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''[[Home]] >> [[Standard Operating Procedures]] >> [[Mission Procedures]]''
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''[[Home]] >> [[Aircraft Syllabi]] >> [[F-16C Viper Syllabus]]''
  
In this example, you are a two-ship F/A-18C Hornet flight called Chevy1 ("Chevy One") on a strike mission. Since you are #1 in the flight and your buddy is #2, you are called Chevy11 ("Chevy One One") and your wingman is called Chevy12 ("Chevy One Two"). Even when contacting someone representing your whole flight, you call yourself Chevy11.
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==Intro Flight==
  
===Startup===
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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.
  
Complete the aircraft startup.
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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
  
Switch to Ground (Ch 6).
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==Basic Flying==
  
Perform a quick check-in, to make sure your wingman/wingmen are on the same channel.
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===Starting Up===
  
Pilot: "Chevy1"
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* Cold Start using Quickstart Checklist
Wingman: "2"
 
  
Use the kneeboard airport page, along with F2/F10 camera to find out where you are located. For instance "Stand 3" (in the north part of Ramat David).
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===Basic Navigation===
  
Contact Ground (GND) on Ch 6, stating who and where you are. Be ready to readback active runway and QNH.
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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)
  
Pilot: "Ground, Chevy11"
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===Takeoff===
GND: "Chevy11, Ground"
 
Pilot: "Two-ship Hornets on Stand 3."
 
GND: "Chevy1 – Weather is CAVOK. Wind 090, 2 knots, Runway 27 in use, QNH 2992."
 
Pilot: "Copy weather, 27 in use, QNH 2992."
 
  
With QNH set, contact GND again for clearance. Be ready to take notes, as you are required to readback the clearance.
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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].
  
Pilot: "Ground, Chevy11, Ready to copy clearance"
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===Landing===
GND: "Chevy11, after departure turn right Exit Kishon. 1500 ft or below"
 
Pilot: "After departure turn right, Exit Kishon, 1500 ft or below, Chevy11"
 
 
 
Reflect a few seconds about what this means and take a look in the charts to identify where this "Exit Kishon" is, and if there are any useful landmarks that will help you find it. Visualize the path you’ll be flying after takeoff.
 
 
 
===Taxi===
 
 
 
When ready to taxi, contact Ground again. Be ready to take quick notes as ground will now give you taxi instructions.
 
 
 
Pilot: "Chevy11, requesting taxi."
 
GND: "Chevy11 cleared taxi Alpha Hotel Bravo Foxtrot and hold short Runway 27."
 
Pilot: "Cleared taxi Hotel Bravo Foxtrot and hold short Runway 27, Chevy11."
 
 
 
Take a look in the kneeboard, find the mentioned taxiways, and make up a plan for how to get to Runway 27 by taxiing on those taxiways.
 
  
Start taxiing. Don’t go too fast. It’s easy to miss a turn. When you have reached the runway (but not entered it, since they asked you to "hold short"), contact ground again (unless they have already contacted you with instructions).
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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
  
Pilot: "Chevy1 holding short, Runway 27"
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Download a [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview file with explaining bookmarks showing overhead break and landing]].
GND: "Chevy11, Contact Tower on channel 7"
 
Pilot: "Tower on 7. Chevy11." (single aircraft) OR "Chevy1, channel 7, push" (flight of 2+)
 
  
Switch to Tower Ch 7, and perform a flight check in.
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==Basic Combat==
  
Pilot: "Chevy1"
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===Basic Air-To-Air===
Wingman: "2"
 
  
Let the tower know that you are ready to go.
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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)
  
Pilot: "Tower, Chevy11, at runway 27, ready for departure"
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===Basic Air-To-Ground===
TWR: "Chevy11, line up and wait runway 27"
 
Pilot: "Line up and wait 27, Chevy11"
 
  
Now taxi onto the runway coming to a stop with #1 to the left and #2 to the right slightly behind.
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* General Purpose Dumb Bombs (Mk 82, Mk 84)
If there is a #3 and/or a #4 they should get behind #1 and #2 in a similar manner.
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** Configuration (ripple, single/pair and interval settings)
If there is significant wind coming from the left, mirror the formation so that #1 stands to the right etc instead.
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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
  
