Both&lt;br /&gt;
=== Basic Navigation ===&lt;br /&gt;
Way/Nav-point Navigation&lt;br /&gt;
TACAN Navigation&lt;br /&gt;
* Set up Tacan Channels&lt;br /&gt;
* Switch between plt/nfo&lt;br /&gt;
Using TID page to find wingman&lt;br /&gt;
Setting up Datalink with Boat and AWACS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
RIO makes all the comms Control/Marshal/Tower/Ground&lt;br /&gt;
Make sure RIO knows the landing procedures to be able to help out during landings.&lt;br /&gt;
&lt;br /&gt;
== Basic Radar ==&lt;br /&gt;
=== Radar modes: ===&lt;br /&gt;
Basic use of:&lt;br /&gt;
* PD-Search&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
and when to use the different modes.&lt;br /&gt;
=== TID ===&lt;br /&gt;
* DataLink&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
* STT Lock&lt;br /&gt;
=== DDD ===&lt;br /&gt;
* PD-Search&lt;br /&gt;
* STT Lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground stabilized and how to manipulate the TID view.&lt;br /&gt;
TWS Radar mode in TID&lt;br /&gt;
STT&lt;br /&gt;
Setting Range, Azimuth (i.e Width), Bars and Elevation&lt;br /&gt;
&lt;br /&gt;
Interpret TID contacts&lt;br /&gt;
Switching priorities on contacts&lt;br /&gt;
&lt;br /&gt;
== IR/TV ==&lt;br /&gt;
Basic usage&lt;br /&gt;
* Slew&lt;br /&gt;
* FOV&lt;br /&gt;
* ACQ&lt;br /&gt;
* Slave&lt;br /&gt;
&lt;br /&gt;
== Basic Combat ==&lt;br /&gt;
=== Fence in: ===&lt;br /&gt;
Countermeasures - SET&lt;br /&gt;
RWR - SET&lt;br /&gt;
EW - OFF/SET/RECV/As Fragged&lt;br /&gt;
Radar - SET&lt;br /&gt;
Weapons - SET&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Air ===&lt;br /&gt;
Fire AIM-54&lt;br /&gt;
Fire AIM-7&lt;br /&gt;
VSL HI/LO&lt;br /&gt;
Crew comms Within Visual Range (calling out bandit location, calling out speed of ownship, knowing the F14's corner speed (360 kts, .6 mach), directing pilot how to fly until they have visual on bandit)&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Ground ===&lt;br /&gt;
==== Armament Panel ====&lt;br /&gt;
Understand how to:&lt;br /&gt;
* (Un)safe weapon stations&lt;br /&gt;
* Select weapon type&lt;br /&gt;
* Attack mode&lt;br /&gt;
** TGT (ground target designated by pilot with PAL, CCRP type of mode - also for lofting)&lt;br /&gt;
** PLT (CCIP equivalent)&lt;br /&gt;
** MAN&lt;br /&gt;
* Fusing&lt;br /&gt;
** Mech &amp;amp; Elec&lt;br /&gt;
** Quantity&lt;br /&gt;
** Interval&lt;br /&gt;
** A/A Launch&lt;br /&gt;
** Next Launch&lt;br /&gt;
** Jettison Tanks and Weapons&lt;br /&gt;
&lt;br /&gt;
Example: Configure a bomb drop PLT/PAIR/4Bomb/Interval&lt;br /&gt;
&lt;br /&gt;
=== Basic Defence ===&lt;br /&gt;
Drop Chaffs and Flares&lt;br /&gt;
Reload countermeasure&lt;br /&gt;
&lt;br /&gt;
Crew comms. (standardize call outs)&lt;br /&gt;
&lt;br /&gt;
== Aerial Refueling ==&lt;br /&gt;
RIO do all the comms with Tanker&lt;br /&gt;
Calling out fuel level during refuelling.&lt;br /&gt;
Fuel calculations&lt;br /&gt;
----&lt;br /&gt;
== Intermediate Navigation ==&lt;br /&gt;
Navpoint Handling&lt;br /&gt;
Creating Navpoints&lt;br /&gt;
Give BRA(A) calls&lt;br /&gt;
Bullseye usage&lt;br /&gt;
