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''[[Home]] >> [[Qualifications]] >> [[Basic Qualification]]''
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''[[Home]] >> [[Aircraft Syllabi]] >> [[F-16C Viper Syllabus]]''
[[Fil:Wings_Silver.png|400px|thumb|Wings]]
 
  
The basic qualification marks the completion of the syllabus for a particular aircraft type, and should generally be the first goal for all our rookies. It focuses on learning the most basic procedures, systems, weapons and tactics for the aircraft. After the qualification, you are officially "winged".
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==Intro Flight==
  
===How to train===
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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.
* Work your way through the [[Aircraft Syllabi|syllabus]] for your main aircraft, excluding carrier ops and aerial refueling.
 
* Don't be afraid to ask for help or even private training in Discord if you struggle with something.
 
  
===How to qualify===
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* Cold start
* Carefully go through the syllabus list and ask yourself for every item "Do I know how to do this thing, at least to a fair level?", again, excluding carrier ops, aerial refueling and anything under the "advanced" categories. You will be your own judge and examiner here. This is the most important step, and we trust you to be fair to yourself. Be disciplined, but don't be overly self-critical.
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* Changing radio presets
* Ask somebody to act as your examinating instructor. It can be anyone who has completed the Basic Qualification themselves.
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* Checking in
* The instructor prepares a short sortie, called a basic qual checkride, covering a ''very small sample'' of the syllabus content. Typically some navigation, some weapon employment, and an overhead break.
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* Joker/Bingo Settings
* The instructor will ask you a couple of control questions to make sure you're comfortable with the syllabus contents. You're expected to be able to answer correctly with minimal help/hints.
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* Dumb Bomb Configuration
* The instructor will lead and you will be the wingman.
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* Formation Takeoff (2-ship)
* You are expected to have all your technical stuff working (SRS and such), be able to follow your lead, switch radio channels as instructed, perform the tasks he/she has briefed, and return home together safely, landing with an overhead break.
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* Fence In / Fence Out procedures
* If you did okay, you will qualify and your instructor will let us know on Discord.
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* Raygun / Buddyspike procedures
* If you did not pass (meaning something went really bad, like you crashed, or cleary didn't know how to employ a weapon), you are free to try again, as many times as you like, as long as you take responsibility for reading up on the stuff that didn't go so well.
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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
  
===If you qualify===
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==Basic Flying==
* Your callsign will be added to the list in the Discord #basic-quals channel.
 
* You will get to wear the Silver Wings badge in Teamspeak.
 
  
===Remarks===
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===Starting Up===
* The basic qual checkride is primarily a formality and will only test you on a very small fragment of the syllabus content. Its main purpose is that it feels better with somebody else officially examinating you than doing it yourself. But the "real" qualification is your own responsibility, by testing yourself in the syllabus content, before the checkride.
 
  
==Instructor Guidelines==
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* Cold Start using Quickstart Checklist
  
* Schedule the checkride with the student.
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===Basic Navigation===
* Ask the student some sample questions (3-4 is usually enough) to make sure they have grasped the syllabus contents. Some example questions (for the Hornet/Viper):
 
** "What's the altitude and speed for the overhead break?"
 
** "What steps do you need to perform to launch a HARM missile?"
 
** "Where can you see your own bullseye location?"
 
** "How is a standard climb performed?"
 
* Pick any of the available standard Basic Qualification sorties below.
 
* When on the server, use the comms menu to spawn a target group.
 
* You will get the coordinates through an on-screen message. You and the student will have to create a waypoint manually.
 
* Fly the mission, using all the normal comms you'd normally do (even though you might not have actual human controllers on the radio), RTB and land with an overhead break.
 
* To pass, the sortie doesn't need to be perfect by any stretch, and it's fine if you have to help the student a little, but it has to be a somewhat smooth ride. Example of things that should result in a failed checkride (which is not a big deal, they can just do it again later):<span style="color: red">
 
** ''The student crashes or otherwise damages the aircraft at any point (takeoff, landing, taxiing, flying).''
 
** ''The student cannot drop/launch a weapon.''
 
** ''The student drops the weapon, but it's not even close to hitting the target, clearly indicating they are not using the systems correctly.''
 
** ''The student cannot follow you, even with some pointers to help them out.''
 
** ''The overhead break doesn't look like an overhead break at all (overtaking you, getting dangerously close to the ground on downwind and such).''</span>''
 
* If most things work well, the student passes, and you should write a confirmation/congratulation in the #qual-reports channel on Discord to let our administrators know.
 
  
===Basic Qualification Sorties===
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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)
  
The instructor chooses any of these missions. On the training server, use the comms commands under Other/Master Arms Range/Basic Qualificaton Targets to create corresponding targets (vehicles, SA-2 or enemy MiG-21 fighter). You can spawn these targets during startup. When creating a target you will get coordinates to the target (visible for 45 seconds), so that you can create a waypoint for it.
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===Takeoff===
  
'''Bombstrafe'''
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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].
  
1. CCIP attack with dumb bombs on stationary vehicle group.
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===Landing===
  
2. High altitude JDAM attack on stationary vehicle group.
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* Managing AoA
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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
  
3. High/medium altitude LGB attack on stationary vehicle group.
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Download a [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview file with explaining bookmarks showing overhead break and landing]].
  
4. Maverick attack on stationary vehicle group. ''(Hornet: AGM-65E only, Warthog: Any Maverick version)''
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==Basic Combat==
  
5. Attack Rocket attack on stationary vehicle group. ''(Viggen/Warthog only)''
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===Basic Air-To-Air===
  
6. HARM attack on SA-2.
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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)
  
''For aircraft that carry an internal gun, the above tasks should be followed up with one high angle (30 deg) strafing run on any remaining (or already destroyed) target.''
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===Basic Air-To-Ground===
  
'''Defensive Counter Air'''
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* General Purpose Dumb Bombs (Mk 82, Mk 84)
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** Configuration (ripple, single/pair and interval settings)
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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
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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)
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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
  
7. Engage enemy figher at waypoint.
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===Basic Defense===
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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)
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==Aerial Refueling==
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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)
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==Intermediate Navigation==
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* Steerpoint (waypoint) Handling
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** Changing steerpoint coordinates and elevation
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** Creating steerpoints
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* BRA calls
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* Understanding [[Radials]] and determine what radial you are on relative to steerpoints and TACAN stations
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* Bullseye usage
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** Configuring bullseye
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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)
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==Intermediate Combat==
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===Intermediate Air-To-Air===
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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
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===Intermediate Air-To-Ground===
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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
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==Advanced Navigation & Flying==
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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.
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* How to read airfield charts and proper airfield departure
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* Receive, write down and understand clearances, both for startup, departure and approach
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* Fly the full approach as a lead, including communicating with and Control/Traffic/Tower/Ground
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* Takeoff and landing in high crosswinds
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** Wing  level  crab  through touchdown
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** Maintain two-point (main gear only) aerobrake and ground track until 100 kts using rudder and stick
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** Maintain ground track using rudder and differential braking after nose-wheel touchdown
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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)