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''[[Home]] >> [[New Member Guide]]''
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''[[Home]] >> [[Aircraft Syllabi]] >> [[F-16C Viper Syllabus]]''
  
'''This section is intended to help a new member understanding what Master Arms is and what can be expected from us, and what we expect from you.'''
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==Intro Flight==
  
==Overview==
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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.
  
===What is Master Arms and how can I join?===
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* Cold start
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* Changing radio presets
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* Checking in
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* Joker/Bingo Settings
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* Dumb Bomb Configuration
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* Formation Takeoff (2-ship)
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* Fence In / Fence Out procedures
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* Raygun / Buddyspike procedures
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* Basic Radar Usage and Fox 3 Launch
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* "Fox" and "Splash" Calls
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* Dropping Dumb Bombs
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* Straight-in Landing or Overhead Break depending on newcomer's preference
  
Master Arms is a Swedish community for DCS enthusiasts. We have the ambition to fly in a serious manner, with realistic procedures, without ever losing sight of the importance of having fun together. Most of Master Arms' members are Swedish, but we regularly have foreign people joining us on missions. When this happens, we speak English during briefings. In the sim, we use SRS (a radio simulation program) to simulate comms between flights and agencies like AWACS and tower. All these comms are in English.
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==Basic Flying==
  
If you are interested in flying with us, the first step is to sign up on our forum and write a short presentation about who you are (read the details [https://masterarms.se/wp/nya-medlemmar/ here]). Then join our [https://discord.gg/hw3Aat4 Discord].
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===Starting Up===
  
Most of us are around 25-40 years old. But it doesn't matter if you are younger (within reason) or older. You can be a beginner or an experienced DCS pilot. As long you share our passion for serious flying, you have a willingness to learn, and you are socially compatible with us, you're welcome!
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* Cold Start using Quickstart Checklist
  
==The Journey==
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===Basic Navigation===
  
===Standalone or Steam?===
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* Navigate visually between two points using the compass and an empty F10 map
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* Waypoint Navigation
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* TACAN Navigation
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* Using HSD with data-link to find wingman
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* Course Line
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* Autopilot usage
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* Standard Climb (Military Power, use pitch to maintain 350-400 kts IAS)
  
We generally recommend using the Standalone version. Even many of our users who use Steam for all other games, tend to use the Standalone version for DCS. The benefits are small but significant. Standalone lets you select any version/patch of the game you want, instead of being limited to the latest OB and Stable builds. Also, discounts and new releases tend to arrive to Standalone before they're available on Steam. Even if it's generally just a day or two, it can be frustrating to wait while everyone else is having fun on a newly released map or trying out a new aircraft. Finally, when you buy games through Steam, 30% goes to Valve's cut. This is money that could have gone to the DCS developers Eagle Dynamics, who surely need them more. Help out and keep our hobby going!
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===Takeoff===
If you already have invested in aircraft on Steam, but now want to use Standalone instead, you can transfer them to your Standalone account (not the other way around though).
 
  
===Get a full fidelity DCS aircraft===
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* 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].
  
====What aircraft are you guys flying?====
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===Landing===
  
We don't strictly require you to fly a certain type of aircraft. But the way it works is that when we are running missions, there are a number of ''slots'' available for members to join the event. These slots have different aircraft types. In other words, in a particular mission, there might be 12 Hornet slots and 4 Viper slots, but no M-2000 slots. The event organizer decides this.
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* Managing AoA
In general, the most popular aircraft types in Master Arms will give you the smoothest ride, as you can get a lot of help, and there are always slots available for them in missions.
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** Level Flight: Pick an altitude, gear down and place flight vector in top of AoA bracket, maintaining altitude
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** Turning: Perform ~30 degree bank turns maintaining altitude
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** Careful climbing and descending (around 500 feet/minute)
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* Landing
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** Be "on-speed" (=flight vector in top of AoA bracket (10.5 degrees))
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** Extend speed brake
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** 2.5 degree glideslope
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** Idle and flare at runway threshold
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** Maintain 12 degree nose up (over horizon), aerobrake until 100 kts
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* Overhead break [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview]]
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** Approach in runway direction, course line set to runway magnetic heading
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** 300 knots, 1500'
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** Break over runway, 2-2.5 G, keep ''same throttle'' as on 300 knots approach
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** After break turn, on downwind at 230-250 kts: Gear down, extend airbrake
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** When you see runway threshold 45 degrees over your shoulder, turn final and descend
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** Land as explained above
  