Reading own and cursor bullseye position in Radar&lt;br /&gt;
Rudimentary Navgrid usage&lt;br /&gt;
&lt;br /&gt;
Nav fix&lt;br /&gt;
* Visual&lt;br /&gt;
* Radar&lt;br /&gt;
* D/L&lt;br /&gt;
&lt;br /&gt;
== Intermediate Carrier Ops ==&lt;br /&gt;
Understanding your role and what you can do as a RIO to help the pilot when performing&lt;br /&gt;
CASE 3 Departure&lt;br /&gt;
CASE 3 Recovery&lt;br /&gt;
&lt;br /&gt;
== Intermediate Combat ==&lt;br /&gt;
=== Intermediate Air-To-Air ===&lt;br /&gt;
BVR Timelines [Advanced]&lt;br /&gt;
* COMMIT&lt;br /&gt;
* Correlation&lt;br /&gt;
* Tactical Call&lt;br /&gt;
* Meld&lt;br /&gt;
* Crank &lt;br /&gt;
* Skate / Short Skate&lt;br /&gt;
* Banzai&lt;br /&gt;
* Abort&lt;br /&gt;
* Recommit&lt;br /&gt;
* Leave&lt;br /&gt;
&lt;br /&gt;
How to handle Radar in BVR and WVR&lt;br /&gt;
* Positioning of the aircraft depending on&lt;br /&gt;
** Enemy Alt/Speed&lt;br /&gt;
** Weapon system to use&lt;br /&gt;
&lt;br /&gt;
=== Intermediate/Advanced Air-To-Ground ===&lt;br /&gt;
==== Lantirn ====&lt;br /&gt;
* Joystick mapping the essentials&lt;br /&gt;
* Manual/Auto Lasing &amp;amp; Laser codes&lt;br /&gt;
* Switch between&lt;br /&gt;
** Waypoints&lt;br /&gt;
**Target point&lt;br /&gt;
* Area/Point&lt;br /&gt;
* A/A &amp;amp; A/G modes&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
* IP Bombing (pre-planned waypoint)&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=676</id>
		<title>F-14 Tomcat Syllabus</title>
		<link rel="alternate" type="text/html" href="https://wiki.masterarms.se//index.php?title=F-14_Tomcat_Syllabus&amp;diff=676"/>
		<updated>2022-04-24T12:41:22Z</updated>

		<summary type="html">&lt;p&gt;WeX: /* Radar Intercept Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Home]] &amp;gt;&amp;gt; [[Aircraft Syllabi]] &amp;gt;&amp;gt; [[F-14 Tomcat Syllabus]]''&lt;br /&gt;
&lt;br /&gt;
=Pilot=&lt;br /&gt;
==Basic Section==&lt;br /&gt;
&lt;br /&gt;
===Basic Flying===&lt;br /&gt;
&lt;br /&gt;
====Starting Up====&lt;br /&gt;
* Cold Start using Quickstart Checklist&lt;br /&gt;
&lt;br /&gt;
====Radio/SRS====&lt;br /&gt;
* Setting IFF code from pilot seat&lt;br /&gt;
* Setting intraflight to correct UHF frequency on AN/ARC-182.&lt;br /&gt;
&lt;br /&gt;
====Basic Navigation====&lt;br /&gt;
* Navigate visually between two points using the compass and an empty F10 map&lt;br /&gt;
* Waypoint Navigation&lt;br /&gt;
* TACAN Navigation&lt;br /&gt;
* Using yardstick&lt;br /&gt;
* Course Line&lt;br /&gt;
* Autopilot altitude hold&lt;br /&gt;
* Standard Climb (Military Power, use pitch to maintain 5 units of AoA)&lt;br /&gt;
* Economy Cruise (adjust throttle for 8.5 units of AoA)&lt;br /&gt;
* Read external fuel quantity&lt;br /&gt;
&lt;br /&gt;
====Landing====&lt;br /&gt;
&lt;br /&gt;
* On-speed Flying&lt;br /&gt;
** Level Flight (Pick an altitude, dirty up and go on-speed maintaining altitude)&lt;br /&gt;
** Turning (Perform ~30 degree bank turns maintaining altitude)&lt;br /&gt;
** Careful climbing and descending (around 500 feet/minute)&lt;br /&gt;
** Quickly going from ordinary flight (around 350 kts IAS) to on-speed flying.&lt;br /&gt;
* Landing (~500-700 feet/minute, no flare)&lt;br /&gt;
