Difference between revisions of "Taxi and Takeoff"

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discussion topics: (i have zero intent/investment on anything below, simply throwing stuff out there - food for thought)
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[[File:F16-takeoff.JPG||none|500px|left|]]<br />
  
1. 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 & repeat for #3 / #4.  His rationale is safety and to expedite the process. 
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=Learning objectives=
  
2. also, are flight leads taking the 'down-wind' side of the runway based on winds? 
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#Set up the jet on the ramp
 +
#Taxi to the proper active runway
 +
#Perform rolling, interval and formation takeoffs
 +
#Climb to altitude
  
3.<nowiki> </nowiki>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.  
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=On The Ramp=
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We do most takeoffs from the Taxiway position. When “takeoff taxi” is called, click the '''Takeoff''' button on the 2D screen and select '''Taxiway'''.  
  
4.<nowiki> </nowiki>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.  
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=Line Up=
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Lead always takes downwind side of the runway. The correct visual cue for a wingman to line up on his lead is to align his head with the main gear of the aircraft preceding him.
  
5.<nowiki> </nowiki><nowiki>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. </nowiki>
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*'''2-ship line up''': Echelon. Lead owns the left side of the runway; Wingman has the other side.
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*'''3-ship line up''': Echelon Lead on the far left, #2 on centreline, #3 on far right.
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*'''4-ship line up''': Echelon, #3 in the slot.
  
<nowiki> </nowiki>_----_------------------------------------------------------ 
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Once rolling, aim for the centreline, except for formation takeoffs.
  
====Takeoff====
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=Takeoff=
We do all takeoffs from the Taxiway position. When “takeoff taxi” is called, click the '''Takeoff''' button on the 2D screen and select '''Taxiway'''.
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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.
  
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.
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==Standard Takeoff==
  
After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots.
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==Rolling Takeoff==
 +
A rolling takeoff is the most time efficient way to get lots of planes into the air quickly. It's usually performed when the flight is late getting to its TOT and there is no time left for proper line up. Wingmen are cleared to take the active when the aircraft in front of them starts its takeoff roll.
  
====Fence check====
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==Formation Takeoff==
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In a formation takeoff, flight lead always takes the downwind side of the runway (in case of crosswind). Formation takeoff are performed and follow some flight lead mandatory calls:
 +
 
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*''"RUN UP"'': pilots apply Vmil (or 90% if the jet is lightly loaded).
 +
*"''BRAKES, BRAKES, NOW"'': pilots release brakes and start rolling. Wingman should keep watching lead to ensure proper deconfliction.
 +
*''"GATE, GATE, NOW"'' should be called when the afterburner is engaged. Please note, engage full AB with no delay.
 +
*Rotate speed should be known and not called on the radio.
 +
*''"GEAR, GEAR, NOW"'': pilots retract gear at the same time. During the entire formation takeoff the wingman should maintain a perfect fingertip formation on his lead.
 +
*Flight lead will maintain 350Kts until element has rejoined.
 +
 
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==Radar Assisted Trail Departure==
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RAT is an IFR departure. Single ship takeoff with 20 second spacing. Each flight member will lock the aircraft directly in front of him on FCR, call ''"TIED"'', and fly in trail. The overriding priority must be flying the aircraft, not operating the radar.
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Radar setting should be RWS 60° scan, Range 10Nm, elevation slightly above horizon (threat volume lowered). No need to call buddy spike/lock when tied calls have been made.
 +
 
 +
RAT departures are performed at full military power and speed is limited to 300kts in IFR. Rejoins in formation happens at the exit point, usually on top of the weather where visual is again possible.
 +
 
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=Climb=
 +
After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots. Rejoin should be completed before starting climb to en route altitude. Lead will maintain 5000ft at 350Kts until the flight is formed.
 +
 
 +
===Efficient Climb===
 +
For efficient climbs in the F-16: set mil power, reference the entry for your drag index. Pitch to hold the indicated airspeed for in the climb until reaching that mach number, and then pitch to hold the mach throughout the climb.
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{| class="wikitable"
 +
|+CLIMB SCHEDULE
 +
!DRAG INDEX
 +
!KIAS
 +
!MACH
 +
|-
 +
|0
 +
|445
 +
|0.84
 +
|-
 +
|50
 +
|425
 +
|0.84
 +
|-
 +
|100
 +
|400
 +
|0.84
 +
|-
 +
|150
 +
|385
 +
|0.82
 +
|-
 +
|200
 +
|365
 +
|0.80
 +
|-
 +
|300
 +
|340
 +
|0.75
 +
|-
 +
|400
 +
|320
 +
|0.68
 +
|}
 +
===Combat Departure/Climb===
 +
[[File:Combat Departure-Climb.png|thumb|600px]]
 +
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.
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 +
 
 +
=Fence check=
 
The fence check is the final preparation for taking your aircraft into combat.
 
The fence check is the final preparation for taking your aircraft into combat.
  
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Comms example:
 
Comms example:
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:'''Lead:''' {{green|"Flight, fence in. Lead's fenced 091"}}
 
:'''Lead:''' {{green|"Flight, fence in. Lead's fenced 091"}}
 
:'''2:''' {{green|"Two fenced 090"}}
 
:'''2:''' {{green|"Two fenced 090"}}
Line 33: Line 103:
 
:'''4:''' {{green|"Four fenced 089"}}
 
:'''4:''' {{green|"Four fenced 089"}}
  
==Gameplay basics==
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[[File:RejoinSightPic.png|thumb|400px]]
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).
 
