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	<updated>2026-05-10T05:03:25Z</updated>
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	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4465</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4465"/>
		<updated>2017-04-09T17:40:47Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Shackle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|300px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|300px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|400px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|300px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also a fun maneuver to perform as it results in a very close pass similar to a cross turn; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=4376</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=4376"/>
		<updated>2017-03-26T18:47:51Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Learning objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favourable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarise yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=VRkj1WxCw4U||left|BVR short drag defense|frame}} &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=B0bEYyxEtd8||left|BVR medium drag defense|frame}} &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=nzvC_PmOq_8||left|BVR defensive press|frame}}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF_A2A}}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=4374</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=4374"/>
		<updated>2017-03-26T18:40:49Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Learning objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favourable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarise yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=VRkj1WxCw4U||left|BVR short drag defense|frame}} &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=B0bEYyxEtd8||left|BVR medium drag defense|frame}} &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=nzvC_PmOq_8||left|BVR defensive press|frame}}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF_A2A}}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=4373</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=4373"/>
		<updated>2017-03-26T18:40:08Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Learning objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
[http/www.unitedoperations.net/w/images/://When_to_chuck_your_spears.pdf]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favourable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarise yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=VRkj1WxCw4U||left|BVR short drag defense|frame}} &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=B0bEYyxEtd8||left|BVR medium drag defense|frame}} &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=nzvC_PmOq_8||left|BVR defensive press|frame}}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF_A2A}}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=4371</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=4371"/>
		<updated>2017-03-26T18:30:26Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Learning objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favourable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarise yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=VRkj1WxCw4U||left|BVR short drag defense|frame}} &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=B0bEYyxEtd8||left|BVR medium drag defense|frame}} &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=nzvC_PmOq_8||left|BVR defensive press|frame}}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF_A2A}}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_basic_tactics&amp;diff=4367</id>
		<title>Air-to-air basic tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_basic_tactics&amp;diff=4367"/>
		<updated>2017-03-26T01:40:00Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Engaging An Enemy Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-Dogfight.jpg||none|500px|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#cranking vs notching - advantages vs. disadvantages &lt;br /&gt;
#all terms: flanking, dragging etc.&lt;br /&gt;
#BVR evasion- split- s vs. pumping vs. ?&lt;br /&gt;
#MAR&lt;br /&gt;
#BRACKET &lt;br /&gt;
#single-side offset....diagram/ AMCI/white board &lt;br /&gt;
#120 loft ques &lt;br /&gt;
#M-pole &lt;br /&gt;
#Nose/tail crank&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.sci.fi/~fta/chap1.htm Air Combat fundamentals]&lt;br /&gt;
* [https://www.youtube.com/watch?v=pzdyJdOUYRQ Art of the Kill]&lt;br /&gt;
* [https://www.youtube.com/watch?v=8sdkg5L9NXY F-16 vs F-16 Dogfight]&lt;br /&gt;
* [http://www.wired.com/wired/archive/3.01/search.destroy_pr.html Search and Destroy - Inside the metal-jacketed minds of flight-sim heads]&lt;br /&gt;
&lt;br /&gt;
=Turning and corner airspeed=&lt;br /&gt;
The F-16 is a pretty nimble aircraft. When not loaded with bombs or heavy ordnance, it can pull up to nine ‘G’ in a turn. When doing so, however, you bleed speed ''very'' rapidly, and you won’t be able to keep turning at that rate for very long.&lt;br /&gt;
&lt;br /&gt;
When you need to turn rapidly for a long time (a sustained turn), especially if you’re in a turn fight with another fighter, you need to be aware of the F-16’s '''corner airspeed''', as it’s at this speed that you can turn the fastest. If you go slower you won’t turn quickly enough, and if you’re faster your turn radius will increase. The corner airspeed of the F-16 is from '''330 to 440 knots''', or about '''Mach 0.80''' when you’re above 10,000 feet. To perform a sustained turn, go full throttle, then pull hard enough to maintain the corner airspeed. If you start slowing down, ease up on the stick. If you start speeding up, pull a bit harder.&lt;br /&gt;
&lt;br /&gt;
As long as you keep the corner speed in mind, the F-16 can out-turn almost every other aircraft in the game.&lt;br /&gt;
&lt;br /&gt;
=Basic Concepts=&lt;br /&gt;
*The flight leader's job is to lead the 1st element, sort targets, navigate/maneuver the flight and assign shooters.&lt;br /&gt;
*You don't shoot until told to do so EXCEPT when threatened by a confirmed hostile aircraft.&lt;br /&gt;
*The 2nd element leader's job is to take over if the flight leader dies, lead the 2nd element and perform the flight leader's job when he is defensive.&lt;br /&gt;
*The wingmen's jobs are to remain in formation (specifically stay with their wingman AT ALL TIMES) and protect the respective element leaders, as well as to fire at threatening or sorted targets.&lt;br /&gt;
*Brevity (using the above terminology) is extremely important, if you don't you will not be able to communicate complex information quick enough. You shouldn't have to say &amp;quot;I don't think I see that on my RWR&amp;quot;, it should be &amp;quot;falcon 12 naked.&amp;quot; If you think its stupid or just role playing time yourself trying to say the same amount of information using everyday language - you will find its impossible.&lt;br /&gt;
*TO ensure maximum security only one element should be offensive at a time while the other element is supporting. There are exceptions to this (such as ambushing a enemy flight) but its a sound principle and rule of thumb.&lt;br /&gt;
**An excellent strategy to implement this basic tactic is called a &amp;quot;grinder&amp;quot; - both elements split up, separated by some miles and then engage/defend in alternating bounds. A good formation to accomplish this is a box, in which element 1 is spread, followed by a 5 mile gap and then element 2 in spread behind them.&lt;br /&gt;
**This also applies to within an individual element - one wingman should be attacking while the other supports.&lt;br /&gt;
*Only the flight leader declares using AWACS.&lt;br /&gt;
*All contacts should be declared with AWACS when performing BVR (beyond visual range) engagements (q on keyboard, and then 2).&lt;br /&gt;
*Do not fire an AIM-120 into a furball because you can kill friendlies, get PID on all targets within 20 miles of friendlies. In other words if you see a bunch of friendlies on your RWR, mixed with enemy nails, you MUST get PID before engaging.&lt;br /&gt;
*Use the datalink for situational awareness and assigning sorted targets. You can also assign stuff to the flight lead that you think might be hostile, rather than saying anything.&lt;br /&gt;
*When involved in a package operation, calls should be made on broadcast that you (The flight lead) are engaging, have contact, or defending an enemy or suspected enemy group.&lt;br /&gt;
*All members of a package should broadcast launches, &amp;quot;fox 3, bullseye 064 for 43&amp;quot; - this ensures that no one wastes missiles on the same target and aids situational awareness.&lt;br /&gt;
*ACM is important for individual defense and offense, but tactics governs group fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Engaging An Enemy Group=&lt;br /&gt;
&lt;br /&gt;
*Find an enemy group by using AWACS, detecting nose hot contacts on FCR and by interpreting RWR nails.&lt;br /&gt;
**Contacts which are nose hot and approaching with a large degree of closure (slam) are probably hostile. Declare these.&lt;br /&gt;
**Correspond/interpret the FCR to the RWR.&lt;br /&gt;
*At BVR (beyond visual range) ranges the flight lead should try his best to first survey the group, then come up with an attack plan based on a few factors:&lt;br /&gt;
**Time/Speed: How fast you are closing on the contact group.&lt;br /&gt;
**Space: How much range is between the shooters and the contact group.&lt;br /&gt;
**Threats: The behavior and type of the contact group. A enemy group which was hot then suddenly goes cold without an apparent reason may not be cowards, they may be drawing you into a SAM ambush. In such a case, added room between elements and speed is key.&lt;br /&gt;
**Capabilities: Weapons the flight has, skills of the pilots, contingencies and &amp;quot;actions on&amp;quot;&lt;br /&gt;
**Formation: An enemy group in spread is much more dangerous than an enemy group in trail in a merge (head on) situation.&lt;br /&gt;
*An ideal situation is PID of an enemy group at 30+ miles. This gives the flight lead enough time to sort out all the targets. The flight lead should go through every contact and assign them verbally and by using the datalink buttons on the right side of the FCR.&lt;br /&gt;
*The flight lead will declare which element is offensive, and which is supporting.&lt;br /&gt;
*The offensive element will engage until threatened (mig 29 about to go lethal on RWR for instance, or pop up group from another direction etc) , then go defensive.&lt;br /&gt;
*The support element will engage until threatened, then go defensive.&lt;br /&gt;
*The element which was originally offensive will now support as the other element goes defensive.&lt;br /&gt;
*The flight lead will constantly keep in mind the relation of threats to his flight, maintain a distance by which he can withdraw his flight and maintain cohesion of formation.&lt;br /&gt;
*If the bandits are too close for the lead to sort them all out, the 2nd element leader should sort while the lead element engages.&lt;br /&gt;
*The flight lead should keep giving maneuver orders to gain a positional advantage on enemy contacts - and keep communicating with the 2nd element leader.&lt;br /&gt;
*Basics of support: fly in loose formation with the aircraft you are supporting and ensure the surrounding contacts, terrain or air defenses do not threaten the engaging aircraft. My favorite tactic is to fly high cover, which involves:&lt;br /&gt;
**Breaking high and creating some distance between the supported aircraft and yourself (3000 feet-2 miles). Technically doing a &amp;quot;lag pursuit&amp;quot; on your wingman.&lt;br /&gt;
**Visually tracking the supported aircraft and looking for launches, AAA, conflicting terrain and other threats&lt;br /&gt;
**Glancing at radar and looking for threatening contacts, engaging them if need be&lt;br /&gt;
**Following the lead, taking the shot if he overshoots the target or otherwise requests for you to take it out (a hung store/malfunction etc)&lt;br /&gt;
**Rejoining on the lead's wing when the target is killed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_basic_tactics&amp;diff=4362</id>
		<title>Air-to-air basic tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_basic_tactics&amp;diff=4362"/>
		<updated>2017-03-25T22:38:24Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Engaging An Enemy Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-Dogfight.jpg||none|500px|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#cranking vs notching - advantages vs. disadvantages &lt;br /&gt;
#all terms: flanking, dragging etc.&lt;br /&gt;
#BVR evasion- split- s vs. pumping vs. ?&lt;br /&gt;
#MAR&lt;br /&gt;
#BRACKET &lt;br /&gt;
#single-side offset....diagram/ AMCI/white board &lt;br /&gt;
#120 loft ques &lt;br /&gt;
#M-pole &lt;br /&gt;
#Nose/tail crank&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.sci.fi/~fta/chap1.htm Air Combat fundamentals]&lt;br /&gt;
* [https://www.youtube.com/watch?v=pzdyJdOUYRQ Art of the Kill]&lt;br /&gt;
* [https://www.youtube.com/watch?v=8sdkg5L9NXY F-16 vs F-16 Dogfight]&lt;br /&gt;
* [http://www.wired.com/wired/archive/3.01/search.destroy_pr.html Search and Destroy - Inside the metal-jacketed minds of flight-sim heads]&lt;br /&gt;
&lt;br /&gt;
=Turning and corner airspeed=&lt;br /&gt;
The F-16 is a pretty nimble aircraft. When not loaded with bombs or heavy ordnance, it can pull up to nine ‘G’ in a turn. When doing so, however, you bleed speed ''very'' rapidly, and you won’t be able to keep turning at that rate for very long.&lt;br /&gt;
&lt;br /&gt;
When you need to turn rapidly for a long time (a sustained turn), especially if you’re in a turn fight with another fighter, you need to be aware of the F-16’s '''corner airspeed''', as it’s at this speed that you can turn the fastest. If you go slower you won’t turn quickly enough, and if you’re faster your turn radius will increase. The corner airspeed of the F-16 is from '''330 to 440 knots''', or about '''Mach 0.80''' when you’re above 10,000 feet. To perform a sustained turn, go full throttle, then pull hard enough to maintain the corner airspeed. If you start slowing down, ease up on the stick. If you start speeding up, pull a bit harder.&lt;br /&gt;
&lt;br /&gt;
As long as you keep the corner speed in mind, the F-16 can out-turn almost every other aircraft in the game.&lt;br /&gt;
&lt;br /&gt;
=Basic Concepts=&lt;br /&gt;
*The flight leader's job is to lead the 1st element, sort targets, navigate/maneuver the flight and assign shooters.&lt;br /&gt;
*You don't shoot until told to do so EXCEPT when threatened by a confirmed hostile aircraft.&lt;br /&gt;
*The 2nd element leader's job is to take over if the flight leader dies, lead the 2nd element and perform the flight leader's job when he is defensive.&lt;br /&gt;
*The wingmen's jobs are to remain in formation (specifically stay with their wingman AT ALL TIMES) and protect the respective element leaders, as well as to fire at threatening or sorted targets.&lt;br /&gt;
*Brevity (using the above terminology) is extremely important, if you don't you will not be able to communicate complex information quick enough. You shouldn't have to say &amp;quot;I don't think I see that on my RWR&amp;quot;, it should be &amp;quot;falcon 12 naked.&amp;quot; If you think its stupid or just role playing time yourself trying to say the same amount of information using everyday language - you will find its impossible.&lt;br /&gt;
*TO ensure maximum security only one element should be offensive at a time while the other element is supporting. There are exceptions to this (such as ambushing a enemy flight) but its a sound principle and rule of thumb.&lt;br /&gt;
**An excellent strategy to implement this basic tactic is called a &amp;quot;grinder&amp;quot; - both elements split up, separated by some miles and then engage/defend in alternating bounds. A good formation to accomplish this is a box, in which element 1 is spread, followed by a 5 mile gap and then element 2 in spread behind them.&lt;br /&gt;
**This also applies to within an individual element - one wingman should be attacking while the other supports.&lt;br /&gt;
*Only the flight leader declares using AWACS.&lt;br /&gt;
*All contacts should be declared with AWACS when performing BVR (beyond visual range) engagements (q on keyboard, and then 2).&lt;br /&gt;
*Do not fire an AIM-120 into a furball because you can kill friendlies, get PID on all targets within 20 miles of friendlies. In other words if you see a bunch of friendlies on your RWR, mixed with enemy nails, you MUST get PID before engaging.&lt;br /&gt;
*Use the datalink for situational awareness and assigning sorted targets. You can also assign stuff to the flight lead that you think might be hostile, rather than saying anything.&lt;br /&gt;
*When involved in a package operation, calls should be made on broadcast that you (The flight lead) are engaging, have contact, or defending an enemy or suspected enemy group.&lt;br /&gt;
*All members of a package should broadcast launches, &amp;quot;fox 3, bullseye 064 for 43&amp;quot; - this ensures that no one wastes missiles on the same target and aids situational awareness.&lt;br /&gt;
*ACM is important for individual defense and offense, but tactics governs group fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Engaging An Enemy Group=&lt;br /&gt;
[[File:|thumb|400px]]&lt;br /&gt;
*Find an enemy group by using AWACS, detecting nose hot contacts on FCR and by interpreting RWR nails.&lt;br /&gt;
**Contacts which are nose hot and approaching with a large degree of closure (slam) are probably hostile. Declare these.&lt;br /&gt;
**Correspond/interpret the FCR to the RWR.&lt;br /&gt;
*At BVR (beyond visual range) ranges the flight lead should try his best to first survey the group, then come up with an attack plan based on a few factors:&lt;br /&gt;
