Difference between revisions of "Communications and brevity"

From UOAF Codex
Jump to navigation Jump to search
Line 271: Line 271:
 
|}
 
|}
 
<br />
 
<br />
 +
 +
=To be integrated=
 +
===Communication===
 +
====Definitions====
 +
<!-- feel free to add more -->
 +
:'''Ship''': Single aircraft.
 +
:'''Element''': Two ships working in tandem. This is the basic combat unit.
 +
:'''Flight''': Two elements working in tandem. (Sometimes you can have three-ship flights).
 +
:'''Package''': Two or more flights tasked with accomplishing a single mission.
 +
 +
 +
====Brevity terms====
 +
For a complete list, see '''OPERATIONAL BREVITY WORDS, DEFINITIONS, AND COUNTERAIR (AFTTP 3-1.1).pdf''' in the ''/docs/Operational Manuals/'' folder of your falcon install.
 +
 +
[[File:Aircraft aspects.jpg |frame|right|Terms for relative aspects of friendly and bandit aircraft]]
 +
{| class="wikitable"
 +
! Brevity term || Meaning
 +
|-
 +
| ANGELS || Thousands of feet. (“Angels 20” means 20000 feet)
 +
|-
 +
| ARIZONA || Aircraft out of anti-radiation missiles
 +
|-
 +
| BANDIT || Aircraft confirmed to be hostile
 +
|-
 +
| BINGO || Only enough fuel left to return to base
 +
|-
 +
| BLIND || Can’t see a friendly aircraft. Opposite of VISUAL
 +
|-
 +
| BOGEY || Aircraft of unknown identity (not know if friend/hostile/neutral)
 +
|-
 +
| BREAK [direction] || Do an immediate high-G turn in the specified direction
 +
|-
 +
| BUDDY SPIKE || A friendly is locking you up. Say with your bullseye position
 +
|-
 +
| BUSTER || Go to full throttle without afterburning
 +
|-
 +
| CHECK [direction] || Turn to the designated direction in formation with your element leader
 +
|-
 +
| CHERUBS || Hundreds of feet above ground level. (“CHERUBS 3” means 300 feet AGL)<ref>CHERUBS '''only''' means altitude above ground level, and is not to be used as a general codeword for hundreds of feet. Saying "ANGELS 20 CHERUBS 3" when meaning 20300 feet MSL is not allowed.</ref>
 +
|-
 +
| CONTACT || Sighting a target using sensors (Radar or TGP etc)
 +
|-
 +
| CRANK [left/right] || Turn as far as possible left or right while keeping the target on your radar
 +
|-
 +
| FENCE IN || Directive to prepare your aircraft for battle. See UOAF SOP Section
 +
|-
 +
| FLOW [direction] || Turn to and fly in the designated heading
 +
|-
 +
| FOX [type] || A/A weapon launched
 +
|-
 +
| GATE (or BURNER) || Go to full afterburning throttle
 +
|-
 +
| IN (from heading) || Starting an attack run against a ground target. Opposite of OFF
 +
|-
 +
| JOKER || Prebriefed fuel remaining when you should start heading home
 +
|-
 +
| MAGNUM || With direction and type of target. Anti-radiation weapon launched
 +
|-
 +
| MUD || RWR indication of SAM or AAA radar
 +
|-
 +
| NAILS || RWR indication of an (enemy) aircraft radar
 +
|-
 +
| NAKED || No RWR indications or cannot identify a NAILS/MUD call
 +
|-
 +
| NO FACTOR || Not a threat
 +
|-
 +
| NO JOY || Opposite of TALLY. Can’t see the target
 +
|-
 +
| NOTCH [left/right] || Turn left or right to place the target at your 3 or 9 position. 
 +
|-
 +
| OUTLAW || Aircraft that has taken off from a hostile airfield, but not positively identified
 +
|-
 +
| PITBULL || Your AIM-120 AMRAAM has activated its own radar
 +
|-
 +
| PUSH || Switch to the designated radio channel or frequency
 +
|-
 +
| RIFLE || A/G missile (Maverick) launched
 +
|-
 +
| RAYGUN [position] || Request for reply from friendly at given bullseye position and heading
 +
|-
 +
| SAM [direction] || Visual on a SAM in flight
 +
|-
 +
| SINGER [type and direction] || RWR indication of SAM launch
 +
|-
 +
| SPIKE || RWR indication of aircraft radar in tracking mode (locking you up)
 +
|-
 +
