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''[[Home]] >> [[Tactical Guides]] >> [[Close Air Support]]''
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''[[Home]] >> [[Aircraft Syllabi]] >> [[F-16C Viper Syllabus]]''
  
What is close air support?
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==Intro Flight==
  
Close Air Support (CAS) is the direct support of troops on the ground by air assets. It can be done by performed by both fixed wing aircraft and helicopters. Typically, there is an aircraft involved to deliver the weapons, and a controller to direct the fire. In general, the Master Arms CAS procedures are, while based on real life concepts, a bit simplified and streamlined. Most notably, we're currently focusing on ''one'' single way of doing it, namely the '''Keyhole, Type 2''' procedure.
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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.
  
A controller is typically on the ground, and called a JTAC (Joint Terminal Attack Controller) or a FAC (Forward Air Controller). He can also be airborne, and is then called a FAC(A) (Forward Air Controller Airborne). For the sake of simplicity we will just refer to the controller as JTAC.
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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
  
''In real life, another key player is the ground commander, responsible for ground operations, but in our context it's not a role that is present, so you can disregard from that.''
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==Basic Flying==
  
==Flow overview==
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===Starting Up===
* CAS Request - The JTAC contacts the commander requesting Close Air Support.
 
* CAS Check-in - The CAS flight provides the JTAC with its capabilities.
 
* Situation Update - The JTAC provides some information to give the aircrew some SA.
 
* CAS Brief
 
** A) Gameplan - The JTAC provides broad term info for the upcoming attack.
 
** B) 9-line - The JTAC provides the necessary details for the attack in a standard format.
 
** C) Remarks/Restrictions - The JTAC provides additional ''optional'' details.
 
* Readback - The pilot reads back the ''mandatory'' info from the 9-line and the remarks/restrictions.
 
* Correlation - The JTAC confirms that the pilot has acquired the correct target.
 
* Attack - The pilot attacks the target.
 
* Assessment - The JTAC provides an evaluation of the attack.
 
* BDA - The JTAC (or the pilot) summarizes the final result of the CAS.
 
  
==Flow details==
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* Cold Start using Quickstart Checklist
  
===CAS Request===
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===Basic Navigation===
The JTAC have identified a situation in which he needs air support. He contacts the commander to request an asset. In our context, this would typically be the AWACS controller. He should specify if he has any certain requirements when it comes to aircraft type, capabilities (sensors, weapons), play time and such. The commander will let the JTAC know if there's a flight available, provide the callsign for that flight and, if possible, and ETA when they will arrive.
 
The commander will provide the CAS flight with the JTAC callsign, a frequency (or channel), and a location to go (can be a waypoint, a coordinate or some other instruction). It can be the target area or the location of a CP (contact point).
 
  
===CAS Check-in===
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* Navigate visually between two points using the compass and an empty F10 map
When the flight is enroute to the location, they will contact the JTAC letting them know they are on their way. JTACs should be directive about when they want the aircraft to ''check-in'', providing the details on the flight's capabilities. The following info should be included:
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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)
  
# Number and type of aircraft
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===Takeoff===
# Position and altitude
 
# Ordnance (including laser codes)
 
# Playtime
 
# Relevant sensors (typically if the aircraft is carrying targeting pod)
 
# Abort code (always "none" or "in the clear" in our case)
 
  
If the flight is ''not'' able to work with MGRS coordinates (which is standard), and need some other format (typically DD:MM:DEC coordinates), this should be mentioned.
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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].
  
===Situation Update===
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===Landing===
The JTAC provides a short overview on what's happening, and if there is anything the flight needs to know, like and hazards (air defenses, other CAS flights) or so. In our case, where we always use the Keyhole procedures, an Echo-point is always communicated (and read back) in this step.
 
  
===CAS-brief===
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* Managing AoA
The pilot writes this down. Typically in a printed CAS sheet. The CAS brief contains three parts:
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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
  
====A) Gameplan====
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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 JTAC provides a short summary of how the attack is going to be performed. At the least, two items need to be communicated (and typically, this is enough):
 
* Type of control - There is Type 1, Type 2 and Type 3 attacks.  
 
* Method - "Bomb on target" (BOT) or "Bomb on coordinate" (BOC). With BOT, the pilot will need to acquire the target visually or with a sensor. With BOC, this is not needed, but he will instead attack a certain location on the ground.
 