** After touchdown apply back stick for aerobraking and steer the aircraft with stick instead of rudder&lt;br /&gt;
* Traffic Pattern Touch'n'Go Practice (maintain on-speed, climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when wingtip passes runway threshold)&lt;br /&gt;
* Overhead break (Approach in runway direction, 300 kts IAS, 1500'. Break over runway, enter downwind and land as explained above) ''http://wiki.masterarms.se/index.php/Fil:OverheadBreak.png''&lt;br /&gt;
&lt;br /&gt;
====Basic Mission Procedures====&lt;br /&gt;
&lt;br /&gt;
* Checking in&lt;br /&gt;
* Fence In / Fence Out procedures&lt;br /&gt;
* Changing radio presets&lt;br /&gt;
* Jettison Settings&lt;br /&gt;
* Joker/Bingo Settings&lt;br /&gt;
* Formation Takeoff (2-ship)&lt;br /&gt;
&lt;br /&gt;
===Basic Combat===&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Air====&lt;br /&gt;
* Radar&lt;br /&gt;
** Pulse doppler &amp;quot;PD&amp;quot;&lt;br /&gt;
*** Understand the doppler filters MLC/ZDF &lt;br /&gt;
*** RWS&lt;br /&gt;
*** TWS&lt;br /&gt;
*** PD-STT&lt;br /&gt;
** Pulse &amp;quot;Pulse&amp;quot;&lt;br /&gt;
*** ACM-modes&lt;br /&gt;
*** P-STT&lt;br /&gt;
* AIM-54 Phoenix when fired in different states&lt;br /&gt;
** TWS&lt;br /&gt;
** PD-STT&lt;br /&gt;
** P-STT&lt;br /&gt;
** ACM cover up&lt;br /&gt;
* Fire AIM-7 Sparrow&lt;br /&gt;
* Fire AIM-9 Sidewinder&lt;br /&gt;
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver&lt;br /&gt;
&lt;br /&gt;
====Basic Air-To-Ground====&lt;br /&gt;
&lt;br /&gt;
* General Purpose Dumb Bombs (Mk 82, Mk 83, Mk 84)&lt;br /&gt;
** Configuration (Weapon selection, release mode, ripple quantity, pair/single and interval settings through Jester menu)&lt;br /&gt;
** Standard CCIP drop (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, drop at ~4000' and pull up) Examples: ''https://www.youtube.com/watch?v=gVuLCGKKqvI''&lt;br /&gt;
* High angle gun strafing (Start from 8000', roll in, ~30 degree dive angle, 400-500 kts, fire short burst at ~3000' and pull up) Example: ''https://www.youtube.com/watch?v=bdaBRMG5yN4''&lt;br /&gt;
* Targeting Pod Usage (Designation and Laser)&lt;br /&gt;
&lt;br /&gt;
====Basic Defence====&lt;br /&gt;
&lt;br /&gt;
* Reading the RWR (Further from center means more danger)&lt;br /&gt;
* Deploy flares&lt;br /&gt;
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)&lt;br /&gt;
&lt;br /&gt;
==Advanced Section==&lt;br /&gt;
&lt;br /&gt;
===Aerial Refueling===&lt;br /&gt;
&lt;br /&gt;
* Use radio menu to contact correct tanker&lt;br /&gt;
* Locate and form up on tanker's left wing (echelon left formation)&lt;br /&gt;
* Hooking up and receiving fuel, straight and through turns&lt;br /&gt;
* Moving to right side after refueling (echelon right formation)&lt;br /&gt;
&lt;br /&gt;
===Carrier Ops===&lt;br /&gt;
&lt;br /&gt;
* Learn [[CASE 1]] Recovery&lt;br /&gt;
