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''[[Home]] >> [[Tactical Guides]] >> [[Advanced Formations and Movement]]''
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''[[Home]] >> [[Aircraft Syllabi]] >> [[F-16C Viper Syllabus]]''
  
==Advanced Formations and Movements==
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==Intro Flight==
  
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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.
  
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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
  
===Purpose===
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==Basic Flying==
The purpose of the formations and the manoeuvres described below are quite simple. They are the mechanisms which one transform a number of aircraft into a more tactically useful unit. Essentially, what these elements provide is the ability to maintain formation geometry during turns and movements.
 
In addition, by having a set of standard procedures and movements, “spread formations” become significantly easier to fly.
 
  
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===Starting Up===
  
===Combat Spread formation===
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* Cold Start using Quickstart Checklist
The basic formation when not cruising or otherwise requiring close contact between aircraft is the Combat Spread formation. It affords both aircraft freedom of movement and ability to concentrate on tactical tasks, as well as providing other tactical benefits.
 
  
It comes in two varieties:
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===Basic Navigation===
  
The Line Abreast formation has two (or more) aircraft in a line abeam (up to 20° offset). 1 -3 nm horizontal separation.
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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)
  
[[File: Combat_spread.png|600px]]
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===Takeoff===
  
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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].
  
The Wedge (Fighting wing) formation has the aircraft in an echelon (30 – 60°). Useful for when you want longitudinal separation between aircraft, such as intercepts.
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===Landing===
  
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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
  
[[File: Wedge.PNG]]
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Download a [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview file with explaining bookmarks showing overhead break and landing]].
  
The aircraft can have the same altitude, or be spread vertically, normally +-1000 ft (300 m) in the defensive, and 3000 ft (1000 m) in the offensive posture.
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==Basic Combat==
  
For the purposes of training, familiarise yourself with the line abreast formation first, as it is simpler geometrically.
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===Basic Air-To-Air===
  
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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)
  
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===Basic Air-To-Ground===
  
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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
  
===Turns===
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===Basic Defense===
  
The turns used in all of these examples are standard turns. Each of the aircraft maintain the same angle of bank, which results in the same turn radius for the given airspeed.
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* Basic setup countermeasures panel
Normal 45° angle of bank.
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* Drop Flares and Chaff in countermeasures BYP mode
Steep 60° angle of bank.
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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==
  
During turns, make sure to maintain airspeed! Changing airspeed will cause the turn radius to change, resulting in a worse outcome for the formation geometry at the end of the manoeuvre.
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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==
===Shackle===
 
[[File:Shackle.PNG]]
 
  
'''When:''' Situations require lead and wingman to swap places in a formation.
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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)
  
Shackle is a manoeuvre used to reorder the aircraft in a formation, essentially swapping sides between aircraft or elements.
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==Intermediate Combat==
  
The two aircraft or elements will turn into each other, in a scissor-like motion.
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===Intermediate Air-To-Air===
  
Brevity “Shackle”
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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
  
Shackles can also be used when making minor course changes (up to 30 degrees)
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===Intermediate Air-To-Ground===
  
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* Targeting Pod Usage (Designation and Laser)
[[File:Offheading_shackle.PNG|400px]]
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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
  
===Check turns===
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==Advanced Navigation & Flying==
  
[[File: Check_turn.PNG|400px]]
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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
  
'''When:''' Turns up to 30 degrees
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==Advanced Combat==
Brevity: Check left/ right [heading]
 
  
Due to the geometry of the turn, the inner aircraft will fly a shorter flightpath than the outer aircraft, resulting in a change in relative position. This can adressed in two ways.
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* ECM jammer
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** Self-protect
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** Noise barrage
  
Either;
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===Advanced Air-To-Air===
  
Geometrically: The inner aircraft add either a vertical component (climbing and sinking) or S-turns to lengthen the flight path.
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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
  
Airspeed: The inner aircraft can reduce airspeed by a small amount in order to offset difference.
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===Advanced Air-To-Ground===
  
[[File: Check_right_fix.PNG|400px]]
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* Markpoint usage
 
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* Using radar in ground modes to locate AO and targets
===Tactical turns (Tac-turns)===
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* Arriving at Time On Steerpoint (TOS/"TOT") (when released)
[[File:Tac_turns.png|600px]]
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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
'''When:''' 45 or 90 degree Turns
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* AGM-65 Maverick electro-optical employment
 
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* CBU-87/97 employment, considering wind and burst altitude
Brevity: "Tac 45 / 90 Left / Right"
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* Target/markpoint sharing over data-link (when released)
 
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* Towed decoy employment (when released)
In order not to have inordinately different lengths in flight path, the turn is a delayed turn for the inner aircraft.
 
The tac turn will result in a formation change. For example, the wingman starts the turn on the left, and will end up on the right.
 
 
 
Tac 45. The outer aircraft starts the turn, and when passing the 6 o’clock position of the inner aircraft, the inner aircraft begins it’s turn.
 
 
 
Tac 90. The outer aircraft starts the turn. When their nose is pointed at the inner aircraft, the inner aircraft begins it’s turn.
 
 
 
For training purposes, the outer pilot should report either when passing behind or nose onto the inner pilot. Such as “nose on”, “passing behind”.
 
 
 
 
 
 
 
 
 
 
===Cross turns===
 
 
 
[[File: Cross_turn.PNG|600px]]
 
 
 
'''When:''' Turns 180 degrees
 
 
 
Brevity: “Cross turn”
 
 
 
Both aircraft turn towards each other, and will pass over / underneath each other.
 
 
 
Used then reversing course, such as a threat from the front or reaching undesirable airspace. 
 
The flight will cover the same area during the retreat as during the approach. Useful flying through threat corridors, and avoiding sideways movement of the formation.
 
 
 
 
 
 
 
 
 
 
 
 
===Hook turns===
 
 
 
[[File: Hook_hires.PNG|600px]]
 
 
 
'''When:''' 180 Degree turns
 
Both aircraft turn the same way, leading to the entire formation moving one turn radius to left / right.
 
Useful when a sideways movement is desired, such as clearing the way for aircraft behind etc.
 

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)