**Time/Speed: How fast you are closing on the contact group.&lt;br /&gt;
**Space: How much range is between the shooters and the contact group.&lt;br /&gt;
**Threats: The behavior and type of the contact group. A enemy group which was hot then suddenly goes cold without an apparent reason may not be cowards, they may be drawing you into a SAM ambush. In such a case, added room between elements and speed is key.&lt;br /&gt;
**Capabilities: Weapons the flight has, skills of the pilots, contingencies and &amp;quot;actions on&amp;quot;&lt;br /&gt;
**Formation: An enemy group in spread is much more dangerous than an enemy group in trail in a merge (head on) situation.&lt;br /&gt;
*An ideal situation is PID of an enemy group at 30+ miles. This gives the flight lead enough time to sort out all the targets. The flight lead should go through every contact and assign them verbally and by using the datalink buttons on the right side of the FCR.&lt;br /&gt;
*The flight lead will declare which element is offensive, and which is supporting.&lt;br /&gt;
*The offensive element will engage until threatened (mig 29 about to go lethal on RWR for instance, or pop up group from another direction etc) , then go defensive.&lt;br /&gt;
*The support element will engage until threatened, then go defensive.&lt;br /&gt;
*The element which was originally offensive will now support as the other element goes defensive.&lt;br /&gt;
*The flight lead will constantly keep in mind the relation of threats to his flight, maintain a distance by which he can withdraw his flight and maintain cohesion of formation.&lt;br /&gt;
*If the bandits are too close for the lead to sort them all out, the 2nd element leader should sort while the lead element engages.&lt;br /&gt;
*The flight lead should keep giving maneuver orders to gain a positional advantage on enemy contacts - and keep communicating with the 2nd element leader.&lt;br /&gt;
*Basics of support: fly in loose formation with the aircraft you are supporting and ensure the surrounding contacts, terrain or air defenses do not threaten the engaging aircraft. My favorite tactic is to fly high cover, which involves:&lt;br /&gt;
**Breaking high and creating some distance between the supported aircraft and yourself (3000 feet-2 miles). Technically doing a &amp;quot;lag pursuit&amp;quot; on your wingman.&lt;br /&gt;
**Visually tracking the supported aircraft and looking for launches, AAA, conflicting terrain and other threats&lt;br /&gt;
**Glancing at radar and looking for threatening contacts, engaging them if need be&lt;br /&gt;
**Following the lead, taking the shot if he overshoots the target or otherwise requests for you to take it out (a hung store/malfunction etc)&lt;br /&gt;
**Rejoining on the lead's wing when the target is killed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_basic_tactics&amp;diff=4361</id>
		<title>Air-to-air basic tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_basic_tactics&amp;diff=4361"/>
		<updated>2017-03-25T22:38:04Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Engaging An Enemy Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-Dogfight.jpg||none|500px|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#cranking vs notching - advantages vs. disadvantages &lt;br /&gt;
#all terms: flanking, dragging etc.&lt;br /&gt;
#BVR evasion- split- s vs. pumping vs. ?&lt;br /&gt;
#MAR&lt;br /&gt;
#BRACKET &lt;br /&gt;
#single-side offset....diagram/ AMCI/white board &lt;br /&gt;
#120 loft ques &lt;br /&gt;
#M-pole &lt;br /&gt;
#Nose/tail crank&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.sci.fi/~fta/chap1.htm Air Combat fundamentals]&lt;br /&gt;
* [https://www.youtube.com/watch?v=pzdyJdOUYRQ Art of the Kill]&lt;br /&gt;
* [https://www.youtube.com/watch?v=8sdkg5L9NXY F-16 vs F-16 Dogfight]&lt;br /&gt;
* [http://www.wired.com/wired/archive/3.01/search.destroy_pr.html Search and Destroy - Inside the metal-jacketed minds of flight-sim heads]&lt;br /&gt;
&lt;br /&gt;
=Turning and corner airspeed=&lt;br /&gt;
The F-16 is a pretty nimble aircraft. When not loaded with bombs or heavy ordnance, it can pull up to nine ‘G’ in a turn. When doing so, however, you bleed speed ''very'' rapidly, and you won’t be able to keep turning at that rate for very long.&lt;br /&gt;
&lt;br /&gt;
When you need to turn rapidly for a long time (a sustained turn), especially if you’re in a turn fight with another fighter, you need to be aware of the F-16’s '''corner airspeed''', as it’s at this speed that you can turn the fastest. If you go slower you won’t turn quickly enough, and if you’re faster your turn radius will increase. The corner airspeed of the F-16 is from '''330 to 440 knots''', or about '''Mach 0.80''' when you’re above 10,000 feet. To perform a sustained turn, go full throttle, then pull hard enough to maintain the corner airspeed. If you start slowing down, ease up on the stick. If you start speeding up, pull a bit harder.&lt;br /&gt;
&lt;br /&gt;
As long as you keep the corner speed in mind, the F-16 can out-turn almost every other aircraft in the game.&lt;br /&gt;
&lt;br /&gt;
=Basic Concepts=&lt;br /&gt;
*The flight leader's job is to lead the 1st element, sort targets, navigate/maneuver the flight and assign shooters.&lt;br /&gt;
*You don't shoot until told to do so EXCEPT when threatened by a confirmed hostile aircraft.&lt;br /&gt;
*The 2nd element leader's job is to take over if the flight leader dies, lead the 2nd element and perform the flight leader's job when he is defensive.&lt;br /&gt;
*The wingmen's jobs are to remain in formation (specifically stay with their wingman AT ALL TIMES) and protect the respective element leaders, as well as to fire at threatening or sorted targets.&lt;br /&gt;
*Brevity (using the above terminology) is extremely important, if you don't you will not be able to communicate complex information quick enough. You shouldn't have to say &amp;quot;I don't think I see that on my RWR&amp;quot;, it should be &amp;quot;falcon 12 naked.&amp;quot; If you think its stupid or just role playing time yourself trying to say the same amount of information using everyday language - you will find its impossible.&lt;br /&gt;
*TO ensure maximum security only one element should be offensive at a time while the other element is supporting. There are exceptions to this (such as ambushing a enemy flight) but its a sound principle and rule of thumb.&lt;br /&gt;
**An excellent strategy to implement this basic tactic is called a &amp;quot;grinder&amp;quot; - both elements split up, separated by some miles and then engage/defend in alternating bounds. A good formation to accomplish this is a box, in which element 1 is spread, followed by a 5 mile gap and then element 2 in spread behind them.&lt;br /&gt;
**This also applies to within an individual element - one wingman should be attacking while the other supports.&lt;br /&gt;
*Only the flight leader declares using AWACS.&lt;br /&gt;
*All contacts should be declared with AWACS when performing BVR (beyond visual range) engagements (q on keyboard, and then 2).&lt;br /&gt;
*Do not fire an AIM-120 into a furball because you can kill friendlies, get PID on all targets within 20 miles of friendlies. In other words if you see a bunch of friendlies on your RWR, mixed with enemy nails, you MUST get PID before engaging.&lt;br /&gt;
*Use the datalink for situational awareness and assigning sorted targets. You can also assign stuff to the flight lead that you think might be hostile, rather than saying anything.&lt;br /&gt;
*When involved in a package operation, calls should be made on broadcast that you (The flight lead) are engaging, have contact, or defending an enemy or suspected enemy group.&lt;br /&gt;
*All members of a package should broadcast launches, &amp;quot;fox 3, bullseye 064 for 43&amp;quot; - this ensures that no one wastes missiles on the same target and aids situational awareness.&lt;br /&gt;
*ACM is important for individual defense and offense, but tactics governs group fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Engaging An Enemy Group=&lt;br /&gt;
[[File:N0Am2u2.png|thumb|400px]]&lt;br /&gt;
*Find an enemy group by using AWACS, detecting nose hot contacts on FCR and by interpreting RWR nails.&lt;br /&gt;
**Contacts which are nose hot and approaching with a large degree of closure (slam) are probably hostile. Declare these.&lt;br /&gt;
**Correspond/interpret the FCR to the RWR.&lt;br /&gt;
*At BVR (beyond visual range) ranges the flight lead should try his best to first survey the group, then come up with an attack plan based on a few factors:&lt;br /&gt;
**Time/Speed: How fast you are closing on the contact group.&lt;br /&gt;
**Space: How much range is between the shooters and the contact group.&lt;br /&gt;
**Threats: The behavior and type of the contact group. A enemy group which was hot then suddenly goes cold without an apparent reason may not be cowards, they may be drawing you into a SAM ambush. In such a case, added room between elements and speed is key.&lt;br /&gt;
**Capabilities: Weapons the flight has, skills of the pilots, contingencies and &amp;quot;actions on&amp;quot;&lt;br /&gt;
**Formation: An enemy group in spread is much more dangerous than an enemy group in trail in a merge (head on) situation.&lt;br /&gt;
*An ideal situation is PID of an enemy group at 30+ miles. This gives the flight lead enough time to sort out all the targets. The flight lead should go through every contact and assign them verbally and by using the datalink buttons on the right side of the FCR.&lt;br /&gt;
*The flight lead will declare which element is offensive, and which is supporting.&lt;br /&gt;
*The offensive element will engage until threatened (mig 29 about to go lethal on RWR for instance, or pop up group from another direction etc) , then go defensive.&lt;br /&gt;
*The support element will engage until threatened, then go defensive.&lt;br /&gt;
*The element which was originally offensive will now support as the other element goes defensive.&lt;br /&gt;
*The flight lead will constantly keep in mind the relation of threats to his flight, maintain a distance by which he can withdraw his flight and maintain cohesion of formation.&lt;br /&gt;
*If the bandits are too close for the lead to sort them all out, the 2nd element leader should sort while the lead element engages.&lt;br /&gt;
*The flight lead should keep giving maneuver orders to gain a positional advantage on enemy contacts - and keep communicating with the 2nd element leader.&lt;br /&gt;
*Basics of support: fly in loose formation with the aircraft you are supporting and ensure the surrounding contacts, terrain or air defenses do not threaten the engaging aircraft. My favorite tactic is to fly high cover, which involves:&lt;br /&gt;
**Breaking high and creating some distance between the supported aircraft and yourself (3000 feet-2 miles). Technically doing a &amp;quot;lag pursuit&amp;quot; on your wingman.&lt;br /&gt;
**Visually tracking the supported aircraft and looking for launches, AAA, conflicting terrain and other threats&lt;br /&gt;
**Glancing at radar and looking for threatening contacts, engaging them if need be&lt;br /&gt;
**Following the lead, taking the shot if he overshoots the target or otherwise requests for you to take it out (a hung store/malfunction etc)&lt;br /&gt;
**Rejoining on the lead's wing when the target is killed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_basic_tactics&amp;diff=4359</id>
		<title>Air-to-air basic tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_basic_tactics&amp;diff=4359"/>
		<updated>2017-03-25T22:35:14Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Engaging An Enemy Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-Dogfight.jpg||none|500px|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#cranking vs notching - advantages vs. disadvantages &lt;br /&gt;
#all terms: flanking, dragging etc.&lt;br /&gt;
#BVR evasion- split- s vs. pumping vs. ?&lt;br /&gt;
#MAR&lt;br /&gt;
#BRACKET &lt;br /&gt;
#single-side offset....diagram/ AMCI/white board &lt;br /&gt;
#120 loft ques &lt;br /&gt;
#M-pole &lt;br /&gt;
#Nose/tail crank&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.sci.fi/~fta/chap1.htm Air Combat fundamentals]&lt;br /&gt;
* [https://www.youtube.com/watch?v=pzdyJdOUYRQ Art of the Kill]&lt;br /&gt;
* [https://www.youtube.com/watch?v=8sdkg5L9NXY F-16 vs F-16 Dogfight]&lt;br /&gt;
* [http://www.wired.com/wired/archive/3.01/search.destroy_pr.html Search and Destroy - Inside the metal-jacketed minds of flight-sim heads]&lt;br /&gt;
&lt;br /&gt;
=Turning and corner airspeed=&lt;br /&gt;
The F-16 is a pretty nimble aircraft. When not loaded with bombs or heavy ordnance, it can pull up to nine ‘G’ in a turn. When doing so, however, you bleed speed ''very'' rapidly, and you won’t be able to keep turning at that rate for very long.&lt;br /&gt;
&lt;br /&gt;
When you need to turn rapidly for a long time (a sustained turn), especially if you’re in a turn fight with another fighter, you need to be aware of the F-16’s '''corner airspeed''', as it’s at this speed that you can turn the fastest. If you go slower you won’t turn quickly enough, and if you’re faster your turn radius will increase. The corner airspeed of the F-16 is from '''330 to 440 knots''', or about '''Mach 0.80''' when you’re above 10,000 feet. To perform a sustained turn, go full throttle, then pull hard enough to maintain the corner airspeed. If you start slowing down, ease up on the stick. If you start speeding up, pull a bit harder.&lt;br /&gt;
&lt;br /&gt;
As long as you keep the corner speed in mind, the F-16 can out-turn almost every other aircraft in the game.&lt;br /&gt;
&lt;br /&gt;
=Basic Concepts=&lt;br /&gt;
*The flight leader's job is to lead the 1st element, sort targets, navigate/maneuver the flight and assign shooters.&lt;br /&gt;
*You don't shoot until told to do so EXCEPT when threatened by a confirmed hostile aircraft.&lt;br /&gt;
*The 2nd element leader's job is to take over if the flight leader dies, lead the 2nd element and perform the flight leader's job when he is defensive.&lt;br /&gt;
*The wingmen's jobs are to remain in formation (specifically stay with their wingman AT ALL TIMES) and protect the respective element leaders, as well as to fire at threatening or sorted targets.&lt;br /&gt;
*Brevity (using the above terminology) is extremely important, if you don't you will not be able to communicate complex information quick enough. You shouldn't have to say &amp;quot;I don't think I see that on my RWR&amp;quot;, it should be &amp;quot;falcon 12 naked.&amp;quot; If you think its stupid or just role playing time yourself trying to say the same amount of information using everyday language - you will find its impossible.&lt;br /&gt;
*TO ensure maximum security only one element should be offensive at a time while the other element is supporting. There are exceptions to this (such as ambushing a enemy flight) but its a sound principle and rule of thumb.&lt;br /&gt;
**An excellent strategy to implement this basic tactic is called a &amp;quot;grinder&amp;quot; - both elements split up, separated by some miles and then engage/defend in alternating bounds. A good formation to accomplish this is a box, in which element 1 is spread, followed by a 5 mile gap and then element 2 in spread behind them.&lt;br /&gt;
**This also applies to within an individual element - one wingman should be attacking while the other supports.&lt;br /&gt;
*Only the flight leader declares using AWACS.&lt;br /&gt;
*All contacts should be declared with AWACS when performing BVR (beyond visual range) engagements (q on keyboard, and then 2).&lt;br /&gt;
*Do not fire an AIM-120 into a furball because you can kill friendlies, get PID on all targets within 20 miles of friendlies. In other words if you see a bunch of friendlies on your RWR, mixed with enemy nails, you MUST get PID before engaging.&lt;br /&gt;
*Use the datalink for situational awareness and assigning sorted targets. You can also assign stuff to the flight lead that you think might be hostile, rather than saying anything.&lt;br /&gt;
*When involved in a package operation, calls should be made on broadcast that you (The flight lead) are engaging, have contact, or defending an enemy or suspected enemy group.&lt;br /&gt;
*All members of a package should broadcast launches, &amp;quot;fox 3, bullseye 064 for 43&amp;quot; - this ensures that no one wastes missiles on the same target and aids situational awareness.&lt;br /&gt;
*ACM is important for individual defense and offense, but tactics governs group fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Engaging An Enemy Group=&lt;br /&gt;
[[File:Blue-RedDefensiveBrev.png|thumb|400px]]&lt;br /&gt;
*Find an enemy group by using AWACS, detecting nose hot contacts on FCR and by interpreting RWR nails.&lt;br /&gt;
**Contacts which are nose hot and approaching with a large degree of closure (slam) are probably hostile. Declare these.&lt;br /&gt;
**Correspond/interpret the FCR to the RWR.&lt;br /&gt;
*At BVR (beyond visual range) ranges the flight lead should try his best to first survey the group, then come up with an attack plan based on a few factors:&lt;br /&gt;
**Time/Speed: How fast you are closing on the contact group.&lt;br /&gt;
**Space: How much range is between the shooters and the contact group.&lt;br /&gt;
**Threats: The behavior and type of the contact group. A enemy group which was hot then suddenly goes cold without an apparent reason may not be cowards, they may be drawing you into a SAM ambush. In such a case, added room between elements and speed is key.&lt;br /&gt;
**Capabilities: Weapons the flight has, skills of the pilots, contingencies and &amp;quot;actions on&amp;quot;&lt;br /&gt;
**Formation: An enemy group in spread is much more dangerous than an enemy group in trail in a merge (head on) situation.&lt;br /&gt;
*An ideal situation is PID of an enemy group at 30+ miles. This gives the flight lead enough time to sort out all the targets. The flight lead should go through every contact and assign them verbally and by using the datalink buttons on the right side of the FCR.&lt;br /&gt;
