Skillnader mellan sidorna "CASE 1" och "F-16C Viper Syllabus"

Från Master Arms Wiki
(Skillnad mellan sidor)
Hoppa till navigering Hoppa till sök
 
 
Rad 1: Rad 1:
''[[Home]] >> [[Standard Operating Procedures]] >> [[Carrier Ops]] >> [[CASE 1]]''
+
''[[Home]] >> [[Aircraft Syllabi]] >> [[F-16C Viper Syllabus]]''
  
This section holds all CASE 1 procedures that are relevant for our use in DCS.
+
==Intro Flight==
  
Main Sources: https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf and replies from GB.
+
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.
  
''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.''
+
* Cold start
 +
* Changing radio presets
 +
* Checking in
 +
* 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
  
==What is CASE 1?==
+
==Basic Flying==
  
CASE 1 is the state when it's daytime and the weather allows for good visibility around the boat. Formally, it's "during day VMC (Visual Meteorological Conditions) conditions (WX 3,000-5 or better)", meaning the ceiling is no lower than 3,000 feet, and the visibility is no less than 5 nautical miles.
+
===Starting Up===
  
==Short Summary==
+
* Cold Start using Quickstart Checklist
  
===Departure===
+
===Basic Navigation===
  
* Take off and perform a small clearing turn.
+
* Navigate visually between two points using the compass and an empty F10 map
* Continue along BRC (the carrier's heading) at 500 ft and 300 kts until 7 nm DME.
+
* Waypoint Navigation
* Climb freely.
+
* 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)
  
===Recovery===
+
===Takeoff===
  
* Flight leader contacts Marshal (Ch 16 261.00) at ~50 nm DME. Report flight members, position, altitude and lowest fuel. Hook down!
+
* 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].
* Approach the carrier, making sure you're on assigned altitude before 10 nm DME.
 
* When visual (typically 10 nm DME) report "see you at X nm". Switch to Tower (Ch 1 305.00). Go Fingertip Left formation.
 
* Tangentially enter the 5 nm diameter port hold (see image) at 250 kts at any point in this circle. Maintain Fingertip Left formation. Note that the image shows this circle a little off. The port hold circle is located to the left of the ship, with its rightmost point (point 1) being right above the boat.  
 
* When Tower says "Your signal is Charlie", commence at point 3 in the hold, going Echelon Right formation and accelerating to 350 kt, slowly decending to 800'.  
 
* Break at 800 ft and 350 kts shortly after the bow. 15 second intervals between each break.
 
* 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.
 
  
==Resources==
+
===Landing===
  
* [https://www.youtube.com/watch?v=lm-M3VUy-_I Jabbers Youtube Video], explaining how to fly a CASE 1 Recovery.
+
* Managing AoA
* [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.
+
** Level Flight: Pick an altitude, gear down and place flight vector in top of AoA bracket, maintaining altitude
 +
** 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
  
==Detailed Instructions==
+
Download a [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview file with explaining bookmarks showing overhead break and landing]].
[[Fil:Case1PortHold.png|400px|thumb|Overhead port hold]]
 
[[Fil:Case1PortHold2.PNG|400px|thumb|Port hold and exit]]
 
[[Fil:Case1 Final.png|400px|thumb|Break and pattern]]
 
===Departure===
 
  
====On The Boat====
+
==Basic Combat==
* Set radio to Tower Ch 1 305.00.
 
* When your flight is ready to depart, ask Tower for taxi clearance to the catapults (Cat 1 is the right-most, Cat 4 is the left-most).
 
* Taxi to the cats and request takeoff.
 
  
====Takeoff====
+
===Basic Air-To-Air===
* With ~10 second intervals, call out your launch, ex "Enfield11, taking off" and take off.
 
* Call airborne. Ex "Enfield11, airborne!".
 
* Make a small clearing turn to the right (if on cat 1 or 2) or left (if on cat 3 or 4).
 