  
The gameplan ''may'' include a requested ordnance type/number.
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==Basic Combat==
  
====B) 9-line====
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===Basic Air-To-Air===
The 9-line is a standard format describing the attack details. The JTAC reads every line (some of them might be "not applicable", and are then explicitly communicated that way). The lines are always read in a certain order and should be as short/to-the-point as possible. It's encouraged that the JTAC reads all the line headers ("Elevation", "Target" etc) out loud, to make it easier for less experienced pilots.
 
  
# IP (Intitial point) - This starting point from which the attack. In our Type 2 Keyhole procedure, it's a cardinal heading ("Alpha" for North, "Bravo" for East, "Charlie" for South, "Delta" for East) and a distance from the Echo (target) point.
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* RWS Radar Mode
# Heading - The magnetic heading from the IP to the target. Not used if there's no IP. ''(Not relevant during Keyhole procedure)''
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** Setting Range, Width, Bars and Elevation
# Distance - The distance from the IP to the target. Not used if there's no IP. ''(Not relevant during Keyhole procedure)''
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** TMS up for SAM soft lock, TMS up again for STT hard lock
# '''Elevation''' - The target altitude in feet MSL (above mean sea level).
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* Boresight acquisition (Dogfight mode, TMS up)
# Target - A concise description, for instance "T-72 tank".
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* Fire AIM-120C Amraam (~10-20 NM)
# '''Location''' - Typically just communicated as "by sensor talk-on", but ''can'' be communicated by grid position or lat/long ''if needed''.
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* Fire AIM-9X Sidewinder (~2-4 NM)
# Mark - The JTAC can mark the target with smoke, laser or IR. If laser is used, the laser code should also be provided.
 
# '''Friendles''' - The distance (in meters) and cardinal/subcardinal ("North-west") direction from the target to the nearest friendles.
 
# Egress - The cardinal/subcardinal direction for the pilot to egress after weapon employment.
 
  
The '''bold''' lines are mandatory for the pilot readback below.
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===Basic Air-To-Ground===
  
====C) Remarks/Restrictions====
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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
  
'''Remarks''' are additional info items to help the pilot. Typical remarks are:
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===Basic Defense===
* Type/number or ordnance (if not already specified in gameplan).
 
* Laser-to-target line - The direction of the laser (for instance "south to north").
 
* Threats - AAA, manpads etc.
 
* Weather - Cloud ceiling etc.
 
* Friendly mark - If the friendlies have marked themselves with smoke or IR.
 
  
'''Restrictions''' are things that need to be followed, and always require readback. Typical restrictions are:
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* Basic setup countermeasures panel
* Final attack heading - If the attack needs to be performed at a certain heading (for instance "090 plus/minus 20").
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* Drop Flares and Chaff in countermeasures BYP mode
* Danger close - If the attack is expected to hit very close to friendlies (inside of the weapon's "0.1% probability of incapacitation" radius).
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* Basic RWR usage (On/Off, Open/Priority mode)
* TOT - If there is a certain time-on-target when the weapons is intended to hit the target.
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* Evade enemy missile by putting it on your 3 o'clock or 9 o'clock (Evaluate in TacView)
  
===Readback===
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==Aerial Refueling==
After the JTAC's CAS brief is finished, the pilot should read back the following things:
 
* Line 4, 6 and 8 from the 9-line brief.
 
* Any restrictions.
 
  
===Correlation===
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* Use radio menu to contact correct tanker
The JTAC needs to make sure the pilot is acquiring the correct target. It can be done in many ways. Typically through a talk-on, guiding the pilot from a reference point, through distinguishable landmarks, to the target. This is a back-and-forth talk between the JTAC and the pilot, and can be very different depending on the situation.
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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)
  
===Attack===
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==Intermediate Navigation==
When the correlation has been completed, the JTAC clears the pilot to approach by asking him to "call when leaving IP". When the pilot has completed his preparations, and has turned towards the target, he calls "IP inbound", meaning he has left the IP and is inbound towards the target.
 
  
* If the JTAC wants the pilot to continue, but he's not ready to let him open fire just yet, he calls "Continue".
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* Steerpoint (waypoint) Handling
* When the pilot is 'ready to fire' he calls "In hot".
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** Changing steerpoint coordinates and elevation
* If the JTAC wants to cancel the attack, he calls "Abort, abort, abort!".
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** Creating steerpoints
* When the JTAC is confident everything looks good, he calls "Cleared hot!".
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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)
  
''Note: For safety, "cleared hot!" are words ONLY to be said by the JTAC, ever. You are not allowed to asked "am I cleared hot". Just say "in", or "in, 4 miles" or such if you need to make the JTAC aware that your delivery window is closing.''
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==Intermediate Combat==
  