TWR: "Chevy11, right turnout, cleared for take-off runway 27"
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===Basic Defense===
Pilot: "Right turn out, cleared for take-off, 27, Chevy11"
 
  
===Take off and exit===
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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)
  
Take off in pairs or as single aircraft with 15 second separation. When airborne, turn towards the exit point, staying below 300 kts and 1500 feet. Expect instructions to switch to control.
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==Aerial Refueling==
  
TWR: "Chevy11, contact control on channel 8"
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* Use radio menu to contact correct tanker
Pilot: "Control on 8, Chevy11" (single aircraft) OR "Chevy1, channel 8, push" (flight of 2+)
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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)
  
Switch to Control Ch 8 and, and perform a flight check in.
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==Intermediate Navigation==
  
Pilot: "Chevy1"
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* Steerpoint (waypoint) Handling
Wingman: "2"
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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)
  
Let them know that you are on your way,
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==Intermediate Combat==
  
Pilot: "Control, Chevy11, at 1500 ft"
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===Intermediate Air-To-Air===
CTL: "Chevy11, radar contact, maintain heading and altitude"
 
Pilot: "Maintain heading and altitude, Chevy11"
 
 
 
When reaching the exit point, expect instructions to switch to AWACS.
 
 
 
CTL: "Chevy11, contact Stingray on channel 3"
 
Pilot: "Stingray on 3, Chevy11" (single aircraft) OR "Chevy1, channel 3, push" (flight of 2+)
 
 
 
===Contacting AWACS===
 
 
 
Switch to Package Ch 3, and perform a flight check in.
 
 
 
Pilot: "Chevy1"
 
Wingman: "2"
 
 
 
Perform an AIC (Aeronautical Information Circular) check in with the commanding agency on the channel (usually an AWACS). This often involves an [https://wiki.masterarms.se/index.php?title=Comms#Authentication authentication]. In this example the RAMROD is "GRANDSLICE", so G and A generates the answer R.
 
 
 
Pilot: "Stingray, Chevy11"
 
Stingray: "Chevy11, Stingray"
 
Pilot: "Stingray, Chevy11, Bullseye 180 for 50, Angels 15, as fragged"
 
Stingray: "Stingray copy, Chevy11 authenticate Golf Alpha"
 
Pilot: "Chevy11 authenticates Romeo"
 
Stingray: "Stingray Radar Contact"
 
 
 
===Holding and Push===
 
 
 
Continue on your mission. In this example you are on a strike mission. It’s common to have a pre-briefed "push time" and a "time on target". The push time tells when you are supposed to leave holding around a certain point (often marked by a waypoint) and continue towards your target (often marked by another waypoint). The reason for this is to make sure you’re in sync with other flights in your package, as planned.
 
 
 
Continue towards your holding point and orbit around it. 250-300 kts IAS is generally a good speed when holding. When it’s getting close to your push time, adjust your turn so that you get your nose towards the target as close to the push time as possible. Report on the package channel that your flight is pushing.
 
 
 
Pilot: "Chevy1 pushing"
 
 
 
===The Attack===
 
In most cases, the leg taking you from hold to target, is planned in a way to put you on the target on the briefed  "Time-on-target" (TOT) if you fly at around M 0.8-M 0.9. Sometimes lower depending on aircraft type among other factors. Regardless, you have to monitor your systems and adjust speed to make sure you hit your TOT. In the Hornet, in the top corner of your HSI you can see the estimated time it will take to fly to the selected waypoint.
 
 
 
For high altitude JDAM drops (which is very common for strike missions), as a rule of thumb, fly fast enough that the HSI tells you that you will arrive (overfly) the target waypoint 15-30 seconds before your TOT. The reason for this is that it will take some time for your bombs to reach the ground. Being 15-30 seconds early will put you in the ballpark. You will get into max range roughly 90 seconds before your TOT, and this is roughly how long it takes for the bomb to reach the target. Call out on package when you release your bombs:
 
 
 
Pilot: "Chevy11, pickle"
 
Wingman: "Chevy12, pickle"
 
 
 
As soon as you have dropped your bombs, turn around towards friendly territory. Don’t overfly the target area. As you were on a strike mission in this example, there is normally little reason to stick around, so point your nose towards the home base, and let AWACS know that your flight has dropped the bombs ("Miller Time") and is returning to base ("RTB").
 