 
 
===Flight===
 
====Turning and corner airspeed====
 
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.
 
 
 
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.
 
 
 
As long as you keep the corner speed in mind, the F-16 can out-turn almost every other aircraft in the game.
 
 
 
===Orientation===
 
When flying, it’s important to be able to communicate where you are or where something else is, either in relation to yourself or as an absolute position. There are three common systems of referencing a position. These are '''BRAA''', '''bullseye''' position, and '''clock''' direction.
 
 
 
====Clock direction====
 
The simplest and quickest, but least accurate method. Imagine the plane sitting on a clock face with the nose pointing towards 12 o’clock and the tail towards 6 o’clock. Now you can reference a bearing by giving the approximate clock direction relative to your nose.
 
 
 
For example, 1 o’clock is just to the right of your nose, 9 o’clock is directly to your left, etc. Enemy planes are, famously, on your 6 o'clock.
 
 
 
When calling out a direction, preface the number by saying “left” or “right”. For example {{green|“Tally bandit, '''right three o’clock!'''”}}. Doing this makes it quicker for listeners to comprehend where the target is, and inserts a measure of error checking. If you say “Right 10 o’clock” by accident, it’s easy for listeners to understand you meant 2 o’clock. Clock directions are most useful for giving directions to things within visual range.
 
  
[[Category:UOAF]]
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<br />{{Nav UOAF}}
[[Category:UOAF: BMS Codex]]
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[[Category:UOAF]]
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[[Category:UOAF: BMS Codex]]

Latest revision as of 12:39, 19 December 2022

F16-takeoff.JPG


Learning objectives

  1. Set up the jet on the ramp
  2. Taxi to the proper active runway
  3. Perform rolling, interval and formation takeoffs
  4. Climb to altitude

On The Ramp

We do most takeoffs from the Taxiway position. When “takeoff taxi” is called, click the Takeoff button on the 2D screen and select Taxiway.

Line Up

Lead always takes downwind side of the runway. The correct visual cue for a wingman to line up on his lead is to align his head with the main gear of the aircraft preceding him.

  • 2-ship line up: Echelon. Lead owns the left side of the runway; Wingman has the other side.
  • 3-ship line up: Echelon Lead on the far left, #2 on centreline, #3 on far right.
  • 4-ship line up: Echelon, #3 in the slot.

Once rolling, aim for the centreline, except for formation takeoffs.

Takeoff

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.

Standard Takeoff

Rolling Takeoff

A rolling takeoff is the most time efficient way to get lots of planes into the air quickly. It's usually performed when the flight is late getting to its TOT and there is no time left for proper line up. Wingmen are cleared to take the active when the aircraft in front of them starts its takeoff roll.

Formation Takeoff

In a formation takeoff, flight lead always takes the downwind side of the runway (in case of crosswind). Formation takeoff are performed and follow some flight lead mandatory calls:

  • "RUN UP": pilots apply Vmil (or 90% if the jet is lightly loaded).
  • "BRAKES, BRAKES, NOW": pilots release brakes and start rolling. Wingman should keep watching lead to ensure proper deconfliction.
  • "GATE, GATE, NOW" should be called when the afterburner is engaged. Please note, engage full AB with no delay.
  • Rotate speed should be known and not called on the radio.
  • "GEAR, GEAR, NOW": pilots retract gear at the same time. During the entire formation takeoff the wingman should maintain a perfect fingertip formation on his lead.
  • Flight lead will maintain 350Kts until element has rejoined.

Radar Assisted Trail Departure

RAT is an IFR departure. Single ship takeoff with 20 second spacing. Each flight member will lock the aircraft directly in front of him on FCR, call "TIED", and fly in trail. The overriding priority must be flying the aircraft, not operating the radar.

Radar setting should be RWS 60° scan, Range 10Nm, elevation slightly above horizon (threat volume lowered). No need to call buddy spike/lock when tied calls have been made.

RAT departures are performed at full military power and speed is limited to 300kts in IFR. Rejoins in formation happens at the exit point, usually on top of the weather where visual is again possible.

Climb

After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots. Rejoin should be completed before starting climb to en route altitude. Lead will maintain 5000ft at 350Kts until the flight is formed.

Efficient Climb

For efficient climbs in the F-16: set mil power, reference the entry for your drag index. Pitch to hold the indicated airspeed for in the climb until reaching that mach number, and then pitch to hold the mach throughout the climb.

CLIMB SCHEDULE
DRAG INDEX KIAS MACH
0 445 0.84
50 425 0.84
100 400 0.84
150 385 0.82
200 365 0.80
300 340 0.75
400 320 0.68

Combat Departure/Climb

Combat Departure-Climb.png

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.


Fence check

The fence check is the final preparation for taking your aircraft into combat.

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).

Confirm the Fence in call by reading off the first three numbers on your fuel gauge.

Comms example:

Lead: "Flight, fence in. Lead's fenced 091"
2: "Two fenced 090"
3: "Three fenced 091"
4: "Four fenced 089"
RejoinSightPic.png


{{#invoke:Navbox|navbox}}