In an ''approximate'' order of popularity (it varies quite a bit though), these are the aircraft commonly flown in Master Arms missions:
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Download a [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview file with explaining bookmarks showing overhead break and landing]].
  
# F/A-18C Hornet
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==Basic Combat==
# AJS 37 Viggen
 
# A-10C Warthog
 
# F-14B Tomcat
 
# F-16C Viper
 
# UH-1H Huey
 
  
Regardless which aircraft you pick, we recommend you to initially stick with one (or two at the most). It's better to master one type than to dabble with four.
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===Basic Air-To-Air===
  
====Which aircraft should I get?====
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* RWS Radar Mode
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** Setting Range, Width, Bars and Elevation
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** TMS up for SAM soft lock, TMS up again for STT hard lock
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* Boresight acquisition (Dogfight mode, TMS up)
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* Fire AIM-120C Amraam (~10-20 NM)
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* Fire AIM-9X Sidewinder (~2-4 NM)
  
Here follows a brief summary of what to expect from the different types:
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===Basic Air-To-Ground===
  
* F/A-18C Hornet - This is a very versatile multirole fighter. It can do almost everything reasonable good. It has a large array of available air-to-ground weapons and is a solid air-to-air fighter in both the visual and beyond-visual-range arena. Most notably, it flies off the carrier. Carrier ops is quite challenging, but also very fun, and something we do a lot in Master Arms! If you have no idea on what aircraft to choose, and you're okay with a modern fighter with quite a bit of "pressing computer buttons" this is probably the safest bet. It's in early access though, so a couple of systems are still missing. Also, you will need the Supercarrier module.
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* General Purpose Dumb Bombs (Mk 82, Mk 84)
* AJS 37 Viggen - This is one of our favorite jets. Partly because it's a Swedish design, but also since we have devs in the group, and it's a joy to fly! Be advised though that it's a niche aircraft. It's designed to fly low and fast, attack a ground target and fly home. It's not a dogfighter, and it misses some of the systems that can be found in more modern jets, like datalink and aerial refueling capability.
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** Configuration (ripple, single/pair and interval settings)
* A-10C Warthog - This is a pure close-air-support aircraft. It's very complete in terms of systems implementaton. If you are okay with a very slow aircraft and quite a bit of button pressing, this is a beautiful aircraft if you like carrying a virtually unlimited air-to-ground loadout and hunting tanks.
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** 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
* F-14B Tomcat - The Top Gun icon! This is a much older aircraft than the Hornet and the Viper and requires more of the pilot in terms of flying the thing. There's no fly-by-wire helping you here, and the HUD is very minimalistic. Most importantly, it's a two-man crew aircraft. While it's possible to fly it alone using an AI RIO, it's just not the same thing as flying together with another human crewman. In general, it's much harder to become proficient in this aircraft than the single-seat jets, as it requires you to schedule your flying with a partner. On the other hand, it will be a very rewarding experience if you make it happen! The F-14 does air-to-air extremely well and is quite capable in the air-to-ground role. It also flies off the carrier, which adds to the fun! You will need the Supercarrier as well.
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** ''(Over-ambitious extra: Read up on "Z Diagrams" and "The Bomb Triangle" https://www.cnatra.navy.mil/local/docs/pat-pubs/P-1209.pdf)
* F-16C Viper - Shares more or less the same mission set as the Hornet. If you want a multirole fighter, but you are not interested in landing on a boat, the Viper might be worth considering! Just be prepared that the F-16 is in early development. The air-to-air parts work quite well, but it's still very limited in air-to-ground systems, lacking almost every weapon except dumb bombs and LGBs. You will have to wait for HARM, Maverick, JDAMs and so on.
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* 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
* UH-1H Huey - Our favorite helicopter! If rotary wing is your thing, and you don't necessarily need to shoot missiles and bomb stuff, look no further than the Huey. It's an incredibly well simulated helicopter that have received praise from real-world pilots for its accuracy to the real thing.
 