*The flight lead will declare which element is offensive, and which is supporting.&lt;br /&gt;
*The offensive element will engage until threatened (mig 29 about to go lethal on RWR for instance, or pop up group from another direction etc) , then go defensive.&lt;br /&gt;
*The support element will engage until threatened, then go defensive.&lt;br /&gt;
*The element which was originally offensive will now support as the other element goes defensive.&lt;br /&gt;
*The flight lead will constantly keep in mind the relation of threats to his flight, maintain a distance by which he can withdraw his flight and maintain cohesion of formation.&lt;br /&gt;
*If the bandits are too close for the lead to sort them all out, the 2nd element leader should sort while the lead element engages.&lt;br /&gt;
*The flight lead should keep giving maneuver orders to gain a positional advantage on enemy contacts - and keep communicating with the 2nd element leader.&lt;br /&gt;
*Basics of support: fly in loose formation with the aircraft you are supporting and ensure the surrounding contacts, terrain or air defenses do not threaten the engaging aircraft. My favorite tactic is to fly high cover, which involves:&lt;br /&gt;
**Breaking high and creating some distance between the supported aircraft and yourself (3000 feet-2 miles). Technically doing a &amp;quot;lag pursuit&amp;quot; on your wingman.&lt;br /&gt;
**Visually tracking the supported aircraft and looking for launches, AAA, conflicting terrain and other threats&lt;br /&gt;
**Glancing at radar and looking for threatening contacts, engaging them if need be&lt;br /&gt;
**Following the lead, taking the shot if he overshoots the target or otherwise requests for you to take it out (a hung store/malfunction etc)&lt;br /&gt;
**Rejoining on the lead's wing when the target is killed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:Blue-RedDefensiveBrev.png&amp;diff=4358</id>
		<title>File:Blue-RedDefensiveBrev.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:Blue-RedDefensiveBrev.png&amp;diff=4358"/>
		<updated>2017-03-25T22:33:02Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4321</id>
		<title>Air-to-air refuelling</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4321"/>
		<updated>2017-03-24T03:12:38Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* To be merged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-aar.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Finding the Tanker&lt;br /&gt;
#Pre &amp;amp; Post Refueling positions/formation&lt;br /&gt;
#Pre-Tanker Checks&lt;br /&gt;
#Cleared to Contact&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=5Ekj7DxP0pg&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before we start in earnest, the #1 tip you can remember – '''small inputs'''!&lt;br /&gt;
&lt;br /&gt;
If you're going to move your throttle, stick or pedals once you are anywhere near the tanker, be gentle. If you feel yourself getting tense, drop back 100 feet, release the death-grip you have on your stick, and shake out the tension for a second. This requires precision flying skills which in turn requires practice practice practice - it's tough, but not impossible. Just focus, and keep your inputs small. A good technique some use is to actually unwrap your fingers from the stick and use only small pushes with the web of the hand, base of the thumb and forefinger to get into position. Whatever works for you!&lt;br /&gt;
&lt;br /&gt;
=Procedures=&lt;br /&gt;
The F16 does not carry a lot of fuel, so air-to-air refueling is a '''must.''' This service is provided in BMS by KC-10 and KC-135 aircraft.&lt;br /&gt;
&lt;br /&gt;
First, the pilot needs to find the tanker. There are essentially four ways to find the tanker:&lt;br /&gt;
&lt;br /&gt;
#Contact AWACS for vectors&lt;br /&gt;
#Use the FCR to locate potential tanker contacts (assuming you already know roughly where to look)&lt;br /&gt;
#Use the tanker’s TACAN channel to provide directions. Note however, that the air-to-air TACAN used by tankers in BMS typically provides only distance information. The one exception to this is the KC-10 which will also provide bearing information.&lt;br /&gt;
#Use of marked “tanker tracks” on the HSD. If you or the mission planner marked the tanker positions on the 2D planning screen these steer point lines / boxes will appear on your HSD.&lt;br /&gt;
&lt;br /&gt;
==Distance Matters==&lt;br /&gt;
Before refueling, the flight will need to establish radio contact with the tanker to ask for fuel. It is critical that ALL ships in a flight be within the 10nm bubble centered on the tanker during communications. Depending on the distance from the tanker, when flight lead makes the initial contact the answer will either be:&lt;br /&gt;
&lt;br /&gt;
*If the flight is farther than 10 Nm the tanker will respond with heading and distance for rejoin.&lt;br /&gt;
*If the flight is at or within 10 Nm the flight will be cleared directly to the pre-contact position. At this point the flight is to proceed to the Observation Area on the tanker's left wing -(see picture)&lt;br /&gt;
&lt;br /&gt;
The standard formation for refueling is left echelon where all ships waiting to take fuel are on the left wing of the tanker and each other stacked high (you can tell if you are  stacked enough if the you can see the opposite wing of the tanker). When an aircraft is done refueling move to the same position on the right wing of the tanker (now echelon right and again stacked high).&lt;br /&gt;
&lt;br /&gt;
==Pre-Tanker Checks==&lt;br /&gt;
&lt;br /&gt;
The following steps should be taken prior to reaching the left observation station at the tanker and are typically done more than 3-5nm away from the tanker:&lt;br /&gt;
&lt;br /&gt;
*Master Arm OFF&lt;br /&gt;
*External Lights ON&lt;br /&gt;
*Radar STANDBY (Done at 1nm - Use the OVRD button on the FCR)&lt;br /&gt;
*DED Bingo Page ACTIVE (Optional)&lt;br /&gt;
*AR Door OPEN (Note: It is good practice to open the AR door three to five minutes prior refueling to allow the external tanks to depressurize slightly, but not too early due to the possibility of creating a trapped fuel situation)&lt;br /&gt;
&lt;br /&gt;
==Cleared to Pre-Contact Position==&lt;br /&gt;
&lt;br /&gt;
Once the tanker has cleared you to Pre-Contact, acknowledge that call on UHF (or other prebriefed channel) then move to the pre-contact positon. This position needs to be held for a few seconds to be recognized by the coded boomer. Basically, the receiver aircraft will be 50 feet below at 30° down from the tanker. The best method to get that position correctly is to put the gun cross on the tip of the boom and fly towards it until the boom is just in front of the cockpit. There is no need to request fuel from the tanker; if you are in the correct position you will be cleared to Contact Position. Be advised, there are absolutely no director lights at this stage. Hold position a few feet behind the boom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AAR.png|thumb|400px|Director lights]]&lt;br /&gt;
&lt;br /&gt;
==Cleared to Contact Position==&lt;br /&gt;
[[File:Refueling lights.jpg|thumb|right|Refueling lights]]&lt;br /&gt;
When the boom operator has a good visual with the pilot  the tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
The tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
==On the boom (Contact!)==&lt;br /&gt;
&lt;br /&gt;
When all the lights go out don't move! The boom operator is trying to connect. The pilot needs to hold this position for a few seconds. Once contact has been made the director lights will become active again; these will help the pilot to adjust position to stay connected with the boom. In previous versions of Falcon, the pilot may remember the boom “snapping” into the correct position no matter what; this is no longer the case with BMS. Keep flying the aircraft. The boom will remain connected as long as the receiver stays within its maneuvering envelope. When the boom connects the blue RDY light on the right indexer shuts off and the green AR/NWS light comes on.&lt;br /&gt;
&lt;br /&gt;
While on the boom, the only (UHF) radio calls required by the pilot are:&lt;br /&gt;
&lt;br /&gt;
*“Contact” or “Good flow” to indicate you are on the boom and receiving fuel&lt;br /&gt;
*“1000 to go” to indicate you are within 1000 lbs. of your desired fuel capacity                                                  &lt;br /&gt;
&lt;br /&gt;
 [[File:Observation_%26_Reform_Area.jpg|thumb|]]&lt;br /&gt;
&lt;br /&gt;
==Disconnecting==&lt;br /&gt;
&lt;br /&gt;
If your desired fuel level is less than fully topped off, press your NWS/Disc button once you have reached the desired quantity. Once disconnected, press Y-3 to notify the tanker you are done and the next aircraft can be cleared into position. The tanker needs to be called with this “done refueling” command to allow the next flight member to be cleared for refuel. It is very important that the cadet press Y-3 IMMEDIATELY after disconnecting (the closer to the boom the better). The only exception to this is if you are the LAST aircraft in your flight; in that case rejoin your flight in the right observation area before calling Y-3. Failure of any pilot to clear the tanker will result in failed tanking operations for other flights!&lt;br /&gt;
&lt;br /&gt;
If the pilot needs to take on additional fuel after requesting a disconnect (NWS button) AND before clearing the tanker with “Y-3”, simply back off a bit and re-request fuel (Y-2). This is the only time you will need to request fuel once the initial refueling request has been made. The boom operator should clear you to the pre-contact position and you can begin the process over again.&lt;br /&gt;
&lt;br /&gt;
The last aircraft in the flight must be sure to press Y-3, preferably once he has rejoined his wingman on the right side. At all times the flight MUST remain within 10nm of the tanker and the last pilot MUST clear the tanker (Y-3) before leaving the 10nm bubble.&lt;br /&gt;
&lt;br /&gt;
==Tanker/AAR Comms Overview==&lt;br /&gt;
&lt;br /&gt;
*From the left observation position, acknowledge “&amp;lt;Call sign&amp;gt; Cleared to Pre-Contact”&lt;br /&gt;
*Once connected and fuel is flowing, call “&amp;lt;Call sign&amp;gt; has good flow”&lt;br /&gt;
*Once within 1000 lbs of your desired fuel level, call “&amp;lt;Call sign&amp;gt; 1000 to go”&lt;br /&gt;
*Issue a Y-3 command to clear the tanker once you have completed your refueling&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4320</id>
		<title>Air-to-air refuelling</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4320"/>
		<updated>2017-03-24T03:11:37Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Learning files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-aar.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Finding the Tanker&lt;br /&gt;
#Pre &amp;amp; Post Refueling positions/formation&lt;br /&gt;
#Pre-Tanker Checks&lt;br /&gt;
#Cleared to Contact&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=5Ekj7DxP0pg&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before we start in earnest, the #1 tip you can remember – '''small inputs'''!&lt;br /&gt;
&lt;br /&gt;
If you're going to move your throttle, stick or pedals once you are anywhere near the tanker, be gentle. If you feel yourself getting tense, drop back 100 feet, release the death-grip you have on your stick, and shake out the tension for a second. This requires precision flying skills which in turn requires practice practice practice - it's tough, but not impossible. Just focus, and keep your inputs small. A good technique some use is to actually unwrap your fingers from the stick and use only small pushes with the web of the hand, base of the thumb and forefinger to get into position. Whatever works for you!&lt;br /&gt;
&lt;br /&gt;
=Procedures=&lt;br /&gt;
The F16 does not carry a lot of fuel, so air-to-air refueling is a '''must.''' This service is provided in BMS by KC-10 and KC-135 aircraft.&lt;br /&gt;
&lt;br /&gt;
First, the pilot needs to find the tanker. There are essentially four ways to find the tanker:&lt;br /&gt;
&lt;br /&gt;
#Contact AWACS for vectors&lt;br /&gt;
#Use the FCR to locate potential tanker contacts (assuming you already know roughly where to look)&lt;br /&gt;
#Use the tanker’s TACAN channel to provide directions. Note however, that the air-to-air TACAN used by tankers in BMS typically provides only distance information. The one exception to this is the KC-10 which will also provide bearing information.&lt;br /&gt;
#Use of marked “tanker tracks” on the HSD. If you or the mission planner marked the tanker positions on the 2D planning screen these steer point lines / boxes will appear on your HSD.&lt;br /&gt;
&lt;br /&gt;
==Distance Matters==&lt;br /&gt;
Before refueling, the flight will need to establish radio contact with the tanker to ask for fuel. It is critical that ALL ships in a flight be within the 10nm bubble centered on the tanker during communications. Depending on the distance from the tanker, when flight lead makes the initial contact the answer will either be:&lt;br /&gt;
&lt;br /&gt;
*If the flight is farther than 10 Nm the tanker will respond with heading and distance for rejoin.&lt;br /&gt;
*If the flight is at or within 10 Nm the flight will be cleared directly to the pre-contact position. At this point the flight is to proceed to the Observation Area on the tanker's left wing -(see picture)&lt;br /&gt;
&lt;br /&gt;
The standard formation for refueling is left echelon where all ships waiting to take fuel are on the left wing of the tanker and each other stacked high (you can tell if you are  stacked enough if the you can see the opposite wing of the tanker). When an aircraft is done refueling move to the same position on the right wing of the tanker (now echelon right and again stacked high).&lt;br /&gt;
&lt;br /&gt;
==Pre-Tanker Checks==&lt;br /&gt;
&lt;br /&gt;
The following steps should be taken prior to reaching the left observation station at the tanker and are typically done more than 3-5nm away from the tanker:&lt;br /&gt;
&lt;br /&gt;
*Master Arm OFF&lt;br /&gt;
*External Lights ON&lt;br /&gt;
*Radar STANDBY (Done at 1nm - Use the OVRD button on the FCR)&lt;br /&gt;
*DED Bingo Page ACTIVE (Optional)&lt;br /&gt;
*AR Door OPEN (Note: It is good practice to open the AR door three to five minutes prior refueling to allow the external tanks to depressurize slightly, but not too early due to the possibility of creating a trapped fuel situation)&lt;br /&gt;
&lt;br /&gt;
==Cleared to Pre-Contact Position==&lt;br /&gt;
&lt;br /&gt;
Once the tanker has cleared you to Pre-Contact, acknowledge that call on UHF (or other prebriefed channel) then move to the pre-contact positon. This position needs to be held for a few seconds to be recognized by the coded boomer. Basically, the receiver aircraft will be 50 feet below at 30° down from the tanker. The best method to get that position correctly is to put the gun cross on the tip of the boom and fly towards it until the boom is just in front of the cockpit. There is no need to request fuel from the tanker; if you are in the correct position you will be cleared to Contact Position. Be advised, there are absolutely no director lights at this stage. Hold position a few feet behind the boom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AAR.png|thumb|400px|Director lights]]&lt;br /&gt;
&lt;br /&gt;
==Cleared to Contact Position==&lt;br /&gt;
[[File:Refueling lights.jpg|thumb|right|Refueling lights]]&lt;br /&gt;
When the boom operator has a good visual with the pilot  the tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
The tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
==On the boom (Contact!)==&lt;br /&gt;
&lt;br /&gt;
When all the lights go out don't move! The boom operator is trying to connect. The pilot needs to hold this position for a few seconds. Once contact has been made the director lights will become active again; these will help the pilot to adjust position to stay connected with the boom. In previous versions of Falcon, the pilot may remember the boom “snapping” into the correct position no matter what; this is no longer the case with BMS. Keep flying the aircraft. The boom will remain connected as long as the receiver stays within its maneuvering envelope. When the boom connects the blue RDY light on the right indexer shuts off and the green AR/NWS light comes on.&lt;br /&gt;
&lt;br /&gt;
While on the boom, the only (UHF) radio calls required by the pilot are:&lt;br /&gt;
&lt;br /&gt;
*“Contact” or “Good flow” to indicate you are on the boom and receiving fuel&lt;br /&gt;
*“1000 to go” to indicate you are within 1000 lbs. of your desired fuel capacity                                                  &lt;br /&gt;
&lt;br /&gt;
 [[File:Observation_%26_Reform_Area.jpg|thumb|]]&lt;br /&gt;
&lt;br /&gt;
==Disconnecting==&lt;br /&gt;
&lt;br /&gt;
If your desired fuel level is less than fully topped off, press your NWS/Disc button once you have reached the desired quantity. Once disconnected, press Y-3 to notify the tanker you are done and the next aircraft can be cleared into position. The tanker needs to be called with this “done refueling” command to allow the next flight member to be cleared for refuel. It is very important that the cadet press Y-3 IMMEDIATELY after disconnecting (the closer to the boom the better). The only exception to this is if you are the LAST aircraft in your flight; in that case rejoin your flight in the right observation area before calling Y-3. Failure of any pilot to clear the tanker will result in failed tanking operations for other flights!&lt;br /&gt;
&lt;br /&gt;