** [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.&lt;br /&gt;
** Aim for ''40+ score, no 1-wires and no settle'' in [https://forums.eagle.ru/showthread.php?t=221412 Bankler's CASE 1 Recovery Trainer], a DCS mission giving you feedback on how well you're flying the pattern. &lt;br /&gt;
** Perform ball call&lt;br /&gt;
* Learn [[CASE 1]] Departure (fly BRC at 300 kts IAS 500' until 7 NM before climbing and forming up)&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a wingman, holding formation through approach, port-hold, commencing and initial&lt;br /&gt;
* Learn to fly the full [[CASE 1]] approach as a lead, including communicating with Marshal and Tower&lt;br /&gt;
* Learn [[CASE 3]] Departure&lt;br /&gt;
* Learn [[CASE 3]] Recovery&lt;br /&gt;
&lt;br /&gt;
=Radar Intercept Officer=&lt;br /&gt;
&lt;br /&gt;
''Coming in two weeks''&lt;br /&gt;
----&lt;br /&gt;
Topics covered:&lt;br /&gt;
Cold start [Boat|Field]&lt;br /&gt;
Changing radio presets&lt;br /&gt;
Dumb Bomb Configuration (PLT/Pair/Unsafe)&lt;br /&gt;
Fence In / Fence Out procedures (Fuel, EmergField/EW, Nav, Comms)&lt;br /&gt;
Raygun / Buddyspike procedures&lt;br /&gt;
Basic Radar Usage and Fox 3 Launch&lt;br /&gt;
&amp;quot;Fox&amp;quot; and &amp;quot;Splash&amp;quot; Calls&lt;br /&gt;
Dropping Dumb Bombs&lt;br /&gt;
Switch between PD-Search,RWS,TWS&lt;br /&gt;
DDD vs TID&lt;br /&gt;
Computer Address Panel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Flying ==&lt;br /&gt;
=== Starting Up ===&lt;br /&gt;
Cold Start using Quickstart Checklist&lt;br /&gt;
Cross checklist with Pilot&lt;br /&gt;
Alignment&lt;br /&gt;
* Ship&lt;br /&gt;
* Land&lt;br /&gt;
Set up way &amp;amp; nav points and&lt;br /&gt;
* 1,2,3&lt;br /&gt;
* FP, IP, HA,ST&lt;br /&gt;
&lt;br /&gt;
Setting up communications:&lt;br /&gt;
* ICS&lt;br /&gt;
* Radio 1/2/Both&lt;br /&gt;
=== Basic Navigation ===&lt;br /&gt;
Way/Nav-point Navigation&lt;br /&gt;
TACAN Navigation&lt;br /&gt;
* Set up Tacan Channels&lt;br /&gt;
* Switch between plt/nfo&lt;br /&gt;
Using TID page to find wingman&lt;br /&gt;
Setting up Datalink with Boat and AWACS&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
RIO makes all the comms Control/Marshal/Tower/Ground&lt;br /&gt;
Make sure RIO knows the landing procedures to be able to help out during landings.&lt;br /&gt;
&lt;br /&gt;
== Basic Radar ==&lt;br /&gt;
=== Radar modes: ===&lt;br /&gt;
Basic use of:&lt;br /&gt;
* PD-Search&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
and when to use the different modes.&lt;br /&gt;
=== TID ===&lt;br /&gt;
* DataLink&lt;br /&gt;
* RWS&lt;br /&gt;
* TWS&lt;br /&gt;
* STT Lock&lt;br /&gt;
=== DDD ===&lt;br /&gt;
* PD-Search&lt;br /&gt;
* STT Lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ground stabilized and how to manipulate the TID view.&lt;br /&gt;
TWS Radar mode in TID&lt;br /&gt;
STT&lt;br /&gt;
Setting Range, Azimuth (i.e Width), Bars and Elevation&lt;br /&gt;
&lt;br /&gt;
Interpret TID contacts&lt;br /&gt;
Switching priorities on contacts&lt;br /&gt;
&lt;br /&gt;
== IR/TV ==&lt;br /&gt;
Basic usage&lt;br /&gt;
* Slew&lt;br /&gt;
* FOV&lt;br /&gt;
* ACQ&lt;br /&gt;
* Slave&lt;br /&gt;
&lt;br /&gt;
== Basic Combat ==&lt;br /&gt;
=== Fence in: ===&lt;br /&gt;
Countermeasures - SET&lt;br /&gt;