| TALLY || Sighting a non-friendly aircraft visually. Opposite of NO JOY
 +
|-
 +
| TUMBLEWEED || You’ve lost situational awareness
 +
|-
 +
| VISUAL || Sighting a friendly aircraft visually. Opposite of BLIND
 +
|-
 +
| WINCHESTER || Out of all ordnance
 +
|}
 +
 +
====Radio protocol====
 +
=====ABCs=====
 +
When communicating, especially in a combat situation, remember the ABCs of radio protocol:
 +
;Accuracy: Make sure what you are saying is accurate and think about what you need to say before you broadcast.
 +
;Brevity: Be brief and use brevity terms as much as possible. In a hectic situation there’s a lot of information that needs to be transmitted and processed, and only one person can talk on the radio at a time.
 +
;Clarity: Speak clearly and slowly enough that other people can understand you. The last part is particularly important if you’re not a native english speaker or speaking to a non-native speaker.
 +
 +
=====Basic protocol=====
 +
* Whenever you start a mesage not directed toward others you start with your callsign. On flight comms (where only 3 other players will hear you) you use your number 1-4, on package comms, where everyone will hear you, you use your full callsign.
 +
* Whenever you send a message to someone else, start with their callsign, followed by your callsign. {{Green|"Python 2, this is Serpent 5, anchored at bullseye 040 for 63, awaiting your go"}}.
 +
* Don't use "over" or "out".
 +
* Don't use "break" to signal a pause. Break is a brevity word to perform a rapid turn.
 +
* Don't obsess over the brevity terms. If you don't know the terms say it in English, just remember to be clear and concise.
 +
* Whenever lead gives you an order, respond with your callsign - and respond in order, only skip someone's turn if the guy before you did not check in after 5 seconds or so.
 +
* When you’re being attacked give an engaged defensive call (mainly for flight/element leaders).
 +
* When you are attacking give an engaging call followed by the BRAA or bullseye of the target.
 +
 +
=====Types of radio messages=====
 +
There are two (main) kinds of messages: ''Advisories'' and ''directives''.<br>
 +
An '''advisory''' is a message where you state what you are doing or intending to do. It is particularly important to remember if you're a flight lead or element lead to let other flights know when you're being engaged, or if you're engaging someone, or if you're running away from something.
 +
Advisories do not need to be acknowledged, although they can be.
 +
 +
Examples:
 +
* The flight lead can call out his altitude and speed when climbing from take-off to let his flight know if they’re going to fast or lagging behind.
 +
* Giving an ''"IN"'' call when attacking a ground target.
 +
* Giving an ''"Engaged defensive"'' call to the rest of the package if your flight finds itself engaged by enemy fighters.
 +
 +
A '''directive''' is an order to perform some action. They’re usually given by element-, flight-, or package leaders to their subordinates. However others can also give directives depending on the circumstances. Say you are supporting your element leader in a dogfight, and you see a bandit about to draw a bead on him. You would then direct your leader to break in concert with you trying to gain a position on the bandit.
 +
 +
===Standard Operating Procedures===
 +
This section discusses the "always do"s and "always don't"s when we're playing BMS.
 +
 +
Note that these are not the same as the [[:Category:Official Documentation|UO SOPs]] or the [http://forums.unitedoperations.net/index.php/topic/15344-uoaf-sops UOAF SOPs], which are the rules of the community.
 +
 +
You've read [[:Category:Official Documentation|the rules]], right?
  