If the pilot needs to take on additional fuel after requesting a disconnect (NWS button) AND before clearing the tanker with “Y-3”, simply back off a bit and re-request fuel (Y-2). This is the only time you will need to request fuel once the initial refueling request has been made. The boom operator should clear you to the pre-contact position and you can begin the process over again.&lt;br /&gt;
&lt;br /&gt;
The last aircraft in the flight must be sure to press Y-3, preferably once he has rejoined his wingman on the right side. At all times the flight MUST remain within 10nm of the tanker and the last pilot MUST clear the tanker (Y-3) before leaving the 10nm bubble.&lt;br /&gt;
&lt;br /&gt;
==Tanker/AAR Comms Overview==&lt;br /&gt;
&lt;br /&gt;
*From the left observation position, acknowledge “&amp;lt;Call sign&amp;gt; Cleared to Pre-Contact”&lt;br /&gt;
*Once connected and fuel is flowing, call “&amp;lt;Call sign&amp;gt; has good flow”&lt;br /&gt;
*Once within 1000 lbs of your desired fuel level, call “&amp;lt;Call sign&amp;gt; 1000 to go”&lt;br /&gt;
*Issue a Y-3 command to clear the tanker once you have completed your refueling&lt;br /&gt;
&lt;br /&gt;
=To be merged=&lt;br /&gt;
&lt;br /&gt;
 this document will offer you detailed guidance on actually conducting an Air-to-Air refueling in BMS.&lt;br /&gt;
&lt;br /&gt;
Before we start in earnest, the #1 tip you can remember – '''small inputs'''!&lt;br /&gt;
&lt;br /&gt;
If you're going to move your throttle, stick or pedals once you are anywhere near the tanker, be gentle. If you feel yourself getting tense, drop back 100 feet, release the death-grip you have on your stick, and shake out the tension for a second. This requires precision flying skills which in turn requires practice practice practice - it's tough, but not impossible. Just focus, and keep your inputs small. A good technique some use is to actually unwrap your fingers from the stick and use only small pushes with the web of the hand, base of the thumb and forefinger to get into position. Whatever works for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References:==&lt;br /&gt;
*AIR-TO-AIR REFUELLING - ATP-56( :cool: (AJP 3.3.4.2) – found in “Falcon BMS 4.32\Docs\Operational Manuals” pp 64-5&lt;br /&gt;
*BMS Manual – found in “Falcon BMS 4.32\Docs\Falcon BMS Manuals” pp 130-42&lt;br /&gt;
*SuperPak 3 Manual – found in “Falcon BMS 4.32\Docs\Falcon 4 Legacy Manuals\3 - SuperPak 3” p 147&lt;br /&gt;
*Falcon Original Manual – found in “Falcon BMS 4.32\Docs\Falcon 4 Legacy Manuals\1 - Falcon 4.0 Original Manual” pp 180-5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4283</id>
		<title>Air-to-air refuelling</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4283"/>
		<updated>2017-03-24T00:50:23Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Learning files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-aar.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Finding the Tanker&lt;br /&gt;
#Pre &amp;amp; Post Refueling positions/formation&lt;br /&gt;
#Pre-Tanker Checks&lt;br /&gt;
#Cleared to Contact&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=5Ekj7DxP0pg&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before we start in earnest, the #1 tip you can remember – '''small inputs'''!&lt;br /&gt;
&lt;br /&gt;
If you're going to move your throttle, stick or pedals once you are anywhere near the tanker, be gentle. If you feel yourself getting tense, drop back 100 feet, release the death-grip you have on your stick, and shake out the tension for a second. This requires precision flying skills which in turn requires practice practice practice - it's tough, but not impossible. Just focus, and keep your inputs small. A good technique some use is to actually unwrap your fingers from the stick and use only small pushes with the web of the hand, base of the thumb and forefinger to get into position. Whatever works for you!Before we start in earnest, the #1 tip you can remember – small inputs!&lt;br /&gt;
&lt;br /&gt;
If you're going to move your throttle, stick or pedals once you are anywhere near the tanker, be gentle. If you feel yourself getting tense, drop back 100 feet, release the death-grip you have on your stick, and shake out the tension for a second. This requires precision flying skills which in turn requires practice practice practice - it's tough, but not impossible. Just focus, and keep your inputs small. A good technique some use is to actually unwrap your fingers from the stick and use only small pushes with the web of the hand, base of the thumb and forefinger to get into position. Whatever works for you!&lt;br /&gt;
&lt;br /&gt;
=Procedures=&lt;br /&gt;
The F16 does not carry a lot of fuel, so air-to-air refueling is a '''must.''' This service is provided in BMS by KC-10 and KC-135 aircraft.&lt;br /&gt;
&lt;br /&gt;
First, the pilot needs to find the tanker. There are essentially four ways to find the tanker:&lt;br /&gt;
&lt;br /&gt;
#Contact AWACS for vectors&lt;br /&gt;
#Use the FCR to locate potential tanker contacts (assuming you already know roughly where to look)&lt;br /&gt;
#Use the tanker’s TACAN channel to provide directions. Note however, that the air-to-air TACAN used by tankers in BMS typically provides only distance information. The one exception to this is the KC-10 which will also provide bearing information.&lt;br /&gt;
#Use of marked “tanker tracks” on the HSD. If you or the mission planner marked the tanker positions on the 2D planning screen these steer point lines / boxes will appear on your HSD.&lt;br /&gt;
&lt;br /&gt;
==Distance Matters==&lt;br /&gt;
Before refueling, the flight will need to establish radio contact with the tanker to ask for fuel. It is critical that ALL ships in a flight be within the 10nm bubble centered on the tanker during communications. Depending on the distance from the tanker, when flight lead makes the initial contact the answer will either be:&lt;br /&gt;
&lt;br /&gt;
*If the flight is farther than 10 Nm the tanker will respond with heading and distance for rejoin.&lt;br /&gt;
*If the flight is at or within 10 Nm the flight will be cleared directly to the pre-contact position. At this point the flight is to proceed to the Observation Area on the tanker's left wing -(see picture)&lt;br /&gt;
&lt;br /&gt;
The standard formation for refueling is left echelon where all ships waiting to take fuel are on the left wing of the tanker and each other stacked high (you can tell if you are  stacked enough if the you can see the opposite wing of the tanker). When an aircraft is done refueling move to the same position on the right wing of the tanker (now echelon right and again stacked high).&lt;br /&gt;
&lt;br /&gt;
==Pre-Tanker Checks==&lt;br /&gt;
&lt;br /&gt;
The following steps should be taken prior to reaching the left observation station at the tanker and are typically done more than 3-5nm away from the tanker:&lt;br /&gt;
&lt;br /&gt;
*Master Arm OFF&lt;br /&gt;
*External Lights ON&lt;br /&gt;
*Radar STANDBY (Done at 1nm - Use the OVRD button on the FCR)&lt;br /&gt;
*DED Bingo Page ACTIVE (Optional)&lt;br /&gt;
*AR Door OPEN (Note: It is good practice to open the AR door three to five minutes prior refueling to allow the external tanks to depressurize slightly, but not too early due to the possibility of creating a trapped fuel situation)&lt;br /&gt;
&lt;br /&gt;
==Cleared to Pre-Contact Position==&lt;br /&gt;
&lt;br /&gt;
Once the tanker has cleared you to Pre-Contact, acknowledge that call on UHF (or other prebriefed channel) then move to the pre-contact positon. This position needs to be held for a few seconds to be recognized by the coded boomer. Basically, the receiver aircraft will be 50 feet below at 30° down from the tanker. The best method to get that position correctly is to put the gun cross on the tip of the boom and fly towards it until the boom is just in front of the cockpit. There is no need to request fuel from the tanker; if you are in the correct position you will be cleared to Contact Position. Be advised, there are absolutely no director lights at this stage. Hold position a few feet behind the boom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AAR.png|thumb|400px|Director lights]]&lt;br /&gt;
&lt;br /&gt;
==Cleared to Contact Position==&lt;br /&gt;
[[File:Refueling lights.jpg|thumb|right|Refueling lights]]&lt;br /&gt;
When the boom operator has a good visual with the pilot  the tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
The tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
==On the boom (Contact!)==&lt;br /&gt;
&lt;br /&gt;
When all the lights go out don't move! The boom operator is trying to connect. The pilot needs to hold this position for a few seconds. Once contact has been made the director lights will become active again; these will help the pilot to adjust position to stay connected with the boom. In previous versions of Falcon, the pilot may remember the boom “snapping” into the correct position no matter what; this is no longer the case with BMS. Keep flying the aircraft. The boom will remain connected as long as the receiver stays within its maneuvering envelope. When the boom connects the blue RDY light on the right indexer shuts off and the green AR/NWS light comes on.&lt;br /&gt;
&lt;br /&gt;
While on the boom, the only (UHF) radio calls required by the pilot are:&lt;br /&gt;
&lt;br /&gt;
*“Contact” or “Good flow” to indicate you are on the boom and receiving fuel&lt;br /&gt;
*“1000 to go” to indicate you are within 1000 lbs. of your desired fuel capacity                                                  &lt;br /&gt;
&lt;br /&gt;
 [[File:Observation_%26_Reform_Area.jpg|thumb|]]&lt;br /&gt;
&lt;br /&gt;
==Disconnecting==&lt;br /&gt;
&lt;br /&gt;
If your desired fuel level is less than fully topped off, press your NWS/Disc button once you have reached the desired quantity. Once disconnected, press Y-3 to notify the tanker you are done and the next aircraft can be cleared into position. The tanker needs to be called with this “done refueling” command to allow the next flight member to be cleared for refuel. It is very important that the cadet press Y-3 IMMEDIATELY after disconnecting (the closer to the boom the better). The only exception to this is if you are the LAST aircraft in your flight; in that case rejoin your flight in the right observation area before calling Y-3. Failure of any pilot to clear the tanker will result in failed tanking operations for other flights!&lt;br /&gt;
&lt;br /&gt;
If the pilot needs to take on additional fuel after requesting a disconnect (NWS button) AND before clearing the tanker with “Y-3”, simply back off a bit and re-request fuel (Y-2). This is the only time you will need to request fuel once the initial refueling request has been made. The boom operator should clear you to the pre-contact position and you can begin the process over again.&lt;br /&gt;
&lt;br /&gt;
The last aircraft in the flight must be sure to press Y-3, preferably once he has rejoined his wingman on the right side. At all times the flight MUST remain within 10nm of the tanker and the last pilot MUST clear the tanker (Y-3) before leaving the 10nm bubble.&lt;br /&gt;
&lt;br /&gt;
==Tanker/AAR Comms Overview==&lt;br /&gt;
&lt;br /&gt;
*From the left observation position, acknowledge “&amp;lt;Call sign&amp;gt; Cleared to Pre-Contact”&lt;br /&gt;
*Once connected and fuel is flowing, call “&amp;lt;Call sign&amp;gt; has good flow”&lt;br /&gt;
*Once within 1000 lbs of your desired fuel level, call “&amp;lt;Call sign&amp;gt; 1000 to go”&lt;br /&gt;
*Issue a Y-3 command to clear the tanker once you have completed your refueling&lt;br /&gt;
&lt;br /&gt;
=To be merged=&lt;br /&gt;
&lt;br /&gt;
 this document will offer you detailed guidance on actually conducting an Air-to-Air refueling in BMS.&lt;br /&gt;
&lt;br /&gt;
Before we start in earnest, the #1 tip you can remember – '''small inputs'''!&lt;br /&gt;
&lt;br /&gt;
If you're going to move your throttle, stick or pedals once you are anywhere near the tanker, be gentle. If you feel yourself getting tense, drop back 100 feet, release the death-grip you have on your stick, and shake out the tension for a second. This requires precision flying skills which in turn requires practice practice practice - it's tough, but not impossible. Just focus, and keep your inputs small. A good technique some use is to actually unwrap your fingers from the stick and use only small pushes with the web of the hand, base of the thumb and forefinger to get into position. Whatever works for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References:==&lt;br /&gt;
*AIR-TO-AIR REFUELLING - ATP-56( :cool: (AJP 3.3.4.2) – found in “Falcon BMS 4.32\Docs\Operational Manuals” pp 64-5&lt;br /&gt;
*BMS Manual – found in “Falcon BMS 4.32\Docs\Falcon BMS Manuals” pp 130-42&lt;br /&gt;
*SuperPak 3 Manual – found in “Falcon BMS 4.32\Docs\Falcon 4 Legacy Manuals\3 - SuperPak 3” p 147&lt;br /&gt;
*Falcon Original Manual – found in “Falcon BMS 4.32\Docs\Falcon 4 Legacy Manuals\1 - Falcon 4.0 Original Manual” pp 180-5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4282</id>
		<title>Air-to-air refuelling</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4282"/>
		<updated>2017-03-24T00:49:08Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Learning files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-aar.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Finding the Tanker&lt;br /&gt;
#Pre &amp;amp; Post Refueling positions/formation&lt;br /&gt;
#Pre-Tanker Checks&lt;br /&gt;
#Cleared to Contact&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=5Ekj7DxP0pg&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before we start in earnest, the #1 tip you can remember – small inputs!&lt;br /&gt;
&lt;br /&gt;
If you're going to move your throttle, stick or pedals once you are anywhere near the tanker, be gentle. If you feel yourself getting tense, drop back 100 feet, release the death-grip you have on your stick, and shake out the tension for a second. This requires precision flying skills which in turn requires practice practice practice - it's tough, but not impossible. Just focus, and keep your inputs small. A good technique some use is to actually unwrap your fingers from the stick and use only small pushes with the web of the hand, base of the thumb and forefinger to get into position. Whatever works for you!&lt;br /&gt;
&lt;br /&gt;
=Procedures=&lt;br /&gt;
The F16 does not carry a lot of fuel, so air-to-air refueling is a '''must.''' This service is provided in BMS by KC-10 and KC-135 aircraft.&lt;br /&gt;
&lt;br /&gt;
First, the pilot needs to find the tanker. There are essentially four ways to find the tanker:&lt;br /&gt;
&lt;br /&gt;
#Contact AWACS for vectors&lt;br /&gt;
#Use the FCR to locate potential tanker contacts (assuming you already know roughly where to look)&lt;br /&gt;
#Use the tanker’s TACAN channel to provide directions. Note however, that the air-to-air TACAN used by tankers in BMS typically provides only distance information. The one exception to this is the KC-10 which will also provide bearing information.&lt;br /&gt;
#Use of marked “tanker tracks” on the HSD. If you or the mission planner marked the tanker positions on the 2D planning screen these steer point lines / boxes will appear on your HSD.&lt;br /&gt;
&lt;br /&gt;
==Distance Matters==&lt;br /&gt;
Before refueling, the flight will need to establish radio contact with the tanker to ask for fuel. It is critical that ALL ships in a flight be within the 10nm bubble centered on the tanker during communications. Depending on the distance from the tanker, when flight lead makes the initial contact the answer will either be:&lt;br /&gt;
&lt;br /&gt;
*If the flight is farther than 10 Nm the tanker will respond with heading and distance for rejoin.&lt;br /&gt;
*If the flight is at or within 10 Nm the flight will be cleared directly to the pre-contact position. At this point the flight is to proceed to the Observation Area on the tanker's left wing -(see picture)&lt;br /&gt;
&lt;br /&gt;
The standard formation for refueling is left echelon where all ships waiting to take fuel are on the left wing of the tanker and each other stacked high (you can tell if you are  stacked enough if the you can see the opposite wing of the tanker). When an aircraft is done refueling move to the same position on the right wing of the tanker (now echelon right and again stacked high).&lt;br /&gt;
&lt;br /&gt;
==Pre-Tanker Checks==&lt;br /&gt;
&lt;br /&gt;
The following steps should be taken prior to reaching the left observation station at the tanker and are typically done more than 3-5nm away from the tanker:&lt;br /&gt;
&lt;br /&gt;
*Master Arm OFF&lt;br /&gt;
*External Lights ON&lt;br /&gt;
*Radar STANDBY (Done at 1nm - Use the OVRD button on the FCR)&lt;br /&gt;
*DED Bingo Page ACTIVE (Optional)&lt;br /&gt;
*AR Door OPEN (Note: It is good practice to open the AR door three to five minutes prior refueling to allow the external tanks to depressurize slightly, but not too early due to the possibility of creating a trapped fuel situation)&lt;br /&gt;
&lt;br /&gt;
==Cleared to Pre-Contact Position==&lt;br /&gt;
&lt;br /&gt;
Once the tanker has cleared you to Pre-Contact, acknowledge that call on UHF (or other prebriefed channel) then move to the pre-contact positon. This position needs to be held for a few seconds to be recognized by the coded boomer. Basically, the receiver aircraft will be 50 feet below at 30° down from the tanker. The best method to get that position correctly is to put the gun cross on the tip of the boom and fly towards it until the boom is just in front of the cockpit. There is no need to request fuel from the tanker; if you are in the correct position you will be cleared to Contact Position. Be advised, there are absolutely no director lights at this stage. Hold position a few feet behind the boom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AAR.png|thumb|400px|Director lights]]&lt;br /&gt;
&lt;br /&gt;
==Cleared to Contact Position==&lt;br /&gt;
[[File:Refueling lights.jpg|thumb|right|Refueling lights]]&lt;br /&gt;
