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Rad 1: Rad 1:
''[[Home]] >> [[Aircraft Syllabi]] >> [[A-10C Warthog Syllabus]]''
+
''[[Home]] >> [[Aircraft Syllabi]] >> [[F-16C Viper Syllabus]]''
  
 
==Intro Flight==
 
==Intro Flight==
Rad 6: Rad 6:
  
 
* Cold start
 
* Cold start
* Programming radio presets
+
* Changing radio presets
 
* Checking in
 
* Checking in
* Screen management/SOI (Sensor of Interest)
+
* Joker/Bingo Settings
* Weapon Configuration (Setting up DSMS-program)
+
* Dumb Bomb Configuration
* SPI-management (Sensor Point of Interest)
 
* CDU-setup
 
* HOTAS-functionality
 
 
* Formation Takeoff (2-ship)
 
* Formation Takeoff (2-ship)
 
* Fence In / Fence Out procedures
 
* Fence In / Fence Out procedures
* Pickle Calls
+
* Raygun / Buddyspike procedures
* Firing Mavericks
+
* Basic Radar Usage and Fox 3 Launch
 +
* "Fox" and "Splash" Calls
 
* Dropping Dumb Bombs
 
* Dropping Dumb Bombs
* Gun runs
+
* Straight-in Landing or Overhead Break depending on newcomer's preference
* Straight-in Landing
 
  
 
==Basic Flying==
 
==Basic Flying==
Rad 26: Rad 23:
  
 
* Cold Start using Quickstart Checklist
 
* Cold Start using Quickstart Checklist
 
===Radio===
 
 
* Setup SRS
 
* Select preset chanel in aircraft
 
* Basic comms
 
  
 
===Basic Navigation===
 
===Basic Navigation===
  
* Airport Charts
+
* Navigate visually between two points using the compass and an empty F10 map
 
* Waypoint Navigation
 
* Waypoint Navigation
 
* TACAN Navigation
 
* TACAN Navigation
* Using TAD page to find wingman
+
* Using HSD with data-link to find wingman
* HSI
+
* Course Line
* Autopilot PATH, ALT/HDG, ALT-hold
+
* Autopilot usage
* Standard Climb
+
* Standard Climb (Military Power, use pitch to maintain 350-400 kts IAS)
 +
 
 +
===Takeoff===
 +
 
 +
* 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].
 +
 
 +
===Landing===
  
===Basic  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 [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|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
  
* Configure aircraft for landing.  
+
Download a [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview file with explaining bookmarks showing overhead break and landing]].
** Flaps full below 200 kts IAS.
 
** Get on speed AoA before touching down.
 
** Speedbreak on touchdown if needed, nose wheel steering below 50 kts
 
* Overhead break
 
** Approach in runway direction, 250 kts IAS, 1500'. Break over runway. Keep throttle settings trough the turn. Enter downwind and land as explained above.
 
* Traffic Pattern Touch'n'Go Practice
 
** Climb to 1500', turn downwind to end up ~1.5 NM from course line, turn final and descend when runway is about 45° over your sholder you.
 
  
 
==Basic Combat==
 
==Basic Combat==
  
* GAU-8/A Avenger Cannon
+
===Basic Air-To-Air===
** Gun strafing (Low-angle) Example: https://www.youtube.com/watch?v=G1W0Bky_LYc
+
 
* General Purpose Dumb Bombs in CCIP-mode (Mk 82, Mk 83, Mk 84)
+
* RWS Radar Mode
** Setting up program on DSMS-page. (QTY, MULT and INTERVAL settings)
+
** Setting Range, Width, Bars and Elevation
** Standard CCIP drop (Acquiring target, roll-in) https://www.youtube.com/watch?v=vZljDgbqVZA
+
** TMS up for SAM soft lock, TMS up again for STT hard lock
* Unguided rockets
+
* Boresight acquisition (Dogfight mode, TMS up)
* Configure aircraft for air-to-air
+
* Fire AIM-120C Amraam (~10-20 NM)
** Finding threat and acquiring good missile tone
+
* Fire AIM-9X Sidewinder (~2-4 NM)
 +
 
