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''[[Home]] >> [[Aircraft Syllabi]] >> [[F-16C Viper Syllabus]]''
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The purpose of "Quickstart Checklists" is to make it easier for new members to carry out a startup in a new model.  Be sure to check out [https://wiki.masterarms.se/index.php/Aircraft_Procedures TTP] for repective module and MA [https://wiki.masterarms.se/index.php/Home#Standard_Operating_Procedures SOP] for mandatory steps during startup. In addition, these checklists show only one of many different ways to carry out a startup and there is room to change the order of certain points to suit the pilot's own preferences.
  
==Intro Flight==
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==A-10C==
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The "System Startup Checklist" aims to be easily memorized by walking around the cockpit from left to right.</br>
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When performing a "Full startup" (Ordered by FL or when you fly single-ship) the steps in "Engine startup" are preferably carried out simultaneously as the "System Startup". Eg start left engine then go throug the steps in system startup. When left engine is running, start right engine and continue with system startup.
  
The [[Intro Flight]] is a newcomer's first familiarization flight. Its purpose is mainly to make sure all technical things work, make the newcomer feel welcome, go through some radio stuff and have some fun. It's not that important to learn any particular skills during the flight. That can come later. However, during this flight, the following topics are briefly covered.
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<gallery>
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File:A-10C STARTUP 1.png|''Startup Procedure''
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File:A-10C STARTUP 2.png|''System Startup''
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File:A-10C STARTUP 3.png|''Engine Startup''
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</gallery>
  
* Cold start
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==AH-64D==
* Changing radio presets
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Steps 1-7 in "Startup Procedure" are carried out jointly between the Pilot and CPG (and within the whole flight if not flying single-ship).
* Checking in
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"System Startup" can mostly be performed in any order as mentioned above.
* Joker/Bingo Settings
 
* Dumb Bomb Configuration
 
* Formation Takeoff (2-ship)
 
* Fence In / Fence Out procedures
 
* Raygun / Buddyspike procedures
 
* Basic Radar Usage and Fox 3 Launch
 
* "Fox" and "Splash" Calls
 
* Dropping Dumb Bombs
 
* Straight-in Landing or Overhead Break depending on newcomer's preference
 
  
==Basic Flying==
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===Pilot===
  
===Starting Up===
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<gallery>
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File:AH-64D STARTUP 1.png|''Startup Procedure''
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File:AH-64D STARTUP 2.png|''System Startup''
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</gallery>
  
* Cold Start using Quickstart Checklist
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===CPG===
  
===Basic Navigation===
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<gallery>
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File:AH-64D STARTUP 1.png|''Startup Procedure''
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File:AH-64D STARTUP 3.png|''System Startup''
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</gallery>
  
* Navigate visually between two points using the compass and an empty F10 map
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==F-14B==
* Waypoint Navigation
 
* TACAN Navigation
 
* Using HSD with data-link to find wingman
 
* Course Line
 
* Autopilot usage
 
* Standard Climb (Military Power, use pitch to maintain 350-400 kts IAS)
 
  
===Takeoff===
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===Pilot===
  
* Takeoff with proper procedure. [https://www.digitalcombatsimulator.com/en/files/3313564/ Correctly choosing between mil power or max AB, rotate 10 degrees at correct rotation speed calculated beforehand].
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<gallery>
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</gallery>
  
===Landing===
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===RIO===
  
* Managing AoA
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<gallery>
** Level Flight: Pick an altitude, gear down and place flight vector in top of AoA bracket, maintaining altitude
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</gallery>
** Turning: Perform ~30 degree bank turns maintaining altitude
 
** Careful climbing and descending (around 500 feet/minute)
 
* Landing
 
** Be "on-speed" (=flight vector in top of AoA bracket (10.5 degrees))
 
** Extend speed brake
 
** 2.5 degree glideslope
 
** Idle and flare at runway threshold
 
** Maintain 12 degree nose up (over horizon), aerobrake until 100 kts
 
* Overhead break [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview]]
 
** Approach in runway direction, course line set to runway magnetic heading
 
** 300 knots, 1500'
 
** Break over runway, 2-2.5 G, keep ''same throttle'' as on 300 knots approach
 
** After break turn, on downwind at 230-250 kts: Gear down, extend airbrake
 
** When you see runway threshold 45 degrees over your shoulder, turn final and descend
 
** Land as explained above
 
  
Download a [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview file with explaining bookmarks showing overhead break and landing]].
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==F-16C==
  
==Basic Combat==
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==F/A-18C==
  
===Basic Air-To-Air===
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==AJS 37==
 
 
* RWS Radar Mode
 
** Setting Range, Width, Bars and Elevation
 
** TMS up for SAM soft lock, TMS up again for STT hard lock
 
* Boresight acquisition (Dogfight mode, TMS up)
 
* Fire AIM-120C Amraam (~10-20 NM)
 
* Fire AIM-9X Sidewinder (~2-4 NM)
 