When the boom operator has a good visual with the pilot  the tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
The tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
==On the boom (Contact!)==&lt;br /&gt;
&lt;br /&gt;
When all the lights go out don't move! The boom operator is trying to connect. The pilot needs to hold this position for a few seconds. Once contact has been made the director lights will become active again; these will help the pilot to adjust position to stay connected with the boom. In previous versions of Falcon, the pilot may remember the boom “snapping” into the correct position no matter what; this is no longer the case with BMS. Keep flying the aircraft. The boom will remain connected as long as the receiver stays within its maneuvering envelope. When the boom connects the blue RDY light on the right indexer shuts off and the green AR/NWS light comes on.&lt;br /&gt;
&lt;br /&gt;
While on the boom, the only (UHF) radio calls required by the pilot are:&lt;br /&gt;
&lt;br /&gt;
*“Contact” or “Good flow” to indicate you are on the boom and receiving fuel&lt;br /&gt;
*“1000 to go” to indicate you are within 1000 lbs. of your desired fuel capacity                                                  &lt;br /&gt;
&lt;br /&gt;
 [[File:Observation_%26_Reform_Area.jpg|thumb|]]&lt;br /&gt;
&lt;br /&gt;
==Disconnecting==&lt;br /&gt;
&lt;br /&gt;
If your desired fuel level is less than fully topped off, press your NWS/Disc button once you have reached the desired quantity. Once disconnected, press Y-3 to notify the tanker you are done and the next aircraft can be cleared into position. The tanker needs to be called with this “done refueling” command to allow the next flight member to be cleared for refuel. It is very important that the cadet press Y-3 IMMEDIATELY after disconnecting (the closer to the boom the better). The only exception to this is if you are the LAST aircraft in your flight; in that case rejoin your flight in the right observation area before calling Y-3. Failure of any pilot to clear the tanker will result in failed tanking operations for other flights!&lt;br /&gt;
&lt;br /&gt;
If the pilot needs to take on additional fuel after requesting a disconnect (NWS button) AND before clearing the tanker with “Y-3”, simply back off a bit and re-request fuel (Y-2). This is the only time you will need to request fuel once the initial refueling request has been made. The boom operator should clear you to the pre-contact position and you can begin the process over again.&lt;br /&gt;
&lt;br /&gt;
The last aircraft in the flight must be sure to press Y-3, preferably once he has rejoined his wingman on the right side. At all times the flight MUST remain within 10nm of the tanker and the last pilot MUST clear the tanker (Y-3) before leaving the 10nm bubble.&lt;br /&gt;
&lt;br /&gt;
==Tanker/AAR Comms Overview==&lt;br /&gt;
&lt;br /&gt;
*From the left observation position, acknowledge “&amp;lt;Call sign&amp;gt; Cleared to Pre-Contact”&lt;br /&gt;
*Once connected and fuel is flowing, call “&amp;lt;Call sign&amp;gt; has good flow”&lt;br /&gt;
*Once within 1000 lbs of your desired fuel level, call “&amp;lt;Call sign&amp;gt; 1000 to go”&lt;br /&gt;
*Issue a Y-3 command to clear the tanker once you have completed your refueling&lt;br /&gt;
&lt;br /&gt;
=To be merged=&lt;br /&gt;
&lt;br /&gt;
 this document will offer you detailed guidance on actually conducting an Air-to-Air refueling in BMS.&lt;br /&gt;
&lt;br /&gt;
Before we start in earnest, the #1 tip you can remember – '''small inputs'''!&lt;br /&gt;
&lt;br /&gt;
If you're going to move your throttle, stick or pedals once you are anywhere near the tanker, be gentle. If you feel yourself getting tense, drop back 100 feet, release the death-grip you have on your stick, and shake out the tension for a second. This requires precision flying skills which in turn requires practice practice practice - it's tough, but not impossible. Just focus, and keep your inputs small. A good technique some use is to actually unwrap your fingers from the stick and use only small pushes with the web of the hand, base of the thumb and forefinger to get into position. Whatever works for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References:==&lt;br /&gt;
*AIR-TO-AIR REFUELLING - ATP-56( :cool: (AJP 3.3.4.2) – found in “Falcon BMS 4.32\Docs\Operational Manuals” pp 64-5&lt;br /&gt;
*BMS Manual – found in “Falcon BMS 4.32\Docs\Falcon BMS Manuals” pp 130-42&lt;br /&gt;
*SuperPak 3 Manual – found in “Falcon BMS 4.32\Docs\Falcon 4 Legacy Manuals\3 - SuperPak 3” p 147&lt;br /&gt;
*Falcon Original Manual – found in “Falcon BMS 4.32\Docs\Falcon 4 Legacy Manuals\1 - Falcon 4.0 Original Manual” pp 180-5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4281</id>
		<title>Air-to-air refuelling</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_refuelling&amp;diff=4281"/>
		<updated>2017-03-24T00:47:43Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* To be merged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-aar.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Finding the Tanker&lt;br /&gt;
#Pre &amp;amp; Post Refueling positions/formation&lt;br /&gt;
#Pre-Tanker Checks&lt;br /&gt;
#Cleared to Contact&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=5Ekj7DxP0pg&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Procedures=&lt;br /&gt;
The F16 does not carry a lot of fuel, so air-to-air refueling is a '''must.''' This service is provided in BMS by KC-10 and KC-135 aircraft.&lt;br /&gt;
&lt;br /&gt;
First, the pilot needs to find the tanker. There are essentially four ways to find the tanker:&lt;br /&gt;
&lt;br /&gt;
#Contact AWACS for vectors&lt;br /&gt;
#Use the FCR to locate potential tanker contacts (assuming you already know roughly where to look)&lt;br /&gt;
#Use the tanker’s TACAN channel to provide directions. Note however, that the air-to-air TACAN used by tankers in BMS typically provides only distance information. The one exception to this is the KC-10 which will also provide bearing information.&lt;br /&gt;
#Use of marked “tanker tracks” on the HSD. If you or the mission planner marked the tanker positions on the 2D planning screen these steer point lines / boxes will appear on your HSD.&lt;br /&gt;
&lt;br /&gt;
==Distance Matters==&lt;br /&gt;
Before refueling, the flight will need to establish radio contact with the tanker to ask for fuel. It is critical that ALL ships in a flight be within the 10nm bubble centered on the tanker during communications. Depending on the distance from the tanker, when flight lead makes the initial contact the answer will either be:&lt;br /&gt;
&lt;br /&gt;
*If the flight is farther than 10 Nm the tanker will respond with heading and distance for rejoin.&lt;br /&gt;
*If the flight is at or within 10 Nm the flight will be cleared directly to the pre-contact position. At this point the flight is to proceed to the Observation Area on the tanker's left wing -(see picture)&lt;br /&gt;
&lt;br /&gt;
The standard formation for refueling is left echelon where all ships waiting to take fuel are on the left wing of the tanker and each other stacked high (you can tell if you are  stacked enough if the you can see the opposite wing of the tanker). When an aircraft is done refueling move to the same position on the right wing of the tanker (now echelon right and again stacked high).&lt;br /&gt;
&lt;br /&gt;
==Pre-Tanker Checks==&lt;br /&gt;
&lt;br /&gt;
The following steps should be taken prior to reaching the left observation station at the tanker and are typically done more than 3-5nm away from the tanker:&lt;br /&gt;
&lt;br /&gt;
*Master Arm OFF&lt;br /&gt;
*External Lights ON&lt;br /&gt;
*Radar STANDBY (Done at 1nm - Use the OVRD button on the FCR)&lt;br /&gt;
*DED Bingo Page ACTIVE (Optional)&lt;br /&gt;
*AR Door OPEN (Note: It is good practice to open the AR door three to five minutes prior refueling to allow the external tanks to depressurize slightly, but not too early due to the possibility of creating a trapped fuel situation)&lt;br /&gt;
&lt;br /&gt;
==Cleared to Pre-Contact Position==&lt;br /&gt;
&lt;br /&gt;
Once the tanker has cleared you to Pre-Contact, acknowledge that call on UHF (or other prebriefed channel) then move to the pre-contact positon. This position needs to be held for a few seconds to be recognized by the coded boomer. Basically, the receiver aircraft will be 50 feet below at 30° down from the tanker. The best method to get that position correctly is to put the gun cross on the tip of the boom and fly towards it until the boom is just in front of the cockpit. There is no need to request fuel from the tanker; if you are in the correct position you will be cleared to Contact Position. Be advised, there are absolutely no director lights at this stage. Hold position a few feet behind the boom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AAR.png|thumb|400px|Director lights]]&lt;br /&gt;
&lt;br /&gt;
==Cleared to Contact Position==&lt;br /&gt;
[[File:Refueling lights.jpg|thumb|right|Refueling lights]]&lt;br /&gt;
When the boom operator has a good visual with the pilot  the tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
The tanker will call “call sign, cleared to contact position”. Again, acknowledge the tanker call on UHF (or prebriefed channel) and move to the contact position. The director lights F (Forward) and U (Up) will switch on to give further positional guidance (if the lights go towards F, it means move forward, if they go towards U they mean up, A means aft and D means down). Start to move towards the boom and it will move to left or right to let the pilot get into contact position. The key is to make very small corrections. Make a small adjustment as needed, wait for the reaction, and continue as needed. Do not overreact.&lt;br /&gt;
&lt;br /&gt;
==On the boom (Contact!)==&lt;br /&gt;
&lt;br /&gt;
When all the lights go out don't move! The boom operator is trying to connect. The pilot needs to hold this position for a few seconds. Once contact has been made the director lights will become active again; these will help the pilot to adjust position to stay connected with the boom. In previous versions of Falcon, the pilot may remember the boom “snapping” into the correct position no matter what; this is no longer the case with BMS. Keep flying the aircraft. The boom will remain connected as long as the receiver stays within its maneuvering envelope. When the boom connects the blue RDY light on the right indexer shuts off and the green AR/NWS light comes on.&lt;br /&gt;
&lt;br /&gt;
While on the boom, the only (UHF) radio calls required by the pilot are:&lt;br /&gt;
&lt;br /&gt;
*“Contact” or “Good flow” to indicate you are on the boom and receiving fuel&lt;br /&gt;
*“1000 to go” to indicate you are within 1000 lbs. of your desired fuel capacity                                                  &lt;br /&gt;
&lt;br /&gt;
 [[File:Observation_%26_Reform_Area.jpg|thumb|]]&lt;br /&gt;
&lt;br /&gt;
==Disconnecting==&lt;br /&gt;
&lt;br /&gt;
If your desired fuel level is less than fully topped off, press your NWS/Disc button once you have reached the desired quantity. Once disconnected, press Y-3 to notify the tanker you are done and the next aircraft can be cleared into position. The tanker needs to be called with this “done refueling” command to allow the next flight member to be cleared for refuel. It is very important that the cadet press Y-3 IMMEDIATELY after disconnecting (the closer to the boom the better). The only exception to this is if you are the LAST aircraft in your flight; in that case rejoin your flight in the right observation area before calling Y-3. Failure of any pilot to clear the tanker will result in failed tanking operations for other flights!&lt;br /&gt;
&lt;br /&gt;
If the pilot needs to take on additional fuel after requesting a disconnect (NWS button) AND before clearing the tanker with “Y-3”, simply back off a bit and re-request fuel (Y-2). This is the only time you will need to request fuel once the initial refueling request has been made. The boom operator should clear you to the pre-contact position and you can begin the process over again.&lt;br /&gt;
&lt;br /&gt;
The last aircraft in the flight must be sure to press Y-3, preferably once he has rejoined his wingman on the right side. At all times the flight MUST remain within 10nm of the tanker and the last pilot MUST clear the tanker (Y-3) before leaving the 10nm bubble.&lt;br /&gt;
&lt;br /&gt;
==Tanker/AAR Comms Overview==&lt;br /&gt;
&lt;br /&gt;
*From the left observation position, acknowledge “&amp;lt;Call sign&amp;gt; Cleared to Pre-Contact”&lt;br /&gt;
*Once connected and fuel is flowing, call “&amp;lt;Call sign&amp;gt; has good flow”&lt;br /&gt;
*Once within 1000 lbs of your desired fuel level, call “&amp;lt;Call sign&amp;gt; 1000 to go”&lt;br /&gt;
*Issue a Y-3 command to clear the tanker once you have completed your refueling&lt;br /&gt;
&lt;br /&gt;
=To be merged=&lt;br /&gt;
&lt;br /&gt;
 this document will offer you detailed guidance on actually conducting an Air-to-Air refueling in BMS.&lt;br /&gt;
&lt;br /&gt;
Before we start in earnest, the #1 tip you can remember – '''small inputs'''!&lt;br /&gt;
&lt;br /&gt;
If you're going to move your throttle, stick or pedals once you are anywhere near the tanker, be gentle. If you feel yourself getting tense, drop back 100 feet, release the death-grip you have on your stick, and shake out the tension for a second. This requires precision flying skills which in turn requires practice practice practice - it's tough, but not impossible. Just focus, and keep your inputs small. A good technique some use is to actually unwrap your fingers from the stick and use only small pushes with the web of the hand, base of the thumb and forefinger to get into position. Whatever works for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References:==&lt;br /&gt;
*AIR-TO-AIR REFUELLING - ATP-56( :cool: (AJP 3.3.4.2) – found in “Falcon BMS 4.32\Docs\Operational Manuals” pp 64-5&lt;br /&gt;
*BMS Manual – found in “Falcon BMS 4.32\Docs\Falcon BMS Manuals” pp 130-42&lt;br /&gt;
*SuperPak 3 Manual – found in “Falcon BMS 4.32\Docs\Falcon 4 Legacy Manuals\3 - SuperPak 3” p 147&lt;br /&gt;
*Falcon Original Manual – found in “Falcon BMS 4.32\Docs\Falcon 4 Legacy Manuals\1 - Falcon 4.0 Original Manual” pp 180-5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4254</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4254"/>
		<updated>2017-03-22T22:18:28Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Box or Offset Box */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|300px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|300px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|400px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|300px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4253</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4253"/>
		<updated>2017-03-22T22:18:00Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Box or Offset Box */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|300px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|300px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|400px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|400px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4252</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4252"/>
		<updated>2017-03-22T22:17:35Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Fluid-4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|300px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|300px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|400px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4251</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4251"/>
		<updated>2017-03-22T22:17:17Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Line Abreast or Spread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|300px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|300px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|300px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4250</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4250"/>
		<updated>2017-03-22T22:16:57Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Fighting Wing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|300px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|300px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4249</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4249"/>
		<updated>2017-03-22T22:16:38Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Fighting Wing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|400px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|300px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4248</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4248"/>
		<updated>2017-03-22T22:16:02Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Fluid-4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|300px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4247</id>
		<title>Taxi and Takeoff</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4247"/>
		<updated>2017-03-22T22:14:04Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Gameplay basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-takeoff.JPG||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Taxi to the proper active runway&lt;br /&gt;
#Perform rolling, interval and formation takeoffs&lt;br /&gt;
#Perform a voiceless takeoff&lt;br /&gt;
#Assume a safe glideslope and descent speed for landing&lt;br /&gt;
#Flare on landing&lt;br /&gt;
#Safely exit the active runway&lt;br /&gt;
&lt;br /&gt;
=More information=&lt;br /&gt;
discussion topics: (i have zero intent/investment on anything below, simply throwing stuff out there - food for thought) &lt;br /&gt;
&lt;br /&gt;