 
[[Category:UOAF]]
 
[[Category:UOAF]]
 
[[Category:UOAF: BMS Codex]]
 
[[Category:UOAF: BMS Codex]]

Revision as of 22:13, 5 March 2017

{{#invoke:Message box|mbox}}

Learning Objectives

  1. Understand the syntax used when communicating between fighter aircraft.
  2. Brevity code words.

Learning Files

Video Outlining Communications in Combat.

Basic Principles of Brevity

  • Know when to speak (and when to be silent).

Pilots should speak up when engaged either defensively (most important) or offensively (less important), this is so the rest of the flight can adjust accordingly to help you out! When in a high-stress environment it becomes more critical that you allow other pilots to communicate critical messages; don't be yapping about your speed and thus step on your flight who are trying to tell you they are in danger!

  • Know what to say.

Pilots should try to get their point across with all the necessary information, avoiding unnecessary fluff. Avoid raising your voice as this tends to escalate the volume of communication and demoralise pilots under stress.

  • Accuracy and clarity.

No-one will mind if you don't know all the brevity words used for every situation. Remain calm, speak clearly and don't clog up the comms!

Responding to communications

Within the flight (VHF) when a flight lead gives a directive the entire flight must respond in correct form; this is done by giving your flight number and pilots most respond in ascending order (e.g. Cowboy 1-1: "Flight go trail" Cowboy 1-2: "TWO" Cowboy 1-3: "THREE" Cowboy 1-4: "FOUR"). This makes it clear for the flight lead to understand who has heard them and has intent to carry out the order. If someone is silent, it's OK to skip them and allow them to respond later, however the flight lead(s) will be the one to investigate any silence in comms.

When you are unable to carry out the order you should say "unable" and elaborate should the situation require it. In some situations you may find you are engaged offensive or defensive and can add this, i.e. "Unable. Viper 1-4 engaged defensive". The amount of information you give should be reasonable; let the flight know if you're in a dogfight or defending missiles if they don't already.

Between flights (UHF), the flight lead will need to use the flight callsign as an identifier as multiple flights have access to this method of communication (e.g. "Falcon 1, Panther 2 we have entered the AO, looking for targets" "Panther 2, Falcon 1, roger that").

The flight does not need to respond to any informative calls (e.g. "Falcon 1 traffic 9 o'clock level) which differ from directive calls in that the flight is not being requested to take action but merely being given supplemental information to improve flight efficiency and cohesiveness.

Directives e.g. "Flight fence in" , "Element 2 go trail"

Informatives e.g. "My altitude, Angels 10" , "My TrackIR just f***ed up"

Do's and Don'ts

DO speak up if you're in immediate danger!

DO remain calm and speak clearly!

DON'T use "ground combat terms" for Flight Comms (e.g. "Lobo this is Panther, message", "Panther this is Lobo, go ahead, over." "Lobo, be advised you have bandits over the target area time now.", "Panther, we copy all, out.")

DON'T give informatives out during high-workload periods of flight (e.g. talk about your fuel consumption during a furball)

DON'T repeat communications. (e.g. "MAGNUM SA-2, I REPEAT, MAGNUM SA-2).

DON'T comply with a directive that is sure to kill you; you are the best judge of this.

DON'T clog up the communications with pointless information. (e.g. let other flights know about bandits 200 miles away over UHF OR repeatedly ask AWACS for picture)

Being a good Flight Lead

A good flight lead completes their mission and brings everyone home; to accomplish this it is their responsibility to utilize both elements and all pilots without micromanaging them heavily.

Flight Leads should endeavor to ensure understanding in the pilots in the briefing: pilots must understand the intent of the package and be aware of the threats they must deal with.

Flight Leads are the primary communicator for the flight with other flights in the package, it is their responsibility to update the package with the flight's status as appropriate. The Flight Lead should make sure other flights are aware of their presence (whether on ingress or egress from the target) to avoid collisions and blue-on-blue incidents, however, all pilots are expected to respond to RAYGUN calls over UHF and maintain general Situational Awareness of the rest of the package.

It is important in inter-flight communications that you identify your own flight first, as well as your flight number where appropriate. Communication to other flights does not need to be requested; Flight Leads just give their information accurately and clearly directly over UHF e.g.

"Lobo 2 to Panther 1 engaging bandits over steer 5, 20 thousand, nose hot".

In this example we see that Lobo 2 is informing Panther 1 that they are commiting to bandits over (a presumed shared) steerpoint 5, these bandits are at 20,000ft and are "nose hot" or turned towards Lobo 2. However, when asking for information it may be courteous to simply ask for a response e.g.