* L-39C Albatross - This aircraft doesn't get featured in missions that often, but deserves mentioning as it's a beatifully simulated aircraft, and has a quite a few hard core fans in Master Arms using it during training flights and flying aerobatics in formation. The fact that this is one of the few jets that is somewhat reasonable to get to fly in real life, makes it quite interesting!
 
  
====What terrains should I get?====
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===Basic Defense===
  
* We recommend buying the Persian Gulf map. Quite a few of our missions are flown on that map. You don't need any other terrain (except Caucasus, which is free and included in the base game).
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* Basic setup countermeasures panel
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* Drop Flares and Chaff in countermeasures BYP mode
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* Basic RWR usage (On/Off, Open/Priority mode)
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* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)
  
====What about the Supercarrier?====
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==Aerial Refueling==
  
* Yes. If you plan to fly Hornet or Tomcat, you will need the Supercarrier. It's unfortunately not in a very good state at this point. But the fact that it lets us spawn lots of aircraft on the deck saves a lot of time, making it worth it.
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* Use radio menu to contact correct tanker
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* Locate and form up on tanker's left wing (echelon left formation)
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* Positioning and receiving fuel, straight and through turns
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* Moving to right side after refueling (echelon right formation)
  
===Pick a pilot callsign===
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==Intermediate Navigation==
  
* If you have callsign/nickname from before, you can most likely go ahead and use it. See exceptions below!
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* Steerpoint (waypoint) Handling
* If you don't have a callsign, you can make one up, or even better, just use your first name for now and let us know that you would like to receive suggestions on callsigns. We would LOVE to help you out, coming up with a cool and fun callsign after you have started flying with us. Probably based on some shenanigans in your flying. Unlike the real military, in Master Arms you can always refuse these suggestions if you don't like them, and ask for another one. In the end, you are free to be called whatever you want. It's up to you to decide.
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** Changing steerpoint coordinates and elevation
* Callsigns that you should avoid include:
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** Creating steerpoints
** A callsign already used by a Master Arms member (at least core members, i.e the people who are actively flying). Just look in the Discord member list.
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* BRA calls
** A callsign from the Top Gun movie (Maverick, Goose, Ice Man, Slider, Cougar, Merlin, Viper, Jester)
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* Understanding [[Radials]] and determine what radial you are on relative to steerpoints and TACAN stations
** A callsign that is excessively cool/badass sounding. Don't be Demon, Hell Fury, Killer, Predator etc. It easily gets a little silly. Feel free to ask us if you are uncertain.
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* Bullseye usage
** A callsign that conflicts with a commonly used radio call. It can be hard to know, but again, feel free to ask us. Here's a short list of ones that would be quite confusing: Fox, Raygun, Spike, Judy, Winchester, Bandit, Bogey.
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** Configuring bullseye
** A callsign that is very offensive or political.
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** Reading own bullseye position in FCR/HSD/HUD
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** Reading cursor bullseye location in FCR/HSD (when released)
  
===Getting setup===
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==Intermediate Combat==
  
* Contact us by signing up on the forum and joining the Discord, like described above.
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===Intermediate Air-To-Air===
* Then make sure all the necessary software (DCS, SRS and Teamspeak) is installed and configured. There is a guide [https://wiki.masterarms.se/index.php?title=Technical_Checklist here]. Please, follow this guide carefully, and don't skip any steps, as that will take unecessary time from other people when it's time to fly.
 
* Ask us on Discord for advice on how to setup your joystick and throttle bindings.
 