#Taking the active. - are we open to rolling take off? RL viper pilot Ive been flying with states that formation T/O is done for practice but the norm is for single ship rolling with 1000' spacing, e.g., #1 lights the can or mil power T/O, #2 is at hold-short line; once #1 is rolling #2 takes the active - rinse &amp;amp; repeat for #3 / #4.  His rationale is safety and to expedite the process.  &lt;br /&gt;
#also, are flight leads taking the 'down-wind' side of the runway based on winds?  &lt;br /&gt;
#Jets loaded with AA missiles and/or forward firing ordinance (mavs/harm etc) ok to do formation T/O. But other bombs on the on the racks it's always interval departures 10 or 20 seconds from what ivve been told. A rejoin is simple if flown 400-450 max if lead maintains 5 deg up 350kts, and if turning to stpt makes for even faster rejoin. &lt;br /&gt;
#with formation T/O - if the wingy is not precise with the throttle then it's very hard to stay in formation- what if when lead rolls he/she goes gate/burner @ 100kts so the wingy can make speed corrections prior to burner.  Lead burner out at 350 as cited below. &lt;br /&gt;
#minimize comms at T/O:  do we need to say ''breaks set''?  If 2/3/4 ship on the active, what if first element lead zippers the mic (2 clicks) for run-up 80% then another zipper that he/she's rolling?  2nd element does the same. No one says in position because FL can tell whether or not the position is correct.  No call for 'airborne gear-up' -- last ship calls ''visual/tied'' once airborne and proceeds with rejoin.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
We do all takeoffs from the Taxiway position. When “takeoff taxi” is called, click the '''Takeoff''' button on the 2D screen and select '''Taxiway'''.&lt;br /&gt;
&lt;br /&gt;
Standard takeoff procedure is for each element in the flight to take off at the same time (two ship departure). The element lead will call active left or active right indicating which side of the runway he’s taking. When lined up, turn breaks on, throttle up to 80-ish percent throttle, release the brakes, and then go full afterburner (Gate). The element leader will be calling out and counting down to each action, ensuring a coordinated takeoff.&lt;br /&gt;
&lt;br /&gt;
After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fence check====&lt;br /&gt;
The fence check is the final preparation for taking your aircraft into combat.&lt;br /&gt;
&lt;br /&gt;
The flight leader will call “Flight fence in”, at which point you should turn Master Arm switch to ARM, turn your exterior lights off (at night you should leave the anti collision light on), and ensure any weapons that require it are powered on (Mavericks and HARMs, for example).&lt;br /&gt;
&lt;br /&gt;
Confirm the Fence in call by reading off the first three numbers on your fuel gauge.&lt;br /&gt;
&lt;br /&gt;
Comms example:&lt;br /&gt;
:'''Lead:''' {{green|&amp;quot;Flight, fence in. Lead's fenced 091&amp;quot;}}&lt;br /&gt;
:'''2:''' {{green|&amp;quot;Two fenced 090&amp;quot;}}&lt;br /&gt;
:'''3:''' {{green|&amp;quot;Three fenced 091&amp;quot;}}&lt;br /&gt;
:'''4:''' {{green|&amp;quot;Four fenced 089&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay basics==&lt;br /&gt;
In this part of the guide, we’ll explore some of the very basics of playing BMS. There’s a ''lot'' more to learn, though, so make sure to read the '''BMS Dash 1''' and the '''BMS manual''' (in the Falcon BMS manuals folder).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejoin sight-picture'''&lt;br /&gt;
&lt;br /&gt;
[[File:RejoinSightPic.png|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
'''Combat Departure/Climb'''&lt;br /&gt;
&lt;br /&gt;
To execute a combat departure, begin the take-off as before (Buster to 100 kts, then Gate) then once airborne fly runway heading while accelerating to 450 KCAS in full afterburner maintaining 1000' AGL (or as briefed), then pitch up 60° using no more than 4-5G. Hold that attitude until within 2,000 feet of your clearance altitude, at which point you roll inverted, pull back down to the horizon before turning back upright at your clearance altitude and setting RPM as needed to maintain airspeed and altitude.&lt;br /&gt;
&lt;br /&gt;
[[File:Combat Departure-Climb.png|thumb|600px]]&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4246</id>
		<title>Taxi and Takeoff</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4246"/>
		<updated>2017-03-22T22:13:44Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Gameplay basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-takeoff.JPG||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Taxi to the proper active runway&lt;br /&gt;
#Perform rolling, interval and formation takeoffs&lt;br /&gt;
#Perform a voiceless takeoff&lt;br /&gt;
#Assume a safe glideslope and descent speed for landing&lt;br /&gt;
#Flare on landing&lt;br /&gt;
#Safely exit the active runway&lt;br /&gt;
&lt;br /&gt;
=More information=&lt;br /&gt;
discussion topics: (i have zero intent/investment on anything below, simply throwing stuff out there - food for thought) &lt;br /&gt;
&lt;br /&gt;
#Taking the active. - are we open to rolling take off? RL viper pilot Ive been flying with states that formation T/O is done for practice but the norm is for single ship rolling with 1000' spacing, e.g., #1 lights the can or mil power T/O, #2 is at hold-short line; once #1 is rolling #2 takes the active - rinse &amp;amp; repeat for #3 / #4.  His rationale is safety and to expedite the process.  &lt;br /&gt;
#also, are flight leads taking the 'down-wind' side of the runway based on winds?  &lt;br /&gt;
#Jets loaded with AA missiles and/or forward firing ordinance (mavs/harm etc) ok to do formation T/O. But other bombs on the on the racks it's always interval departures 10 or 20 seconds from what ivve been told. A rejoin is simple if flown 400-450 max if lead maintains 5 deg up 350kts, and if turning to stpt makes for even faster rejoin. &lt;br /&gt;
#with formation T/O - if the wingy is not precise with the throttle then it's very hard to stay in formation- what if when lead rolls he/she goes gate/burner @ 100kts so the wingy can make speed corrections prior to burner.  Lead burner out at 350 as cited below. &lt;br /&gt;
#minimize comms at T/O:  do we need to say ''breaks set''?  If 2/3/4 ship on the active, what if first element lead zippers the mic (2 clicks) for run-up 80% then another zipper that he/she's rolling?  2nd element does the same. No one says in position because FL can tell whether or not the position is correct.  No call for 'airborne gear-up' -- last ship calls ''visual/tied'' once airborne and proceeds with rejoin.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
We do all takeoffs from the Taxiway position. When “takeoff taxi” is called, click the '''Takeoff''' button on the 2D screen and select '''Taxiway'''.&lt;br /&gt;
&lt;br /&gt;
Standard takeoff procedure is for each element in the flight to take off at the same time (two ship departure). The element lead will call active left or active right indicating which side of the runway he’s taking. When lined up, turn breaks on, throttle up to 80-ish percent throttle, release the brakes, and then go full afterburner (Gate). The element leader will be calling out and counting down to each action, ensuring a coordinated takeoff.&lt;br /&gt;
&lt;br /&gt;
After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fence check====&lt;br /&gt;
The fence check is the final preparation for taking your aircraft into combat.&lt;br /&gt;
&lt;br /&gt;
The flight leader will call “Flight fence in”, at which point you should turn Master Arm switch to ARM, turn your exterior lights off (at night you should leave the anti collision light on), and ensure any weapons that require it are powered on (Mavericks and HARMs, for example).&lt;br /&gt;
&lt;br /&gt;
Confirm the Fence in call by reading off the first three numbers on your fuel gauge.&lt;br /&gt;
&lt;br /&gt;
Comms example:&lt;br /&gt;
:'''Lead:''' {{green|&amp;quot;Flight, fence in. Lead's fenced 091&amp;quot;}}&lt;br /&gt;
:'''2:''' {{green|&amp;quot;Two fenced 090&amp;quot;}}&lt;br /&gt;
:'''3:''' {{green|&amp;quot;Three fenced 091&amp;quot;}}&lt;br /&gt;
:'''4:''' {{green|&amp;quot;Four fenced 089&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay basics==&lt;br /&gt;
In this part of the guide, we’ll explore some of the very basics of playing BMS. There’s a ''lot'' more to learn, though, so make sure to read the '''BMS Dash 1''' and the '''BMS manual''' (in the Falcon BMS manuals folder).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejoin sight-picture'''&lt;br /&gt;
&lt;br /&gt;
[[File:RejoinSightPic.png|thumb|800px]]&lt;br /&gt;
&lt;br /&gt;
'''Combat Departure/Climb'''&lt;br /&gt;
&lt;br /&gt;
To execute a combat departure, begin the take-off as before (Buster to 100 kts, then Gate) then once airborne fly runway heading while accelerating to 450 KCAS in full afterburner maintaining 1000' AGL (or as briefed), then pitch up 60° using no more than 4-5G. Hold that attitude until within 2,000 feet of your clearance altitude, at which point you roll inverted, pull back down to the horizon before turning back upright at your clearance altitude and setting RPM as needed to maintain airspeed and altitude.&lt;br /&gt;
&lt;br /&gt;
[[File:Combat Departure-Climb.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4245</id>
		<title>Taxi and Takeoff</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4245"/>
		<updated>2017-03-22T22:13:25Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Gameplay basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-takeoff.JPG||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Taxi to the proper active runway&lt;br /&gt;
#Perform rolling, interval and formation takeoffs&lt;br /&gt;
#Perform a voiceless takeoff&lt;br /&gt;
#Assume a safe glideslope and descent speed for landing&lt;br /&gt;
#Flare on landing&lt;br /&gt;
#Safely exit the active runway&lt;br /&gt;
&lt;br /&gt;
=More information=&lt;br /&gt;
discussion topics: (i have zero intent/investment on anything below, simply throwing stuff out there - food for thought) &lt;br /&gt;
&lt;br /&gt;
#Taking the active. - are we open to rolling take off? RL viper pilot Ive been flying with states that formation T/O is done for practice but the norm is for single ship rolling with 1000' spacing, e.g., #1 lights the can or mil power T/O, #2 is at hold-short line; once #1 is rolling #2 takes the active - rinse &amp;amp; repeat for #3 / #4.  His rationale is safety and to expedite the process.  &lt;br /&gt;
#also, are flight leads taking the 'down-wind' side of the runway based on winds?  &lt;br /&gt;
#Jets loaded with AA missiles and/or forward firing ordinance (mavs/harm etc) ok to do formation T/O. But other bombs on the on the racks it's always interval departures 10 or 20 seconds from what ivve been told. A rejoin is simple if flown 400-450 max if lead maintains 5 deg up 350kts, and if turning to stpt makes for even faster rejoin. &lt;br /&gt;
#with formation T/O - if the wingy is not precise with the throttle then it's very hard to stay in formation- what if when lead rolls he/she goes gate/burner @ 100kts so the wingy can make speed corrections prior to burner.  Lead burner out at 350 as cited below. &lt;br /&gt;
#minimize comms at T/O:  do we need to say ''breaks set''?  If 2/3/4 ship on the active, what if first element lead zippers the mic (2 clicks) for run-up 80% then another zipper that he/she's rolling?  2nd element does the same. No one says in position because FL can tell whether or not the position is correct.  No call for 'airborne gear-up' -- last ship calls ''visual/tied'' once airborne and proceeds with rejoin.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
We do all takeoffs from the Taxiway position. When “takeoff taxi” is called, click the '''Takeoff''' button on the 2D screen and select '''Taxiway'''.&lt;br /&gt;
&lt;br /&gt;
Standard takeoff procedure is for each element in the flight to take off at the same time (two ship departure). The element lead will call active left or active right indicating which side of the runway he’s taking. When lined up, turn breaks on, throttle up to 80-ish percent throttle, release the brakes, and then go full afterburner (Gate). The element leader will be calling out and counting down to each action, ensuring a coordinated takeoff.&lt;br /&gt;
&lt;br /&gt;
After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fence check====&lt;br /&gt;
The fence check is the final preparation for taking your aircraft into combat.&lt;br /&gt;
&lt;br /&gt;
The flight leader will call “Flight fence in”, at which point you should turn Master Arm switch to ARM, turn your exterior lights off (at night you should leave the anti collision light on), and ensure any weapons that require it are powered on (Mavericks and HARMs, for example).&lt;br /&gt;
&lt;br /&gt;
Confirm the Fence in call by reading off the first three numbers on your fuel gauge.&lt;br /&gt;
&lt;br /&gt;
Comms example:&lt;br /&gt;
:'''Lead:''' {{green|&amp;quot;Flight, fence in. Lead's fenced 091&amp;quot;}}&lt;br /&gt;
:'''2:''' {{green|&amp;quot;Two fenced 090&amp;quot;}}&lt;br /&gt;
:'''3:''' {{green|&amp;quot;Three fenced 091&amp;quot;}}&lt;br /&gt;
:'''4:''' {{green|&amp;quot;Four fenced 089&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay basics==&lt;br /&gt;
In this part of the guide, we’ll explore some of the very basics of playing BMS. There’s a ''lot'' more to learn, though, so make sure to read the '''BMS Dash 1''' and the '''BMS manual''' (in the Falcon BMS manuals folder).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejoin sight-picture'''&lt;br /&gt;
&lt;br /&gt;
[[File:RejoinSightPic.png|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
'''Combat Departure/Climb'''&lt;br /&gt;
&lt;br /&gt;
To execute a combat departure, begin the take-off as before (Buster to 100 kts, then Gate) then once airborne fly runway heading while accelerating to 450 KCAS in full afterburner maintaining 1000' AGL (or as briefed), then pitch up 60° using no more than 4-5G. Hold that attitude until within 2,000 feet of your clearance altitude, at which point you roll inverted, pull back down to the horizon before turning back upright at your clearance altitude and setting RPM as needed to maintain airspeed and altitude.&lt;br /&gt;
&lt;br /&gt;
[[File:Combat Departure-Climb.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4244</id>
		<title>Taxi and Takeoff</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4244"/>
		<updated>2017-03-22T22:12:33Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Gameplay basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-takeoff.JPG||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Taxi to the proper active runway&lt;br /&gt;
#Perform rolling, interval and formation takeoffs&lt;br /&gt;
#Perform a voiceless takeoff&lt;br /&gt;
#Assume a safe glideslope and descent speed for landing&lt;br /&gt;
#Flare on landing&lt;br /&gt;
#Safely exit the active runway&lt;br /&gt;
&lt;br /&gt;
=More information=&lt;br /&gt;
discussion topics: (i have zero intent/investment on anything below, simply throwing stuff out there - food for thought) &lt;br /&gt;
&lt;br /&gt;
#Taking the active. - are we open to rolling take off? RL viper pilot Ive been flying with states that formation T/O is done for practice but the norm is for single ship rolling with 1000' spacing, e.g., #1 lights the can or mil power T/O, #2 is at hold-short line; once #1 is rolling #2 takes the active - rinse &amp;amp; repeat for #3 / #4.  His rationale is safety and to expedite the process.  &lt;br /&gt;
#also, are flight leads taking the 'down-wind' side of the runway based on winds?  &lt;br /&gt;
#Jets loaded with AA missiles and/or forward firing ordinance (mavs/harm etc) ok to do formation T/O. But other bombs on the on the racks it's always interval departures 10 or 20 seconds from what ivve been told. A rejoin is simple if flown 400-450 max if lead maintains 5 deg up 350kts, and if turning to stpt makes for even faster rejoin. &lt;br /&gt;
#with formation T/O - if the wingy is not precise with the throttle then it's very hard to stay in formation- what if when lead rolls he/she goes gate/burner @ 100kts so the wingy can make speed corrections prior to burner.  Lead burner out at 350 as cited below. &lt;br /&gt;
#minimize comms at T/O:  do we need to say ''breaks set''?  If 2/3/4 ship on the active, what if first element lead zippers the mic (2 clicks) for run-up 80% then another zipper that he/she's rolling?  2nd element does the same. No one says in position because FL can tell whether or not the position is correct.  No call for 'airborne gear-up' -- last ship calls ''visual/tied'' once airborne and proceeds with rejoin.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
We do all takeoffs from the Taxiway position. When “takeoff taxi” is called, click the '''Takeoff''' button on the 2D screen and select '''Taxiway'''.&lt;br /&gt;
&lt;br /&gt;
Standard takeoff procedure is for each element in the flight to take off at the same time (two ship departure). The element lead will call active left or active right indicating which side of the runway he’s taking. When lined up, turn breaks on, throttle up to 80-ish percent throttle, release the brakes, and then go full afterburner (Gate). The element leader will be calling out and counting down to each action, ensuring a coordinated takeoff.&lt;br /&gt;
&lt;br /&gt;
After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fence check====&lt;br /&gt;
The fence check is the final preparation for taking your aircraft into combat.&lt;br /&gt;
&lt;br /&gt;
The flight leader will call “Flight fence in”, at which point you should turn Master Arm switch to ARM, turn your exterior lights off (at night you should leave the anti collision light on), and ensure any weapons that require it are powered on (Mavericks and HARMs, for example).&lt;br /&gt;
&lt;br /&gt;
Confirm the Fence in call by reading off the first three numbers on your fuel gauge.&lt;br /&gt;
&lt;br /&gt;
Comms example:&lt;br /&gt;