When the pilot fires, he should preferably call out the weapon release. For instance "Pickle" (all bombs) or Rifle (air-to-ground missile, like a Maverick). No callout is needed for a strafe.
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===Intermediate Air-To-Air===
  
When the pilot has fired, he calls "Off" if he has fired, or "Off dry" if he didn't fire.
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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
  
====Laser considerations====
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===Intermediate Air-To-Ground===
  
If the pilot has released a laser guided weapon, and the JTAC should guide it, the ''pilot'' should call "laser on" when he wants the JTAC to start lasing.
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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
  
* For a Laser Maverick delivery, laser should be on before launch.
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==Advanced Navigation & Flying==
* For a LGB drop, it's generally better to let the bomb fall for a while, building up energy before the laser is turned on, causing the bomb to maneuver.
 
  
When the JTAC is firing the laser, he acknowledges this by calling "lasing".
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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.
  
===Assessment===
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* How to read airfield charts and proper airfield departure
After the weapon has impacted, the JTAC should let the pilot know whether it was a hit or miss. Many times, a re-attack is needed. In this case, the JTAC simply asks for a re-attack. The instructions and restrictions from the first attack still apply, so no new CAS brief is needed. The JTAC may give additional instructions when the pilot is maneuvering, typically an target position adjustment. This is typically given with reference to where the previous attack hit ("from your hits, north 100").
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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
  
===BDA===
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==Advanced Combat==
When the JTAC no longer needs the CAS flight, or the CAS flight can no longer support (out of playtime i.e low fuel, out of weapons, other reason), the CAS session ends. The pilot 'or' the JTAC could perform a BDA, but in our case typically the JTAC makes the BDA and communicates it to the pilot).
 
At minimum, the BDA should say if the engagements were ''successful or not''. Preferably, it should also include the size of the remaining enemy force, their activity (moving or digging in), and observed damage (typically number of destroyed vehicles).
 
  
==Types of control==
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* ECM jammer
There are three different types of control. Currently, we ''only'' use Type 2. The other ones are listed here for future reference.
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** Self-protect
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** Noise barrage
  
===Type 1 (currently not used)===
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===Advanced Air-To-Air===
Type 1 is the most strict type, designed to minimize risk for hitting the wrong target. In this type, the JTAC is required to visually see ''both'' the target ''and'' the attacking aircraft.
 
  
===Type 2===
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* Engaging multiple bandits as a 2-ship, communicating and coordinating positioning, shots and maneuvers
Type 2 control requires the JTAC to control individual attacks. For safety, the JTAC should attempt to visually acquire both the target and the attacking aircraft, but ''neither is required''.
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* Effectively performing CAP duty as a 2-ship
  
===Type 3 (currently not used)===
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===Advanced Air-To-Ground===
During Type 3, the JTAC clears the aircraft to engage targets in an area with ''multiple attacks''. Just like in Type 2, he can, but doesn't have to, visually acquire the targets nor the attacking aircraft.
 
  
==Example==
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* Markpoint usage
WIP
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* Using radar in ground modes to locate AO and targets
In our example, a JTAC called Bowser5 has found a group of T-72 tanks that he needs to see destroyed. He has requested air support from his commander (in our case, the mission commander, or the AWACS) called Stingray. A flight of two F/A-18C Hornets called Arctic1 will be dispatched to the area where Bowser5 is operating.
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* Arriving at Time On Steerpoint (TOS/"TOT") (when released)
A contact point (CP) called "Eddie" has been setup over a known and clearly visible lake in the AO. This point is known by everybody in the coalition.
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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
===CAS Request===
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* AGM-65 Maverick electro-optical employment
Bowser5: "Stingray, Bowser5"
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* CBU-87/97 employment, considering wind and burst altitude
Stingray: "Bowser5, Stingray"
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* Target/markpoint sharing over data-link (when released)
Bowser5: "Requesting air support near CP Eddie"
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* Towed decoy employment (when released)
Stingray5: "Copy. Standby."
 
Stingray5: "Arctic11, Stingray"
 
Arctic11: "Stingray, Arctic11."
 
Stingray: "Are you available for CAS tasking near CP Eddie?"
 
Arctic11: "Affirmative. Playtime 50 minutes."
 
Stingray: "Roger. Fly to CP Eddie. Contact Bowser5 on button 10."
 
Arctic11: "Arctic1, button 10, push."
 
Stingray: "Bowser5, two-ship F/A-18 Arctic1 is coming to you."
 