* Turn to the BRC. Climb to 500 ft and accelerate to 300 kts.
 
* At 7 nm DME, start climbing to desired altitude.
 
* Flight lead decides when to leave the frequency and go to the package channel.
 
* Form up with your flight.
 
  
===Recovery===
+
* 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)
  
====Arriving to the Carrier Control Zone====
+
===Basic Air-To-Ground===
  
* Perform HAIL-R checks:
+
* General Purpose Dumb Bombs (Mk 82, Mk 84)
** H - Hook down.
+
** Configuration (ripple, single/pair and interval settings)
** A - Anti-skid off / Altimeter. ''(Also set/confirm Hook Bypass to CARRIER)''
+
** 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
** I - Instruments. ''(Turn on ILS, general checks)''
+
** ''(Over-ambitious extra: Read up on "Z Diagrams" and "The Bomb Triangle" https://www.cnatra.navy.mil/local/docs/pat-pubs/P-1209.pdf)
** L - Landing weight / Lights ''For Hornet: Max 34k lbs. Full position lights (for DCS visibility reasons)''
+
* 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
** R - RADALT ''(Pilot preference. 380' is recommended)''
 
* At 50 nm DME, switch to Marshal channel Ch 16 261.00.
 
* Flight lead contacts Marshal stating your flight's members, position, altitude and lowest fuel state. Marshal will provide your Marshal instructions.  
 
* Comms example:
 
** You: ''"Marshal, Chevy11" (i.e Chevy One One)''
 
** Marshal: ''"Chevy11, Courage Marshal"''
 
** You: ''"Chevy11 holding hands with Chevy12, marking Mother's 070 for 48, angels 14, low state 6.5"''
 
** Marshal: ''"Chevy11, Case 1, BRC is 264. Expected Charlie time 22. Report see me."''
 
* 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).
 
  
====Entering the Port Hold====
+
===Basic Defense===
  
* If available, set your course line to BRC, scaling the HSI to 10 nm.
+
* Basic setup countermeasures panel
* Decend to the holding altitude before you have reached 10 nm DME.
+
* Drop Flares and Chaff in countermeasures BYP mode
* When visual (typically 10 nm DME) report "see you at X nm".
+
* Basic RWR usage (On/Off, Open/Priority mode)
* Switch to Tower Ch 1 305.00.
+
* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)
* Enter the holding pattern from any direction, tangentially on the 5 nm diameter circle on the port side of the ship. Fly 250 kts IAS.
 
* 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 "fingertip left" formation).
 
  
====Exiting the Port Hold====
+
==Aerial Refueling==
  
* Tower ''may'' give a global ''"99, signal is charlie"'', upon which the flight at angels 2 may commence, and the stack above decends and commences at their own will when it looks clear below. However, normally we do ''not'' use zip-lip procudures.
+
* Use radio menu to contact correct tanker
* In our case, because of the limited visibility in DCS, we are not zip-lip and Tower instead controls the stack, giving "your signal is charlie" to one flight at a time, and explicitly instructs other flights to decend.
+
* Locate and form up on tanker's left wing (echelon left formation)
* When you exit the holding, you should be on the left-most end of the circle (i.e point 3). Call out ''"Chevy1 commencing"'' and exit backwards in a tear drop-shaped style.
+
* Positioning and receiving fuel, straight and through turns
* Accelerate to 350 kts IAS. #3 and #4 crosses under to the right into an Echelon Right formation.
+
* Moving to right side after refueling (echelon right formation)
* While gradually decending towards 800', smoothly turn left into the BRC, ideally ending up around 3 nm behind the boat. At this point, call out ''"Chevy1, initial"''.
 