:'''Lead:''' {{green|&amp;quot;Flight, fence in. Lead's fenced 091&amp;quot;}}&lt;br /&gt;
:'''2:''' {{green|&amp;quot;Two fenced 090&amp;quot;}}&lt;br /&gt;
:'''3:''' {{green|&amp;quot;Three fenced 091&amp;quot;}}&lt;br /&gt;
:'''4:''' {{green|&amp;quot;Four fenced 089&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay basics==&lt;br /&gt;
In this part of the guide, we’ll explore some of the very basics of playing BMS. There’s a ''lot'' more to learn, though, so make sure to read the '''BMS Dash 1''' and the '''BMS manual''' (in the Falcon BMS manuals folder).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejoin sight-picture'''&lt;br /&gt;
&lt;br /&gt;
[[File:RejoinSightPic.png|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
'''Combat Departure/Climb'''&lt;br /&gt;
&lt;br /&gt;
To execute a combat departure, begin the take-off as before (Buster to 100 kts, then Gate) then once airborne fly runway heading while accelerating to 450 KCAS in full afterburner maintaining 1000' AGL (or as briefed), then pitch up 60° using no more than 4-5G. Hold that attitude until within 2,000 feet of your clearance altitude, at which point you roll inverted, pull back down to the horizon before turning back upright at your clearance altitude and setting RPM as needed to maintain airspeed and altitude.&lt;br /&gt;
&lt;br /&gt;
[[File:CombatDeparture-Climb.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4243</id>
		<title>Taxi and Takeoff</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4243"/>
		<updated>2017-03-22T22:10:36Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Gameplay basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-takeoff.JPG||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Taxi to the proper active runway&lt;br /&gt;
#Perform rolling, interval and formation takeoffs&lt;br /&gt;
#Perform a voiceless takeoff&lt;br /&gt;
#Assume a safe glideslope and descent speed for landing&lt;br /&gt;
#Flare on landing&lt;br /&gt;
#Safely exit the active runway&lt;br /&gt;
&lt;br /&gt;
=More information=&lt;br /&gt;
discussion topics: (i have zero intent/investment on anything below, simply throwing stuff out there - food for thought) &lt;br /&gt;
&lt;br /&gt;
#Taking the active. - are we open to rolling take off? RL viper pilot Ive been flying with states that formation T/O is done for practice but the norm is for single ship rolling with 1000' spacing, e.g., #1 lights the can or mil power T/O, #2 is at hold-short line; once #1 is rolling #2 takes the active - rinse &amp;amp; repeat for #3 / #4.  His rationale is safety and to expedite the process.  &lt;br /&gt;
#also, are flight leads taking the 'down-wind' side of the runway based on winds?  &lt;br /&gt;
#Jets loaded with AA missiles and/or forward firing ordinance (mavs/harm etc) ok to do formation T/O. But other bombs on the on the racks it's always interval departures 10 or 20 seconds from what ivve been told. A rejoin is simple if flown 400-450 max if lead maintains 5 deg up 350kts, and if turning to stpt makes for even faster rejoin. &lt;br /&gt;
#with formation T/O - if the wingy is not precise with the throttle then it's very hard to stay in formation- what if when lead rolls he/she goes gate/burner @ 100kts so the wingy can make speed corrections prior to burner.  Lead burner out at 350 as cited below. &lt;br /&gt;
#minimize comms at T/O:  do we need to say ''breaks set''?  If 2/3/4 ship on the active, what if first element lead zippers the mic (2 clicks) for run-up 80% then another zipper that he/she's rolling?  2nd element does the same. No one says in position because FL can tell whether or not the position is correct.  No call for 'airborne gear-up' -- last ship calls ''visual/tied'' once airborne and proceeds with rejoin.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
We do all takeoffs from the Taxiway position. When “takeoff taxi” is called, click the '''Takeoff''' button on the 2D screen and select '''Taxiway'''.&lt;br /&gt;
&lt;br /&gt;
Standard takeoff procedure is for each element in the flight to take off at the same time (two ship departure). The element lead will call active left or active right indicating which side of the runway he’s taking. When lined up, turn breaks on, throttle up to 80-ish percent throttle, release the brakes, and then go full afterburner (Gate). The element leader will be calling out and counting down to each action, ensuring a coordinated takeoff.&lt;br /&gt;
&lt;br /&gt;
After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fence check====&lt;br /&gt;
The fence check is the final preparation for taking your aircraft into combat.&lt;br /&gt;
&lt;br /&gt;
The flight leader will call “Flight fence in”, at which point you should turn Master Arm switch to ARM, turn your exterior lights off (at night you should leave the anti collision light on), and ensure any weapons that require it are powered on (Mavericks and HARMs, for example).&lt;br /&gt;
&lt;br /&gt;
Confirm the Fence in call by reading off the first three numbers on your fuel gauge.&lt;br /&gt;
&lt;br /&gt;
Comms example:&lt;br /&gt;
:'''Lead:''' {{green|&amp;quot;Flight, fence in. Lead's fenced 091&amp;quot;}}&lt;br /&gt;
:'''2:''' {{green|&amp;quot;Two fenced 090&amp;quot;}}&lt;br /&gt;
:'''3:''' {{green|&amp;quot;Three fenced 091&amp;quot;}}&lt;br /&gt;
:'''4:''' {{green|&amp;quot;Four fenced 089&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay basics==&lt;br /&gt;
In this part of the guide, we’ll explore some of the very basics of playing BMS. There’s a ''lot'' more to learn, though, so make sure to read the '''BMS Dash 1''' and the '''BMS manual''' (in the Falcon BMS manuals folder).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejoin sight-picture'''&lt;br /&gt;
&lt;br /&gt;
[[File:RejoinSightPic.png|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
'''Combat Departure/Climb'''&lt;br /&gt;
&lt;br /&gt;
To execute a combat departure, begin the take-off as before (Buster to 100 kts, then Gate) then once airborne fly runway heading while accelerating to 450 KCAS in full afterburner maintaining 1000' AGL (or as briefed), then pitch up 60° using no more than 4-5G. Hold that attitude until within 2,000 feet of your clearance altitude, at which point you roll inverted, pull back down to the horizon before turning back upright at your clearance altitude and setting RPM as needed to maintain airspeed and altitude.&lt;br /&gt;
&lt;br /&gt;
'''[pic here]'''&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4242</id>
		<title>Taxi and Takeoff</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=4242"/>
		<updated>2017-03-22T22:09:51Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-takeoff.JPG||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Taxi to the proper active runway&lt;br /&gt;
#Perform rolling, interval and formation takeoffs&lt;br /&gt;
#Perform a voiceless takeoff&lt;br /&gt;
#Assume a safe glideslope and descent speed for landing&lt;br /&gt;
#Flare on landing&lt;br /&gt;
#Safely exit the active runway&lt;br /&gt;
&lt;br /&gt;
=More information=&lt;br /&gt;
discussion topics: (i have zero intent/investment on anything below, simply throwing stuff out there - food for thought) &lt;br /&gt;
&lt;br /&gt;
#Taking the active. - are we open to rolling take off? RL viper pilot Ive been flying with states that formation T/O is done for practice but the norm is for single ship rolling with 1000' spacing, e.g., #1 lights the can or mil power T/O, #2 is at hold-short line; once #1 is rolling #2 takes the active - rinse &amp;amp; repeat for #3 / #4.  His rationale is safety and to expedite the process.  &lt;br /&gt;
#also, are flight leads taking the 'down-wind' side of the runway based on winds?  &lt;br /&gt;
#Jets loaded with AA missiles and/or forward firing ordinance (mavs/harm etc) ok to do formation T/O. But other bombs on the on the racks it's always interval departures 10 or 20 seconds from what ivve been told. A rejoin is simple if flown 400-450 max if lead maintains 5 deg up 350kts, and if turning to stpt makes for even faster rejoin. &lt;br /&gt;
#with formation T/O - if the wingy is not precise with the throttle then it's very hard to stay in formation- what if when lead rolls he/she goes gate/burner @ 100kts so the wingy can make speed corrections prior to burner.  Lead burner out at 350 as cited below. &lt;br /&gt;
#minimize comms at T/O:  do we need to say ''breaks set''?  If 2/3/4 ship on the active, what if first element lead zippers the mic (2 clicks) for run-up 80% then another zipper that he/she's rolling?  2nd element does the same. No one says in position because FL can tell whether or not the position is correct.  No call for 'airborne gear-up' -- last ship calls ''visual/tied'' once airborne and proceeds with rejoin.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
We do all takeoffs from the Taxiway position. When “takeoff taxi” is called, click the '''Takeoff''' button on the 2D screen and select '''Taxiway'''.&lt;br /&gt;
&lt;br /&gt;
Standard takeoff procedure is for each element in the flight to take off at the same time (two ship departure). The element lead will call active left or active right indicating which side of the runway he’s taking. When lined up, turn breaks on, throttle up to 80-ish percent throttle, release the brakes, and then go full afterburner (Gate). The element leader will be calling out and counting down to each action, ensuring a coordinated takeoff.&lt;br /&gt;
&lt;br /&gt;
After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fence check====&lt;br /&gt;
The fence check is the final preparation for taking your aircraft into combat.&lt;br /&gt;
&lt;br /&gt;
The flight leader will call “Flight fence in”, at which point you should turn Master Arm switch to ARM, turn your exterior lights off (at night you should leave the anti collision light on), and ensure any weapons that require it are powered on (Mavericks and HARMs, for example).&lt;br /&gt;
&lt;br /&gt;
Confirm the Fence in call by reading off the first three numbers on your fuel gauge.&lt;br /&gt;
&lt;br /&gt;
Comms example:&lt;br /&gt;
:'''Lead:''' {{green|&amp;quot;Flight, fence in. Lead's fenced 091&amp;quot;}}&lt;br /&gt;
:'''2:''' {{green|&amp;quot;Two fenced 090&amp;quot;}}&lt;br /&gt;
:'''3:''' {{green|&amp;quot;Three fenced 091&amp;quot;}}&lt;br /&gt;
:'''4:''' {{green|&amp;quot;Four fenced 089&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay basics==&lt;br /&gt;
In this part of the guide, we’ll explore some of the very basics of playing BMS. There’s a ''lot'' more to learn, though, so make sure to read the '''BMS Dash 1''' and the '''BMS manual''' (in the Falcon BMS manuals folder).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejoin sight-picture'''&lt;br /&gt;
&lt;br /&gt;
[[File:RejoinSightPic.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
'''Combat Departure/Climb'''&lt;br /&gt;
&lt;br /&gt;
To execute a combat departure, begin the take-off as before (Buster to 100 kts, then Gate) then once airborne fly runway heading while accelerating to 450 KCAS in full afterburner maintaining 1000' AGL (or as briefed), then pitch up 60° using no more than 4-5G. Hold that attitude until within 2,000 feet of your clearance altitude, at which point you roll inverted, pull back down to the horizon before turning back upright at your clearance altitude and setting RPM as needed to maintain airspeed and altitude.&lt;br /&gt;
&lt;br /&gt;
'''[pic here]'''&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4241</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4241"/>
		<updated>2017-03-22T22:06:15Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Box or Offset Box */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|200px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4240</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4240"/>
		<updated>2017-03-22T22:04:12Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Box or Offset Box */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|200px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:OffsetBox.png|''Offset Box''&lt;br /&gt;
File:Fluid4.png|''Fluid 4''&lt;br /&gt;
File:Wedge.png|''Wedge''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:RejoinSightPic.png&amp;diff=4236</id>
		<title>File:RejoinSightPic.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:RejoinSightPic.png&amp;diff=4236"/>
		<updated>2017-03-22T21:58:43Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:Combat_Departure-Climb.png&amp;diff=4235</id>
		<title>File:Combat Departure-Climb.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:Combat_Departure-Climb.png&amp;diff=4235"/>
		<updated>2017-03-22T21:56:33Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4234</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4234"/>
		<updated>2017-03-22T21:55:22Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Box or Offset Box */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|200px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px|Offset Box]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4233</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4233"/>
		<updated>2017-03-22T21:54:48Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Fluid-4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|200px|Fluid 4]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4232</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4232"/>
		<updated>2017-03-22T21:54:17Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Fighting Wing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px|Fighting Wing]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|200px]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4231</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4231"/>
		<updated>2017-03-22T21:52:41Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Finger-Tip or Echelon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|thumb|212x212px|right|Fingertip/Echelon]]&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|200px]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4230</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4230"/>
		<updated>2017-03-22T21:49:05Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Box or Offset Box */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|200px]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
[[File:OffsetBox.png|thumb|200px]]&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:OffsetBox.png&amp;diff=4229</id>
		<title>File:OffsetBox.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:OffsetBox.png&amp;diff=4229"/>
		<updated>2017-03-22T21:48:15Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:Fluid4.png&amp;diff=4228</id>
		<title>File:Fluid4.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:Fluid4.png&amp;diff=4228"/>
		<updated>2017-03-22T21:47:08Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4227</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4227"/>
		<updated>2017-03-22T21:44:32Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Fluid-4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
[[File:Fluid4.png|thumb|200px]]&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4226</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4226"/>
		<updated>2017-03-22T21:37:23Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Fighting Wing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
[[File:FightingWingCone.png|thumb|200px]]&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:FightingWingCone.png&amp;diff=4224</id>
		<title>File:FightingWingCone.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:FightingWingCone.png&amp;diff=4224"/>
		<updated>2017-03-22T21:35:25Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4223</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4223"/>
		<updated>2017-03-22T21:31:40Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Line Abreast or Spread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left|Wedge]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px|Line Abreast/Spread]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4222</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4222"/>
		<updated>2017-03-22T21:28:02Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Line Abreast or Spread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:LineAbreast-Spread.png|thumb|200px]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4221</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4221"/>
		<updated>2017-03-22T21:26:59Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Line Abreast or Spread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
[[File:Wedge.png|thumb|200px]]&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
File:Wedge.png&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:LineAbreast-Spread.png&amp;diff=4220</id>
		<title>File:LineAbreast-Spread.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:LineAbreast-Spread.png&amp;diff=4220"/>
		<updated>2017-03-22T21:25:17Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4219</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4219"/>
		<updated>2017-03-22T21:20:15Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Wedge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px|left]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4217</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4217"/>
		<updated>2017-03-22T21:17:45Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Wedge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png|thumb|200px]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4216</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4216"/>
		<updated>2017-03-22T21:17:13Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Wedge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
&lt;br /&gt;
[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
&lt;br /&gt;
=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
&lt;br /&gt;
Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