 
 
===CAS Check-in===
 
The flight Arctic1 are now enroute to CP Eddie, and has switched to Bowser5's frequency.
 
 
 
Arctic11: "Bowser5, Arctic11."
 
Bowser5: "Arctic11, Bowser5, send your check-in."
 
Arctic11: "Arctic1, two-ship F/A-18 Charlie, at CP Eddie, angels 15. Carrying 500 20 mike mike, 2 GBU-12, 1 GBU-32 and 1 AMG-65E each aircraft. Laser codes: Arctic11 - 1511, Arctic12 - 1512. Playtime 40 minutes. Carrying ATFLIR."
 
 
 
===Situation Update===
 
The JTAC provides a short overview on what's happening, and if there is anything the flight needs to know, like and hazards (air defenses, other CAS flights) or so. In our case, where we always use the Keyhole procedures, an Echo-point is always communicated (and read back) in this step.
 
 
 
Bowser5: "Two enemy T-72 tanks located near a bridge. You are the only flight in the AO. Advice when ready for Echo point."
 
Arctic11: "Ready to copy."
 
Bowser5: "38 Tango, Lima November, 480 098."
 
Arctic11: "38 Tango, Lima November, 480 098."
 
Bowser5: "Readback correct. Proceed to Bravo 10. Advice when ready for gameplan."
 
 
 
Arctic1 flight now turns to Bravo 10 (meaning 10 nm east of Echo).
 
 
 
===CAS-brief===
 
 
 
====A) Gameplan====
 
Arctic11: "Ready for gameplan"
 
Bowser5: "Type 2. Bomb on target. Advice when ready for 9-line."
 
Arctic11: "Ready for 9-line."
 
 
 
====B) 9-line====
 
Bowser5: "IP: Bravo 10", "Heading and Distance: N/A", "Elevation: 1725 (One-seven-two-five)", "Target: T-72 tank", "Location: By sensor talk-on", "Mark: None", "Friendlies: 500 meters north", "Egress: Left turn back to IP"
 
Bowser5: "Advice when ready for remarks."
 
Arctic11: "Ready for remarks."
 
 
 
====C) Remarks/Restrictions====
 
Bowser5: "Requesting GBU-12. Self lase. Restrictions: Final attack heading 270, plus/minus 45."
 
 
===Readback===
 
Arctic11: "Elevation: 1725, Location: By sensor talk-on, Friendlies: 500 meters north. Final attack heading 270, plus/minus 45."
 
Bowser5: "Readback correct. Advice when ready for talk-on."
 
Arctic11: "Ready for talk-on."
 
 
 
===Correlation===
 
Bowser5: "Do you see the bridge on the echo point?"
 
Arctic11: "Capture."
 
Bowser5: "Following the road west, 100 meters, do you see the small building?"
 
Arctic11: "Capture."
 
Bowser5: "Just to the south of that building, do you see a T-72 tank?"
 
Arctic11: "Capture."
 
Bowser5: "That's your target. Advice when IP inbound."
 
 
 
===Attack===
 
Arctic11: "IP inbound."
 
Bowser5: "Continue."
 
Arctic11: "In hot."
 
Bowser5: "Cleared hot!"
 
Arctic11: "Pickle!"
 
 
 
The bomb hits the first tank and Arctic11 turns back to the IP.
 
 
 
Arctic11: "Off."
 
 
 
===Assessment===
 
Bowser: "Impact! Target Destroyed. One tank left. Advice when ready for re-attack."
 
 
 
Arctic11 flies back to the IP, and starts looking for the other tank.
 
 
 
Arctic11: "Ready for re-attack."
 
Bowser: "9 line as before. Do you see another tank 70 meters west of the one you just hit?"
 
Arctic11: "Capture."
 
Bowser5: "That's your target. Advice when IP inbound."
 
Arctic11: "IP inbound."
 
Bowser5: "Continue."
 
Arctic11: "In hot."
 
Bowser5: "Cleared hot!"
 
Arctic11: "Pickle!"
 
 
 
The bomb hits the other tank and Arctic11 turns back to the IP.
 
 
Bowser5: "Impact. Target destroyed."
 
 
 
Arctic11 flies back to the IP once again.
 
 
 
===BDA===
 
Bowser5: "BDA as follows. Mission success. Two tanks destroyed. No other enemies. No further help needed. Thanks!"
 
Arctic11: "Copy, thanks, checking out!"
 
 
 
Arctic11 leaves the ROZ and goes back to the package channel.
 
 
 
==Glossary==
 
WIP
 

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)