  
====Entering the Break====
+
==Intermediate Navigation==
  
* Pass the ship in Echelon Right formation at 800'. 350 kts IAS.
+
* Steerpoint (waypoint) Handling
* Lead should break left shortly after having passed the bow. Wingmen break in 15 seconds interval, making sure nobody proceeds farther than 4 nm ahead of the ship before breaking.
+
** Changing steerpoint coordinates and elevation
* At the break, go idle and extend speed brakes, turn hard left maintaining 800'. A rule of thumb is holding G equal to 1/100 of your speed. So at 270 kts, hold 2.7 G.
+
** Creating steerpoints
* 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.
+
* BRA calls
* As you're entering the downwind, decend to 600' and add trim to fly on-speed.
+
* 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)
  
====The Final Turn====
+
==Intermediate Combat==
  
* 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. If it's relevant for the situation to make people aware of where you are, you can callout "Chevy11, abeam" at this point.
+
===Intermediate Air-To-Air===
* Decend slightly. Ideally you should be half-way through the turn ("at the ninety") 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 ("entering the groove") around 15-18 seconds before wheels down.
 
* As soon as you see the meat ball, call out [Callsign] [Aircraft Type] Ball [Fuelstate]. For instance ''"Chevy11, Hornet Ball, 4.5"''.
 
* Fly the ball all the way to touchdown.
 
* As soon as you touch down, ALWAYS add full power or even afterburner. Don't anticipate that you have caught a wire.
 
  
====Bolters and Waveoffs====
+
* 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
  
* If you get waved off, add full power and fly over the angled deck.
+
===Intermediate Air-To-Ground===
* 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.
 
* Climb to 600'. Keep gear, flaps and hook extended. Continue flying on-speed.
 
* Visually scan the situation around you.
 
* When clear, turn left and re-enter the pattern downwind towards the abeam position, and try again.
 
  
====On the Deck====
+
* 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
  
* If you get caught in a wire and it won't release from the hook, wiggle the nose wheel right and left until it releases.
+
==Advanced Navigation & Flying==
* Raise the hook, fold the wings, and quickly but carefully exit the runway to the right.
 
* Contact tower and ask for parking instructions, or, if the situation doesn't allow, just park at any available spot.
 
  
==Remarks==
+
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.
  
* 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.
+
* How to read airfield charts and proper airfield departure
* 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.
+
* Receive, write down and understand clearances, both for startup, departure and approach
* For practical reasons, we use tactical callsigns, like Chevy11 around the boat, instead of board numbers (as in real life).
+
* Fly the full approach as a lead, including communicating with and Control/Traffic/Tower/Ground
* Because of the poor visibility in DCS, we are not zip-lip during CASE 1. The radio callouts are there to improve everyone's SA.
+
* Takeoff and landing in high crosswinds
* 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, "Hornet Tank 3.0 and T + 2". 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.
+
** Wing  level  crab  through touchdown
* 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.
+
** 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
  
==Question Marks and Discussion Points==
+
==Advanced Combat==
  
* IRL, during day-time carrier ops, all aircraft have all their lights turned off. Should we use this procedure, or keep position lights on? The DCS visibility is poor enough as it is. But do lights currently even help with visibility in daylight?
+
* ECM jammer
* Would it be fun/cool/interesting to use board numbers instead of tactical callsigns around the boat for the sake of more realism, or would it just be to put unecessary requirements on pilots, carrier personel and mission builders to remember this?
+
** 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 17 januari 2022 kl. 12.16

Home >> Aircraft Syllabi >> F-16C Viper Syllabus

Intro Flight

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.

  • Cold start
  • Changing radio presets
  • Checking in
  • 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

Starting Up

  • Cold Start using Quickstart Checklist

Basic Navigation

  • Navigate visually between two points using the compass and an empty F10 map
  • 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

Landing

  • Managing AoA
    • Level Flight: Pick an altitude, gear down and place flight vector in top of AoA bracket, maintaining altitude
    • 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 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 Tacview file with explaining bookmarks showing overhead break and landing.

Basic Combat

Basic Air-To-Air

  • 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

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
  • Crank and 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)