  
===Schedule an intro flight===
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* Fire AIM-120C Amraam in TWS mode against multiple targets
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* Fire AIM-9X using JHMCS with Enable button for off-boresight shots
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* Dogfight Mode radar acquisition modes
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* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver
  
* Your first flight with Master Arms will be with one other member (one of our IPs or "instructor pilots", which is nothing more fancy than a senior member that likes to help people out) that will welcome you aboard and help you out getting started. During the flight, he will make sure you get to learn the basics of how we fly in the community, and make sure your tech stuff (like SRS) is working as intended.
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===Intermediate Air-To-Ground===
* To schedule an intro flight, you should contact Bankler on Discord.
 
  
===Start practicing===
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* Targeting Pod Usage (Designation and Laser)
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* Drop GBU-12 LGB in CCRP mode (self lasing using T-pod)
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* JDAM/JSOW/CBU-105 employment
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* HARM employment using HAS and POS-RUK mode
  
* After your intro flight, your IP might have given you some pointers or advice on what to start looking into. In general, the things that most new-comers need to practice are landing patterns (like the overhead break, and/or CASE 1 recovery if you're flying a Navy jet), formation flying and aerial refueling.
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==Advanced Navigation & Flying==
* If you're unsure about what to practice, you can take a look in the [Aircraft_Syllabi] section.
 
* You are free to use the Master Arms training server, which is online 24/7.
 
* Also feel free to ask people to join you in your training sessions and help you out or just provide some company. Many times, people are more than happy to join you if just advertise you're in.
 
* Every Tuesday, we are hosting training events that you can sign up for. Sometimes it's just an open airfield with a manned tower and you can practice whatever you want. Sometimes there's a certain theme for the evening, like overhead breaks or formation flying. These events are posted in the [https://www.masterarms.se/forum/viewforum.php?f=77 forum]. To sign-up, you need to be logged in, and specify what aircraft you plan to fly in the form.
 
  
===Participate in missions===
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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.
  
* When you feel reasonably comfortable in your jet, you are free to sign up for Thursday missions (same signup process as Tuesday trainings).
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* How to read airfield charts and proper airfield departure
* How long you should wait before joining missions is up to you. Some new-comers are ready right away! Others feel they new a couple of weeks of practice before they are ready.
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* Receive, write down and understand clearances, both for startup, departure and approach
* Don't be too hard on yourself here. You don't need to be an expert by any means to participate. It's not uncommon that new-comers feel anxious and wait too long. Don't be shy! We will be patient with you and understand that lots of stuff will be new.
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* Fly the full approach as a lead, including communicating with and Control/Traffic/Tower/Ground
* The things we EXPECT from you at this point is that:
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* Takeoff and landing in high crosswinds
** You can take off and land in the intended way for the jet you're flying. For instance, being on-speed with the Hornet, or using flare and aerodynamical braking for the Viper.
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** Wing  level  crab  through touchdown
** Using the aircraft systems to navigate, finding your way to waypoints and back to base.
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** Maintain two-point (main gear only) aerobrake and ground track until 100 kts using rudder and stick
** Basic knowledge of the aircraft's most commonly used air-to-air and air-to-ground weapons.
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** Maintain ground track using rudder and differential braking after nose-wheel touchdown
** The most basic [[Comms]], like checking in to a channel.
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** Prevent wing-rise using stick roll input into wind
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* Touch-and-go landing
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** Maintain landing attitude after touchdown, advance throttle, close speed-brakes and take off without touching down with the nose-wheel
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==Advanced Combat==
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* ECM jammer
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** Self-protect
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** Noise barrage
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===Advanced Air-To-Air===
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* Engaging multiple bandits as a 2-ship, communicating and coordinating positioning, shots and maneuvers
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* Effectively performing CAP duty as a 2-ship
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===Advanced Air-To-Ground===
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* Markpoint usage
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* Using radar in ground modes to locate AO and targets
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* Arriving at Time On Steerpoint (TOS/"TOT") (when released)
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* Engaging ground-targets as a 2-ship, communicating and coordinating positioning, attacks and maneuvers
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* HARM employment using HTS pod
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* AGM-65 Maverick electro-optical employment
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* CBU-87/97 employment, considering wind and burst altitude
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* Target/markpoint sharing over data-link (when released)
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* 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)