"Lobo 2, Panther 1"

Indiciating that Lobo 2 is requesting Panther 1 to respond, which they would do by saying the reverse:

"Panther 1, Lobo 2"

Some people may add "go" or "send it" or another addition in order to increase the clarity of the response by ensuring the other flight understands they are listening.

As a Flight Lead you need to ensure you control the flight's formation; ensure you don't fly too fast and create fuel problems for everyone trying to catch up! A Flight Lead should know the best formations for the situations that may arise spontaneously but generally formations are discussed during the briefing. The Flight Lead will make a directive to change formation when appropriate e.g.

"Cowboy 1-1 Go Trail"

If no formation call is briefed or directed, assume a Finger 4 formation is in affect.

The Flight Lead must also designate targets for the flight, when this luxury is available to them, the Flight Lead must manage the resources of the flight to ensure all aircraft remain combat effective for as long as possible. Don't be a hero and shoot off all your missiles for one kill, try to designate targets and keep those missiles for more pressing targets.

Other information the Flight Lead must consider communicating to their flight are: MUSIC (ECM jamming), changing steerpoints, calculated airspeed, flight altitude, equipment configuration, Air-to-Air TACAN, Datalink, etc.

Brevity Code Masterlist

Term Meaning
ANGELS Height of FRIENDLY aircraft in thousands of feet mean sea level (MSL)
ARIZONA No ARM ordnance remaining. (HARMS for you BMS pilots)
BANDIT Identified enemy aircraft. Does not neccesarily imply direction or authority to engage.
BEAMING Moving towards a target at a perpendicular angle OR close to radar gimbal limits.
BINGO Fuel state needed for recovery (to RTB)
BLIND No visual contact with friendly aircraft / ground position. Opposite of VISUAL.
BOGEY Radar or visual contact whose identity is unknown.
BRAA Bearing Range Altitude and Aspect. Aspect only required if other than HOT.
BREAK Directive call to perform an immediate maximum performance 180-degree turn (or as directed) in the indicated direction. Assumes a defensive situation requiring infrared missile defense (IRMD).
BREVITY Radio frequency is becoming saturated/degraded or jammed and briefer transmissions must follow.
BROKE LOCK Advisory call regarding loss of radar/IR lock-on.
BUDDY LOCK Locked on to a friendly aircraft, often a response to SPIKE or BUDDY SPIKE. Generally a good idea if you identify yourself as well.
BUDDY SPIKE Friendly aircraft A-A radar track on the RWR, can be a response to RAYGUN or general advisory call. Generally a good idea if you identify yourself as well.
BUSTER Directive call to fly at max continuous speed (Mil power).
CHECK (number, left/right) Turn (number) degrees left or right and maintain new heading.
CLEAN No sensor information on non-friendly aircraft of interest / no visible battle damage.
CLEARED Flight lead response: requested action is authorised.
CLEARED HOT Flight lead response: release of ordinance is authorised.
COLD Essentially means "turned away". Can be used as a direction or description e.g. "Bandit nose cold"
COMMIT Directive call to intercept.
CONTACT Similar to TALLY, relating specifically to acquisition of target via radar.
DEFENSIVE The speaker is under attack, moving defensively and unable to support others.
DELOUSE Directive call to detect, identify and engage (if required) unknown aircraft trailing friendly aircraft.
DOLLY LINK-4A/TADIL-C. Aka. "The data link" in BMS