 
 
Pilot: "Stingray, Chevy11"
 
Stingray: "Chevy11, Stingray"
 
Pilot: "Chevy1 Miller Time, requesting RTB"
 
Stingray: "Copy, RTB"
 
 
 
===Returning to Base===
 
 
 
When you get close to the base (often somewhere between 25 and 80 nm), AWACS will push you over to Ground. If you haven’t heard anything, before 25 nm, feel free to request a switch to Ground.
 
 
 
Stingray: "Chevy11, Stingray"
 
Pilot: "Stingray, Chevy11"
 
Stingray: "Contact Ramat David Control on Channel 8"
 
Pilot: "Control on 8, Chevy11" (single aircraft) OR "Chevy1, channel 8, push" (flight of 2+)
 
 
 
Switch to Control Ch 8, and perform a flight check in.
 
 
 
Pilot: "Chevy1"
 
Wingman: "2"
 
 
 
Contact control, telling them who you are, distance, altitude and fuel state.
 
 
 
Pilot: "Ramat David Control, Chevy11"
 
CTL: "Chevy11, Control"
 
Pilot: "Control, Chevy11, two-ship Hornets, inbound, 35 miles south/west of Ramat David at Angels 6, lowest state 4.5."
 
CTL: "Chevy11, radar contact, turn left/right heading 310"
 
Pilot: "310 for Chevy11"
 
 
 
Control will continue guiding you to a position which takes you to the airfield from the correct direction (i.e along the radial of the active runway). You might have to hold a while at this position (in a left hand orbit), but can sometimes be cleared for approach without holding.
 
Control will guide you towards the airfield, and when you get near, they will hand you over to tower.
 
 
 
CTL: "Chevy11, contact Tower on Channel 7"
 
Pilot "Tower on 7, Chevy11" (single aircraft) OR "Chevy1, channel 7, push" (flight of 2+)
 
 
 
Switch to Tower Ch 7, and perform a flight check in.
 
 
 
Pilot: "Chevy1"
 
Wingman: "2"
 
 
 
Contact Tower:
 
 
 
Pilot "Tower, Chevy11, inbound"
 
Tower: "Chevy11 report runway in sight"
 
Pilot: "Report runway in sight, Chevy11"
 
 
 
===Landing===
 
  
When you see the runway, contact tower again:
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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
  
Pilot: "Tower, Chevy11, runway in sight"
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===Intermediate Air-To-Ground===
Tower: "Chevy11, wind 270, 2 knots, cleared for left overhead break runway 27"
 
Pilot: "Cleared for left overhead break runway 27, Chevy11"
 
  
Line up with the runway, flying 300 kts IAS at 1500 feet. Perform the overhead break. The flight lead should contact the tower to receive landing clearance by stating his position either in the base turn or on final. The landing clearance is valid for the wingmen as well. They don't need individual clearances.
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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
  
Pilot: "Chevy11 on final"
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==Advanced Navigation & Flying==
Tower: "Chevy11, Tower, cleared to land!"
 
Pilot: "Cleared to land, Chevy11"
 
  
===Taxi to Parking===
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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.
  
If this wasn’t a touch-n-go, after landing, tower will push you to the Ground channel.
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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
  
Tower: "Chevy11, contact Ground on channel 6"
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==Advanced Combat==
Pilot: "Ground on 6, Chevy11" (single aircraft) OR "Chevy1, channel 6, push" (flight of 2+)
 
  
Switch to Ground Ch 6, and perform a flight check in.
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* ECM jammer
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** Self-protect
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** Noise barrage
  
Pilot: "Chevy1"
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===Advanced Air-To-Air===
Wingman: "2"
 
  
Contact ground for parking instructions
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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
  
Pilot: "Ground, Chevy11"
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===Advanced Air-To-Ground===
GND: "Chevy11, Ground"
 
Pilot: "Ground, Chevy11, rolling off runway 27, requesting taxi to parking"
 
GND: "Chevy11, cleared taxi Stand 3 via Lima Mike Alpha"
 
Pilot: "Cleared to Stand 3 via Lima Mike Alpha, Chevy11"
 
  
Taxi as instructed, park and shut down.
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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)