 
 
===Basic Air-To-Ground===
 
 
 
* General Purpose Dumb Bombs (Mk 82, Mk 84)
 
** Configuration (ripple, single/pair and interval settings)
 
** 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
 
** ''(Over-ambitious extra: Read up on "Z Diagrams" and "The Bomb Triangle" https://www.cnatra.navy.mil/local/docs/pat-pubs/P-1209.pdf)
 
* 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
 
 
 
===Basic Defense===
 
 
 
* Basic setup countermeasures panel
 
* Drop Flares and Chaff in countermeasures BYP mode
 
* Basic RWR usage (On/Off, Open/Priority mode)
 
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)
 
 
 
==Aerial Refueling==
 
 
 
* Use radio menu to contact correct tanker
 
* Locate and form up on tanker's left wing (echelon left formation)
 
* Positioning and receiving fuel, straight and through turns
 
* Moving to right side after refueling (echelon right formation)
 
 
 
==Intermediate Navigation==
 
 
 
* Steerpoint (waypoint) Handling
 
** Changing steerpoint coordinates and elevation
 
** Creating steerpoints
 
* BRA calls
 
* Understanding [[Radials]] and determine what radial you are on relative to steerpoints and TACAN stations
 
* Bullseye usage
 
** Configuring bullseye
 
** Reading own bullseye position in FCR/HSD/HUD
 
** Reading cursor bullseye location in FCR/HSD (when released)
 
 
 
==Intermediate Combat==
 
 
 
===Intermediate Air-To-Air===
 
 
 
* Fire AIM-120C Amraam in TWS mode against multiple targets
 
* Fire AIM-9X using JHMCS with Enable button for off-boresight shots
 
* Dogfight Mode radar acquisition modes
 
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver
 
 
 
===Intermediate Air-To-Ground===
 
 
 
* Targeting Pod Usage (Designation and Laser)
 
* Drop GBU-12 LGB in CCRP mode (self lasing using T-pod)
 
* JDAM/JSOW/CBU-105 employment
 
* HARM employment using HAS and POS-RUK mode
 
 
 
==Advanced Navigation & Flying==
 
 
 
Advanced doesn't necessarily mean difficult or complicated. It just means that these items can be learned after the basic and intermediate items, for the purpose of flying as wingman in Master Arms events.
 
 
 
* How to read airfield charts and proper airfield departure
 
* Receive, write down and understand clearances, both for startup, departure and approach
 
* Fly the full approach as a lead, including communicating with and Control/Traffic/Tower/Ground
 
* Takeoff and landing in high crosswinds
 
** Wing  level  crab  through touchdown
 
** Maintain two-point (main gear only) aerobrake and ground track until 100 kts using rudder and stick
 
** Maintain ground track using rudder and differential braking after nose-wheel touchdown
 
** Prevent wing-rise using stick roll input into wind
 
* Touch-and-go landing
 
** Maintain landing attitude after touchdown, advance throttle, close speed-brakes and take off without touching down with the nose-wheel
 
 
 
==Advanced Combat==
 
 
 
* ECM jammer
 
** Self-protect
 
** Noise barrage
 
 
 
===Advanced Air-To-Air===
 
 
 
* Engaging multiple bandits as a 2-ship, communicating and coordinating positioning, shots and maneuvers
 
* Effectively performing CAP duty as a 2-ship
 
 
 
===Advanced Air-To-Ground===
 
 
 
* Markpoint usage
 
* Using radar in ground modes to locate AO and targets
 
* Arriving at Time On Steerpoint (TOS/"TOT") (when released)
 
* Engaging ground-targets as a 2-ship, communicating and coordinating positioning, attacks and maneuvers
 
* HARM employment using HTS pod
 
* AGM-65 Maverick electro-optical employment
 
* CBU-87/97 employment, considering wind and burst altitude
 
* Target/markpoint sharing over data-link (when released)
 
* Towed decoy employment (when released)
 

Versionen från 1 februari 2023 kl. 16.50

The purpose of "Quickstart Checklists" is to make it easier for new members to carry out a startup in a new model. Be sure to check out TTP for repective module and MA SOP for mandatory steps during startup. In addition, these checklists show only one of many different ways to carry out a startup and there is room to change the order of certain points to suit the pilot's own preferences.

A-10C

The "System Startup Checklist" aims to be easily memorized by walking around the cockpit from left to right.
When performing a "Full startup" (Ordered by FL or when you fly single-ship) the steps in "Engine startup" are preferably carried out simultaneously as the "System Startup". Eg start left engine then go throug the steps in system startup. When left engine is running, start right engine and continue with system startup.

AH-64D

Steps 1-7 in "Startup Procedure" are carried out jointly between the Pilot and CPG (and within the whole flight if not flying single-ship). "System Startup" can mostly be performed in any order as mentioned above.

Pilot

CPG

F-14B

Pilot

RIO

F-16C

F/A-18C

AJS 37