FADED Radar contact (temporally) is lost on a non-friendly aircraft/surface contact and any positional information given is estimated.
FOX A-A weapons employment (most should know this one already!) Fox One indicates a semi-active radar-guided missile (AIM-7), Fox Two indicates an infrared-guided missile (AIM-9) and Fox Three, indicating an active radar-guided missile (AIM-120/AIM-54)
FURBALL Known bandits and friendlies in close proximity.
GATE Directive/informative call to fly as quickly as possible, using afterburner/max power.
GORILLA A large force of indeterminable numbers and formation i.e. a metric shit ton.
HOOK (with direction) Directive call to perform an in-place 180-degree turn.
HOT Meaning "turned towards"; the opposite of COLD.
HOUND DOG I see something I want to shoot / I see the target you are referring to.
JUDY Aircrew has radar or visual contact of the correct target, only requires situational awareness information and the weapon director will minimise radio transmissions. In practice, this is an "I got this" call from the flight to an AWACS.
LOW Below 10,000 feet MSL
MILLER TIME Informative call indicating completion of A-G ordnance delivery. Generally used by the last striker in conjuction with the egress plan. In practice, used by the package lead as an RTB call. "Ducks on a pond" is also used in BMS (and the best RTB call).
MUSIC Electronic radar jamming. E.g. "Flight, music on"
NAILS (with direction) RWR indication of radar in search. E.g. "Nails 29, left 10" (I have a MiG-29 on my RWR, from my nose left, 10 o'clock)
NAKED No RWR indications.
NO JOY No visual contact with target/landmark, opposite of TALLY.
NOTCHING (Left/Right): Moving on a beam away from the target, usually done to support a radar-guided missile in order to reduce the closure rate whilst maintaining a radar lock.
OUTLAW Similar to Bogey but assumed hostile due to point of origin i.e. unknown aircraft flying from enemy airspace.
PID (Positive Identification) The ability to confirm the nature of a target (friendly hostile) via means that could include by radar or visually (through the TGP or with the MK1 eyeball).
PITBULL AIM-120 missile has reached MPRF active range (gone active).
PUSH Go to designated frequency, no acknowledgement required.
PLAYTIME Amount of time aircraft can remain on station.
RAYGUN Indicating a radar lock on unknown aircraft. A request for BUDDY SPIDE reply from friendly aircraft.
RIFLE Friendly A-G missile launch.
ROGER Indicates aircrew understands the radio transmission, DOES NOT INDICATE COMPLIANCE OR REACTION.
ROLEX Time adjustment in minutes, references from the original planned time. Plus means later, minus means earlier.
SAM Visual acquisition of a SAM in flight or SAM launch, should include position and type if known.
SAUNTER Fly at best endurance.
SINGER Informative call of an RWR indication of SAM launch.
SORT Directive call to assign responsibility within a GROUP; criteria can be met visually, electronically (radar), or both.
TALLY Sighting of a target. Opposite of NO JOY.
TUMBLEWEED Indicates limited situational awareness, NO JOY and BLIND. A request for information.
UNABLE Cannot comply as requested or directed (preferably with reason if possible).
UNIFORM UHF/AM radio.
VICTOR VHF/AM radio.
VISUAL Sighting of a FRIENDLY aircraft or ground position. Opposite of BLIND.
WHAT LUCK Request for results of mission or tasks.
WHAT STATE Report amount of fuel and missiles. Ammunition and oxygen are reported only when specifically requested or critical. "Weapon state" and "Fuel state" also used at UOAF.
WILCO Will comply (with received instructions).
WINCHESTER No ordinance remaining.


