Skillnader mellan sidorna "Comms" och "F-16C Viper Syllabus"

Från Master Arms Wiki
(Skillnad mellan sidor)
Hoppa till navigering Hoppa till sök
(Skapade sidan med '''Home >> Standard Operating Procedures >> Comms'' ==Channels and Frequencies== ===PRI=== This is the default comms plan for missions. ''Mission specific chan...')
 
 
Rad 1: Rad 1:
''[[Home]] >> [[Standard Operating Procedures]] >> [[Comms]]''
+
''[[Home]] >> [[Aircraft Syllabi]] >> [[F-16C Viper Syllabus]]''
  
==Channels and Frequencies==
+
==Intro Flight==
  
===PRI===
+
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.
  
This is the default comms plan for missions.
+
* Cold start
+
* Changing radio presets
''Mission specific channels'' (9 through 13) are used to fit the scenario of a mission. These may include additional tankers, airport towers & ground, specific tasking channels, JTAC etc. If used for a mission, the table will be updated with said channels' functions in the mission forum thread.
+
* 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
  
These common channels are called the PRI (primary) channels. They are used on Com1 (i.e the left radio in the Hornet).
+
==Basic Flying==
  
{| class="wikitable"
+
===Starting Up===
! Channel
 
! Function
 
! Frequency
 
|-
 
| 1
 
| Carrier Tower
 
| 305.00
 
|-
 
| 2
 
| Carrier Tower, AI
 
| 264.00
 
|-
 
| 3
 
| Package
 
| 265.00
 
|-
 
| 4
 
| Carrier Red Crown
 
| 256.00
 
|-
 
| 5
 
| AWACS Backup
 
| 254.00
 
|-
 
| 6
 
| Airfield Ground, Human-controlled
 
| 250.00
 
|-
 
| 7
 
| Airfield Tower, Human-controlled
 
| 270.00
 
|-
 
| 8
 
| Airfield Control, Human-controlled
 
| 257.00
 
|-
 
| 9
 
| MISSION SPECIFIC
 
| 255.00
 
|-
 
| 10
 
| MISSION SPECIFIC
 
| 262.00
 
|-
 
| 11
 
| MISSION SPECIFIC
 
| 259.00
 
|-
 
| 12
 
| MISSION SPECIFIC
 
| 268.00
 
|-
 
| 13
 
| MISSION SPECIFIC
 
| 269.00
 
|-
 
| 14
 
| Navy Main Tanker
 
| 260.00
 
|-
 
| 15
 
| Carrier Approach A
 
| 263.00
 
|-
 
| 16
 
| Carrier Marshal
 
| 261.00
 
|-
 
| 17
 
| Carrier Approach B
 
| 267.00
 
|-
 
| 18
 
| AWACS, AI
 
| 251.00
 
|-
 
| 19
 
| Carrier Overhead Tankers
 
| 253.00
 
|-
 
| 20
 
| Air Force Main Tanker
 
| 266.00
 
|}
 
  
===AUX===
+
* Cold Start using Quickstart Checklist
  
The AUX frequencies are used by flights for intraflight comms. These are ''not'' presets. You have to manually tune your AUX radio to the correct frequency. The frequencies start at 130.10 and increases by .10 for each flight, corresponding to that flight's number.
+
===Basic Navigation===
  
Com2 (i.e the right radio in the Hornet) is used for this. As a flight lead, you may instead opt to use Teamspeak for intraflight comms. (If you do, the recommendation is to use TS ''instead'' of the AUX radio, not using TS as third radio)
+
* 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)
  
{| class="wikitable"
+
===Takeoff===
! Flight
 
! VHF
 
! UHF
 
|-
 
| Flight 1
 
| 130.10
 
| 330.10
 
|-
 
| Flight 2
 
| 130.20
 
| 330.20
 
|-
 
| Flight 3
 
| 130.30
 
| 330.30
 
|-
 
| Flight 4
 
| 130.40
 
| 330.40
 
|-
 
| Flight 5
 
| 130.50
 
| 330.50
 
|-
 
| ...
 
| ...
 
| ...
 
|-
 
| Flight 10
 
| 131.00
 
| 331.00
 
|-
 
| Flight 11
 
| 131.10
 
| 331.10
 
|-
 
| ...
 
| ...
 
| ...
 
|}
 
  
==Common Radio Procedures==
+
* 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].
  