&lt;br /&gt;
==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
&lt;br /&gt;
In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
&lt;br /&gt;
When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
&lt;br /&gt;
=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
&lt;br /&gt;
Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
&lt;br /&gt;
==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
&lt;br /&gt;
In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
&lt;br /&gt;
Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
&lt;br /&gt;
Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
&lt;br /&gt;
==Wedge==&lt;br /&gt;
[[File:Wedge.png.|thumb|200px]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
&lt;br /&gt;
==Fighting Wing==&lt;br /&gt;
&lt;br /&gt;
This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
&lt;br /&gt;
This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
&lt;br /&gt;
==Line Abreast or Spread==&lt;br /&gt;
&lt;br /&gt;
A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
&lt;br /&gt;
==Trail==&lt;br /&gt;
&lt;br /&gt;
As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
&lt;br /&gt;
==Route &amp;amp; Loose Route==&lt;br /&gt;
&lt;br /&gt;
A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
&lt;br /&gt;
Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
&lt;br /&gt;
Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
==Finger-4==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
&lt;br /&gt;
==Fluid-4==&lt;br /&gt;
&lt;br /&gt;
This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
&lt;br /&gt;
==Box or Offset Box==&lt;br /&gt;
&lt;br /&gt;
A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
&lt;br /&gt;
Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
&lt;br /&gt;
==Check Turns==&lt;br /&gt;
&lt;br /&gt;
Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
&lt;br /&gt;
==Tac Turns==&lt;br /&gt;
&lt;br /&gt;
These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
&lt;br /&gt;
==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
&lt;br /&gt;
==Hook Turn==&lt;br /&gt;
&lt;br /&gt;
Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
&lt;br /&gt;
==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
&lt;br /&gt;
==Cross Turn==&lt;br /&gt;
&lt;br /&gt;
Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
&lt;br /&gt;
==In-Place 90==&lt;br /&gt;
&lt;br /&gt;
While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
&lt;br /&gt;
==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4215</id>
		<title>Formation flying</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Formation_flying&amp;diff=4215"/>
		<updated>2017-03-22T21:16:39Z</updated>

		<summary type="html">&lt;p&gt;SKOSH: /* Wedge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-formation.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Understand Basic Tactical Formation Concepts/Theory&lt;br /&gt;
# Understand why Tac-Form serves as a Force-Multiplier &lt;br /&gt;
# Wingman vs. Element Lead Responsibilities   &lt;br /&gt;
# Execute Basic Tactical Formation Flying  &lt;br /&gt;
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=Learning files=&lt;br /&gt;
* [http://www.youtube.com/watch?v=RWPEGNZB09Y&amp;amp;feature=youtu.be Falcon 4 BMS Tutorials Cockpit Orientation, Navigation, and Formation Flying]&lt;br /&gt;
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[[File:Formations.jpg|thumb|right|4-Ship formations]]&lt;br /&gt;
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=Formations=&lt;br /&gt;
The most common flight formations we use are Wedge or Finger Four, since these are the easiest to maintain as the wingman. Wedge is basically two fighting wings separated by 3-5 miles.&lt;br /&gt;
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Remember to not fly too close. Flying wingtip to wingtip severely limits your ability to manoeuvre and restricts your ability to check your six visually. Stay within visual range and far enough to the side that your leader can see you, but far enough away that you can see him if he changes altitude and do evasive manoeuvres without risking a collision.&lt;br /&gt;
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==Being a wingman==&lt;br /&gt;
A flight consists of four aircraft, or ships. The flight leader is #1, the element leader is #3. Their wingmen are #2 and #4, respectively.&lt;br /&gt;
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In general, it's the flight and element leader's jobs to do the actual tactics parts of the mission. '''The wingmen are there to be an extension of the element leader's senses and firepower'''.&lt;br /&gt;
Your primary tasks as a wingman is to follow your element leader, watch his back and the surrounding area visually while the lead is dealing with radar/sensors, and engage targets as directed by the element leader.&lt;br /&gt;
Navigation and looking at the radar are not your prime concerns. You have to keep an eye on it, but your head should primarily be outside the cockpit, looking around and making sure you're with your lead in case he manouvres around. If your element leader deviates from the flight plan (especially by suddenly going very fast or very slow), you follow him. Tell him about it to make sure he hasn't missed a turn or hasn't checked his speed, but stay on him no matter what.&lt;br /&gt;
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When attacking a target, the flight or element leader will call a group and then &amp;quot;SORT&amp;quot;. This means to pick out the target in the enemy formation corresponding to your place in your formation. If you're an element attacking an enemy two-ship group, the wingman should take the enemy wingman, who's usually trailing behind.&lt;br /&gt;
If you're in a wedge, you will be roughly lined up from left to right as 2-1-3-4. If you're attacking an enemy four-ship, 2 will take the enemy to the far left (from your perspective), 1 takes the one to right of that one, etc.&lt;br /&gt;
If the datalink is in use, you will see which enemies your wingmates are engaging, and you might be specifically assigned a target by the lead which will show up on your radar.&lt;br /&gt;
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=Flight tactics=&lt;br /&gt;
A flight expecting to engage enemy aircraft will often start out in a wedge formation, i.e. one flight following the other at between 3-5 miles. When the first element gets a contact it will fire missiles and turn away, towards the second element. The second element flies on into their engagement range and does the same. The first element will then have turned back and are inbound to attack the targets again.&lt;br /&gt;
This tactic is called a &amp;quot;grinder&amp;quot; and is very often used if your flight is operating on its own against enemies, and is used to slowly grind down the enemy numbers until they all die or the survivors run away.&lt;br /&gt;
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Another, more complex, tactic that's seldom used is to fly both elements abrest with a large spacing of 3-5 miles. If an enemy group is encountered, they will most likely attempt to engage one of the elements. In that case, the defensive element can turn away, allowing the other element to attack the enemies from behind.&lt;br /&gt;
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==Finger-Tip or Echelon==&lt;br /&gt;
[[File:Fingertip-Echelon.png|212x212px]]&lt;br /&gt;
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In the F-16, a finger-tip formation can be achieved by flying along a line of sight that has the lead pilot’s vertical stabilizer covering the opposite &lt;br /&gt;
wing. The pilot can also use the wingtip missile as a guide by lining it up with the intake.&lt;br /&gt;
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Most pilots tend to fly in a “sucked” position, meaning they are too far back resulting in the lead pilot being unable to see his wingman. It is better to be spread further and maintain the same line of sight (tail covering opposite wing) than be in a sucked position.&lt;br /&gt;
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Echelon formations (left or right) are the same as Finger-tip when flying as a 2-ship. When more than 2, all ships are on the same side of lead so that #3 flies finger-tip off of #2 and so on.&lt;br /&gt;
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==Wedge==&lt;br /&gt;
[[File:File:Wedge.png.|thumb|200px]]&lt;br /&gt;
Wedge is defined as the wingman positioned from 30º to 60º aft of the leader's 3/9 line, 4000' to 6,000' back. The advantages of wedge are that the leader is well protected in the 6 o'clock area and is free to maneuver aggressively. The wingman may switch sides as required during turns. He may also switch sides as required to avoid terrain, obstacles or weather but must return to the original side unless cleared by the leader.&lt;br /&gt;
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==Fighting Wing==&lt;br /&gt;
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This formation, flown as a two-ship, gives the wingman a maneuvering cone from 30º to 70º aft of line abreast and lateral spacing between 500' to 3000' (Figure 3.7). Number two maneuvers off lead with cutoff as necessary to maintain position. &lt;br /&gt;
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This formation is employed in situations where maximum maneuvering potential is desired. The wingman is free to switch sides at any point in the flight to aid in maneuvering and providing coverage for flight lead. It is essentially the same as a Wedge (only closer) but with the freedom to move from side to side.&lt;br /&gt;
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==Line Abreast or Spread==&lt;br /&gt;
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A Line Abreast (LAB) or Spread formation places the element lead and his wingman alongside of each other separated by typically 1nm. LAB formations can be difficult to fly since it requires the pilots to keep shifting their view to the side occasionally to ensure they are maintaining position. A stable flight lead flying a constant speed and heading make this easier.&lt;br /&gt;
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==Trail==&lt;br /&gt;
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As the name implies, a Trail formation is simply the wingman following directly behind his flight lead at a specific distance; typically 1nm. The key thing to remember when maneuvering in this formation is that the wingman must delay his turns slightly in order to remain in position; the wingman needs to fly to the spot where lead began his turn before turning.&lt;br /&gt;
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==Route &amp;amp; Loose Route==&lt;br /&gt;
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A route formation is flown to enhance clearing and visual lookout, increase flight maneuverability, and ease the completion of inflight checks, radio changes, and other cockpit tasks. &lt;br /&gt;
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Route is flown from two-ship widths of spacing out to approximately 500 feet. Fly no farther aft than the extended fingertip line, no farther forward than line abreast, and, when wings level, maintain a level stack.&lt;br /&gt;
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Loose Route simply spreads the formation out a bit; 4 ship widths instead of two. This make it even easier to be “heads down” in the pit checking radios, weapons, etc.&lt;br /&gt;
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==Finger-4==&lt;br /&gt;
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As the name implies, this is the 4-ship version of fingertip formation and looks similar to the position of your fingertips on your right &lt;br /&gt;
hand with #3 flying a mirror of #2 (on the right side) and his wingman in fingertip off of him. Need a picture? Look at your right hand.&lt;br /&gt;
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==Fluid-4==&lt;br /&gt;
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This is essentially two Fighting Wing formations in a spread / LAB formation. When performing tac turns from this formation, #1 and #3 perform the turns as though they were a 2-ship element and their respective wingmen tag along switching sides on their respective leads as needed&lt;br /&gt;
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==Box or Offset Box==&lt;br /&gt;
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A Box formation is a pair of LAB formations with the second element in trail behind lead element. More common is the Offset Box which simply slides the trailing element to the side (#3 flies between #1 and #2).&lt;br /&gt;
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Note in both the Box and Offset Box the #2 wingman is on the right side of flight lead. Flight leads may call or brief a “Box Left” meaning #2 (and therefore #4 as well) remain on the on the left side.&lt;br /&gt;
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==Check Turns==&lt;br /&gt;
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Check turns are simply gentle turns of no more than 30 degrees of bank that can be used for anything from minor course adjustments to full 360s if so desired (although there are much more efficient ways to do that). Many flight leads will call for a check turn by saying “check right, heading 090 Giving you some sense of how far this turn will go. Others may not announce a check turn at all especially if you are flying in some form of fingertip formation where it is easy to spot slight changes in his direction – it is your job to stay on your lead’s wing (or whatever position he has you flying).&lt;br /&gt;
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==Tac Turns==&lt;br /&gt;
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These maneuvers are typically initiated from a spread / LAB formation with approximate 0.5 – 1.0nm separation. Tac turns also maintain a contract speed and are flown at MIL power using G to maintain speed. Note at high altitudes and with heavy loads this may make for a very slow turn…tac turns in general are not hard, breaking combat turns. maintain around Mach 0.8 and  2-3Gs to maintain speed. Note also that in general these turns maintain formation although positional relationships may change (start out on right side but end up on left). &lt;br /&gt;
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==Delayed 90==&lt;br /&gt;
[[File:90L Shackle4ths.gif |thumb|right|90 degree turn with shackle]]&lt;br /&gt;
The delayed 90-degree turn requires the pilot on the OUTSIDE of the turn to turn first; this may be the lead or it may be the wingman. The “delayed” pilot waits until the turning pilot reaches a point approximately 60 degrees behind his 3-9 line then begins his turn. Note the positional change of sides while the overall formation remains LAB upon completion. Note also that the “delayed” wording is implied and therefore not also spoken by the element lead. For example, if your lead says “90 right, now” you can assume that this is a delayed 90 right tac turn.&lt;br /&gt;
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==Hook Turn==&lt;br /&gt;
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Hook turns are performed with both aircraft beginning their turns at the same time AND in the same direction (“Hook right” or “Hook left”). Note again the positional change but the outcome remains a LAB formation.&lt;br /&gt;
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==Shackle==&lt;br /&gt;
[[File:Shackle.gif|thumb|right|Shackle]]&lt;br /&gt;
This maneuver is meant to minimize the time required to switch sides while also providing an excellent opportunity to check each other’s 6 o’clock for possible hostile aircraft. It’s also an exciting maneuver to perform as it results in a very close pass; wingman is responsible for deconfliction (deconflict high).&lt;br /&gt;
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==Cross Turn==&lt;br /&gt;
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Related to the Hook Turn is the Cross Turn. This turn also starts with both pilots initiating the turn simultaneously BUT they turn INTO each other. This results in a wider LAB formation upon completion of the 180 degree turn. The Cross Turn is often accompanied by a Shackle to close up the formation.&lt;br /&gt;
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==In-Place 90==&lt;br /&gt;
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While similar to the delayed 90 turn, this turn is different in that both pilots execute the turn simultaneously. This will result in a formation change (from LAB to Trail or from Trail to LAB). When executing from a LAB formation the turn is always done away from the wingman so that the results are a trail formation with #2 in trail of lead. Calling for a second in-place 90 will turn the formation back into a LAB formation. Also, if an in-place turn is desired, lead MUST specifically use the words “in-place” so as not to be mistaken for the implied “delayed” turn.&lt;br /&gt;
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==Delayed 45==&lt;br /&gt;
[[File:45R.GIF |thumb|right|Delayed 45 degree turn]]&lt;br /&gt;
Much like the delayed 90 turn, this turn requires the pilot on the OUTSIDE of the turn to turn first. The “inside” pilot may be required to make a slight check turn into the turning pilot to aid his transition to a turn in the called direction. There is no such thing as an in-place 45 and so just like the “delayed 90” the word “delayed” may be dropped by lead and can be implied for all 45-degree tac turns.&lt;br /&gt;
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 {{Nav UOAF}}&lt;br /&gt;
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[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>SKOSH</name></author>
		
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