RWR - SET&lt;br /&gt;
EW - OFF/SET/RECV/As Fragged&lt;br /&gt;
Radar - SET&lt;br /&gt;
Weapons - SET&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Air ===&lt;br /&gt;
Fire AIM-54&lt;br /&gt;
Fire AIM-7&lt;br /&gt;
VSL HI/LO&lt;br /&gt;
Crew comms Within Visual Range (calling out bandit location, calling out speed of ownship, knowing the F14's corner speed (360 kts, .6 mach), directing pilot how to fly until they have visual on bandit)&lt;br /&gt;
&lt;br /&gt;
=== Basic Air-To-Ground ===&lt;br /&gt;
=== Armament Panel ===&lt;br /&gt;
Understand how to:&lt;br /&gt;
* (Un)safe weapon stations&lt;br /&gt;
* Select weapon type&lt;br /&gt;
* Attack mode&lt;br /&gt;
** TGT (ground target designated by pilot with PAL, CCRP type of mode - also for lofting)&lt;br /&gt;
** PLT (CCIP equivalent)&lt;br /&gt;
** MAN&lt;br /&gt;
* Fusing&lt;br /&gt;
** Mech &amp;amp; Elec&lt;br /&gt;
** Quantity&lt;br /&gt;
** Interval&lt;br /&gt;
** A/A Launch&lt;br /&gt;
** Next Launch&lt;br /&gt;
** Jettison Tanks and Weapons&lt;br /&gt;
&lt;br /&gt;
Example: Configure a bomb drop PLT/PAIR/4Bomb/Interval&lt;br /&gt;
&lt;br /&gt;
=== Basic Defence ===&lt;br /&gt;
Drop Chaffs and Flares&lt;br /&gt;
Reload countermeasure&lt;br /&gt;
&lt;br /&gt;
Crew comms. (standardize call outs)&lt;br /&gt;
&lt;br /&gt;
== Aerial Refueling ==&lt;br /&gt;
RIO do all the comms with Tanker&lt;br /&gt;
Calling out fuel level during refuelling.&lt;br /&gt;
Fuel calculations&lt;br /&gt;
&lt;br /&gt;
== Intermediate Navigation ==&lt;br /&gt;
Navpoint Handling&lt;br /&gt;
Creating Navpoints&lt;br /&gt;
Give BRA(A) calls&lt;br /&gt;
Bullseye usage&lt;br /&gt;
Reading own and cursor bullseye position in Radar&lt;br /&gt;
Rudimentary Navgrid usage&lt;br /&gt;
&lt;br /&gt;
Nav fix&lt;br /&gt;
* Visual&lt;br /&gt;
* Radar&lt;br /&gt;
* D/L&lt;br /&gt;
&lt;br /&gt;
== Intermediate Carrier Ops ==&lt;br /&gt;
Understanding your role and what you can do as a RIO to help the pilot when performing&lt;br /&gt;
CASE 3 Departure&lt;br /&gt;
CASE 3 Recovery&lt;br /&gt;
&lt;br /&gt;
== Intermediate Combat ==&lt;br /&gt;
=== Intermediate Air-To-Air ===&lt;br /&gt;
BVR Timelines [Advanced]&lt;br /&gt;
* COMMIT&lt;br /&gt;
* Correlation&lt;br /&gt;
* Tactical Call&lt;br /&gt;
* Meld&lt;br /&gt;
* Crank &lt;br /&gt;
* Skate / Short Skate&lt;br /&gt;
* Banzai&lt;br /&gt;
* Abort&lt;br /&gt;
* Recommit&lt;br /&gt;
* Leave&lt;br /&gt;
&lt;br /&gt;
How to handle Radar in BVR and WVR&lt;br /&gt;
* Positioning of the aircraft depending on&lt;br /&gt;
** Enemy Alt/Speed&lt;br /&gt;
** Weapon system to use&lt;br /&gt;
&lt;br /&gt;
=== Intermediate/Advanced Air-To-Ground ===&lt;br /&gt;
==== Lantirn ====&lt;br /&gt;
* Joystick mapping the essentials&lt;br /&gt;
* Manual/Auto Lasing &amp;amp; Laser codes&lt;br /&gt;
* Switch between&lt;br /&gt;
** Waypoints&lt;br /&gt;
**Target point&lt;br /&gt;
* Area/Point&lt;br /&gt;
* A/A &amp;amp; A/G modes&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
* IP Bombing (pre-planned waypoint)&lt;/div&gt;</summary>
		<author><name>WeX</name></author>
		
	</entry>
</feed>