To be integrated

Communication

Definitions

Ship: Single aircraft.
Element: Two ships working in tandem. This is the basic combat unit.
Flight: Two elements working in tandem. (Sometimes you can have three-ship flights).
Package: Two or more flights tasked with accomplishing a single mission.


Brevity terms

For a complete list, see OPERATIONAL BREVITY WORDS, DEFINITIONS, AND COUNTERAIR (AFTTP 3-1.1).pdf in the /docs/Operational Manuals/ folder of your falcon install.

File:Aircraft aspects.jpg
Terms for relative aspects of friendly and bandit aircraft
Brevity term Meaning
ANGELS Thousands of feet. (“Angels 20” means 20000 feet)
ARIZONA Aircraft out of anti-radiation missiles
BANDIT Aircraft confirmed to be hostile
BINGO Only enough fuel left to return to base
BLIND Can’t see a friendly aircraft. Opposite of VISUAL
BOGEY Aircraft of unknown identity (not know if friend/hostile/neutral)
BREAK [direction] Do an immediate high-G turn in the specified direction
BUDDY SPIKE A friendly is locking you up. Say with your bullseye position
BUSTER Go to full throttle without afterburning
CHECK [direction] Turn to the designated direction in formation with your element leader
CHERUBS Hundreds of feet above ground level. (“CHERUBS 3” means 300 feet AGL)<ref>CHERUBS only means altitude above ground level, and is not to be used as a general codeword for hundreds of feet. Saying "ANGELS 20 CHERUBS 3" when meaning 20300 feet MSL is not allowed.</ref>
CONTACT Sighting a target using sensors (Radar or TGP etc)
CRANK [left/right] Turn as far as possible left or right while keeping the target on your radar
FENCE IN Directive to prepare your aircraft for battle. See UOAF SOP Section
FLOW [direction] Turn to and fly in the designated heading
FOX [type] A/A weapon launched
GATE (or BURNER) Go to full afterburning throttle
IN (from heading) Starting an attack run against a ground target. Opposite of OFF
JOKER Prebriefed fuel remaining when you should start heading home
MAGNUM With direction and type of target. Anti-radiation weapon launched
MUD RWR indication of SAM or AAA radar
NAILS RWR indication of an (enemy) aircraft radar
NAKED No RWR indications or cannot identify a NAILS/MUD call
NO FACTOR Not a threat
NO JOY Opposite of TALLY. Can’t see the target
NOTCH [left/right] Turn left or right to place the target at your 3 or 9 position.
OUTLAW Aircraft that has taken off from a hostile airfield, but not positively identified
PITBULL Your AIM-120 AMRAAM has activated its own radar
PUSH Switch to the designated radio channel or frequency
RIFLE A/G missile (Maverick) launched
RAYGUN [position] Request for reply from friendly at given bullseye position and heading
SAM [direction] Visual on a SAM in flight
SINGER [type and direction] RWR indication of SAM launch
SPIKE RWR indication of aircraft radar in tracking mode (locking you up)
TALLY Sighting a non-friendly aircraft visually. Opposite of NO JOY
TUMBLEWEED You’ve lost situational awareness
VISUAL Sighting a friendly aircraft visually. Opposite of BLIND
WINCHESTER Out of all ordnance

Radio protocol

ABCs

When communicating, especially in a combat situation, remember the ABCs of radio protocol:

Accuracy
Make sure what you are saying is accurate and think about what you need to say before you broadcast.
Brevity
Be brief and use brevity terms as much as possible. In a hectic situation there’s a lot of information that needs to be transmitted and processed, and only one person can talk on the radio at a time.
Clarity
Speak clearly and slowly enough that other people can understand you. The last part is particularly important if you’re not a native english speaker or speaking to a non-native speaker.
Basic protocol
  • Whenever you start a mesage not directed toward others you start with your callsign. On flight comms (where only 3 other players will hear you) you use your number 1-4, on package comms, where everyone will hear you, you use your full callsign.
  • Whenever you send a message to someone else, start with their callsign, followed by your callsign. "Python 2, this is Serpent 5, anchored at bullseye 040 for 63, awaiting your go".
  • Don't use "over" or "out".
  • Don't use "break" to signal a pause. Break is a brevity word to perform a rapid turn.
  • Don't obsess over the brevity terms. If you don't know the terms say it in English, just remember to be clear and concise.
  • Whenever lead gives you an order, respond with your callsign - and respond in order, only skip someone's turn if the guy before you did not check in after 5 seconds or so.
  • When you’re being attacked give an engaged defensive call (mainly for flight/element leaders).
  • When you are attacking give an engaging call followed by the BRAA or bullseye of the target.
Types of radio messages

There are two (main) kinds of messages: Advisories and directives.
An advisory is a message where you state what you are doing or intending to do. It is particularly important to remember if you're a flight lead or element lead to let other flights know when you're being engaged, or if you're engaging someone, or if you're running away from something. Advisories do not need to be acknowledged, although they can be.

Examples:

  • The flight lead can call out his altitude and speed when climbing from take-off to let his flight know if they’re going to fast or lagging behind.
  • Giving an "IN" call when attacking a ground target.
  • Giving an "Engaged defensive" call to the rest of the package if your flight finds itself engaged by enemy fighters.

A directive is an order to perform some action. They’re usually given by element-, flight-, or package leaders to their subordinates. However others can also give directives depending on the circumstances. Say you are supporting your element leader in a dogfight, and you see a bandit about to draw a bead on him. You would then direct your leader to break in concert with you trying to gain a position on the bandit.

Standard Operating Procedures

This section discusses the "always do"s and "always don't"s when we're playing BMS.

Note that these are not the same as the UO SOPs or the UOAF SOPs, which are the rules of the community.

You've read the rules, right?