 +
===Basic Air-To-Ground===
  
===Basic Air-To-Air===
+
* General Purpose Dumb Bombs (Mk 82, Mk 84)
 +
** Configuration (ripple, single/pair and interval settings)
 +
** 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
 +
** ''(Over-ambitious extra: Read up on "Z Diagrams" and "The Bomb Triangle" https://www.cnatra.navy.mil/local/docs/pat-pubs/P-1209.pdf)
 +
* 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
  
* Configure aircraft for air-to-air.
+
===Basic Defense===
* Finding threat and acquiring good missile tone.
 
  
===Basic Defence===
+
* 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)
  
* Drop Flares and Chaff in Semi-Auto mode
+
==Aerial Refueling==
* Reading RWR
 
  
===Intermediate flying===
+
* 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==
 
==Intermediate Navigation==
  
* Waypoint Handling via HOTAS
+
* Steerpoint (waypoint) Handling
* CDU handling
+
** Changing steerpoint coordinates and elevation
** Creating waypoints in CDU
+
** Creating steerpoints
* TAD handling
 
** Bullseye usage, reading position
 
** Hook points of interest
 
** Sharing SPI
 
* HMCS handling
 
** Set SPI
 
** Set Markpoint
 
** Hook points of interest
 
 
* BRA calls
 
* BRA calls
* Formation flying
+
* Understanding [[Radials]] and determine what radial you are on relative to steerpoints and TACAN stations
** Transition between formations
+
* Bullseye usage
 +
** Configuring bullseye
 +
** Reading own bullseye position in FCR/HSD/HUD
 +
** Reading cursor bullseye location in FCR/HSD (when released)
  
 
==Intermediate Combat==
 
==Intermediate Combat==
  
* TGP-modes.
+
===Intermediate Air-To-Air===
** TV, W-HOT, B-HOT, Point track, Area track, Laser designation
+
 
* Maverick deployment
+
* Fire AIM-120C Amraam in TWS mode against multiple targets
** Find target in TGP. Create SPI. Slave AGM-65 to SPI. Example: https://www.youtube.com/watch?v=lxkL0XVV_WI
+
* Fire AIM-9X using JHMCS with Enable button for off-boresight shots
* Laser-Rocket deployment
+
* Dogfight Mode radar acquisition modes
** Find Target in TGP.
+
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|Short skate]] maneuver
** Self lase or buddy lase
 
* Setting up laser guided munition DSMS
 
** Deploy laser guided munitions via self lase or buddy lase
 
* Setting up GPS guided munition in DSMS
 
** Deploy GPS guided munition on SPI
 
  
 +
===Intermediate Air-To-Ground===
  
===Advanced===
+
* 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 Navigation & Flying==
  
* Flightlead
+
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.
** Comms
+
 
** …
+
* How to read airfield charts and proper airfield departure
** …
+
* Receive, write down and understand clearances, both for startup, departure and approach
* ILS
+
* 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
* IFR
+
** 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
*Aerial Refueling
+
* Touch-and-go landing
** Use radio menu to contact correct tanker
+
** Maintain landing attitude after touchdown, advance throttle, close speed-brakes and take off without touching down with the nose-wheel
** Locate and form up on tanker's left wing (echelon left formation)
 
** Hooking up and receiving fuel, straight and through turns
 
** Moving to right side after refueling (echelon right formation)
 
  
 
==Advanced Combat==
 
==Advanced Combat==
* Firing multiple Maverick in one pass
+
 
** Create markpoint via TGP. Cycle mark points via HOTAS and deploy one AGM-65 on each markpoint
+
* ECM jammer
* Deploy multiple JDAM in one pass
+
** Self-protect
** Create markpoint via TGP. Cycle mark points via HOTAS and deploy one bomb on each markpoint
+
** Noise barrage
* CAS
+
 
** JTAC communications and 9-line
+
===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)

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)