===Check-ins===
+
===Landing===
  
When a flight switches its PRI channel, they should "check in". This is done by having the leader say "[Flight name and number], check in!". The wingmen then simply replies (on the channel they are entering) with their numbers in the flight.
+
* 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
  
Example:
+
Download a [[Media:Viper_Educationals_-_Overhead_Break_Singleship.zip.acmi|Tacview file with explaining bookmarks showing overhead break and landing]].
''(Enfield1, flight of four Hornets, checks in on Package channel)''
 
Enfield11: "Enfield1, check in!"
 
Enfield12: "Two!"
 
Enfield13: "Three!"
 
Enfield14: "Four!"
 
  
===Contacting controlling agency===
+
==Basic Combat==
  
After a flight has checked in for the first time, it is common (and in the case of the Package channel, mandatory) to contact the controlling agency on that channel. The most common situation is that a flight has checked in on the package channel and contacts AWACS. Let the controlling agency know your airframe count, your position and any other relevant information (for instance fuel state on lowest flight member, tasking, any technical issues and so on). If some of these things should already be known by the controlling agency (because they are pre-briefed) and they haven't changed, you don't need to mention them, but instead state "as fragged".
+
===Basic Air-To-Air===
  
Example:
+
* RWS Radar Mode
''(Enfield1, flight of four Hornets on CAP tasking, has just checked in and now contacts AWACS "Focus" on Package channel)''
+
** Setting Range, Width, Bars and Elevation
Enfield11: "Focus, Enfield1, marking bullseye 270 for 35 at angels 28, lowest state 10.8, as fragged!"
+
** TMS up for SAM soft lock, TMS up again for STT hard lock
Focus: "Enfield1, Focus, radar contact, continue as fragged. Good hunting!"
+
* Boresight acquisition (Dogfight mode, TMS up)
 +
* Fire AIM-120C Amraam (~10-20 NM)
 +
* Fire AIM-9X Sidewinder (~2-4 NM)
  
===Authentication===
+
===Basic Air-To-Ground===
  
This is not always used, but sometimes a controlling agency may ask a flight (or vice-versa) to authenticate themselves to prove that they are friendly. When this happens, we're using a system called "RAMROD". It works by having a certain phrase communicated to all parties in the briefing. The phrase is then used as a key to be able to correctly reply to the querying instance's authentication request. The query consists of two letters from the phrase, with exactly one letter between them. The letter in between is the correct answer. Not that the phrase is assumed to "wrap around", meaning the first letter in the phrase is located between the last and the second letter.
+
* 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
  
Example 1:
+
===Basic Defense===
''(Focus asks Enfield1 for authentication. The prebriefed RAMROD key is "MONKEYSPIT")''
 
Focus: "Enfield1, authenticate <span style="color: red">October Kilo</span>!"
 
Enfield11: "Focus, Enfield1 authenticates <span style="color: green">November</span>."
 
Focus: "Enfield1, approved."
 
  
M<span style="color: red">O</span><span style="color: green">N</span><span style="color: red">K</span>EYSPIT
+
* 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)
  
Example 2:
+
==Aerial Refueling==
''(Same situation)''
 
Focus: "Enfield1, authenticate <span style="color: red">India Mike</span>!"
 
Enfield11: "Focus, Enfield1 authenticates <span style="color: green">Tango</span>."
 
Focus: "Enfield1, approved."
 
  
<span style="color: red">M</span>ONKEYSP<span style="color: red">I</span><span style="color: green">T</span>
+
* 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
 +
* [[Air-To-Air Glossary#Crank|Crank]] and [[Air-To-Air Glossary#Short skate|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)

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)