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MPTS AJET TAC 4301 – TAC 4304 T-45. TACTICAL FORMATION 1.2 HOURS/X. ORM. OPERATIONAL REQUIREMENTS / LIMITATIONS CREW REST/ CREW DAY / WORK WEEK WARM-UP ELIGIBILITY PREVIOUS FLIGHT COMPLETE? IP CURRENCY READ AND INITIAL HUMAN FACTORS LIFE STRESSORS / EXTERNAL FACTORS/ PERSONAL PROBLEMS
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MPTS AJETTAC 4301 – TAC 4304T-45 TACTICAL FORMATION 1.2 HOURS/X
ORM • OPERATIONAL REQUIREMENTS / LIMITATIONS • CREW REST/ CREW DAY / WORK WEEK • WARM-UP ELIGIBILITY • PREVIOUS FLIGHT COMPLETE? • IP CURRENCY • READ AND INITIAL • HUMAN FACTORS • LIFE STRESSORS / EXTERNAL FACTORS/ PERSONAL PROBLEMS • MEDICAL STATUS • CREW DAY • CREW REST • NOURISHMENT • HYDRATION • HAZARDS AND CONTROLS • ROUTINE • WHAT IS DIFFERENT TODAY? • WEATHER • CURRENT OBSERVATIONS AND FORECASTS • CROSSWINDS • FUEL CONSIDERATIONS
TTO • WHO WILL CALL A TTO? • WHAT SITUATIONS WILL THE TTO BE CALLED FOR? • SAFETY • CONFUSION • MISUNDERSTANDING • IP RESPONSIBILITIES • RECOGNIZE THE NEED FOR A TTO • EXPLANATION / INSTRUCTION AS NECESSARY • DOCUMENTATION ON ATF • WHEN AND HOW WILL TRAINING RESUME?
ADMIN • QOD • NATOPS • EP • SOP • PREREQUISITES • TAC1202 EXAM • Misc. • Event duration must be at least 0.75 of syllabus time to be complete. • An event duration that deviates greater than 0.3 hours from syllabus time must have the reason annotated on the grade sheet.
SYLLABUS NOTES • THESE EVENTS WILL BE FLOWN FROM THE FRONT COCKPIT. • TAC4303 AND TAC4304 WILL INCLUDE ADVANCED TACFORM MANEUVERING, COMM-OUT TURNS, FORCED COCKPIT LOADING, AND OFFENSIVE COMBAT SPREAD. • STUDENT WILL LEAD AT LEAST ONE EVENT BACK TO THE FIELD.
SSR/DISCUSS ITEMS • SSR NONE • DISCUSS ITEMS TAC4303 • QOD • POSITION CORRECTIONS AFTER RANDOM MANEUVERS • COMM-OUT TACTICAL FORMATION SIGNALS • WINGMAN DECONFLICTION RESPONSIBILITIES
ADMIN (CARD) • A/C - ATC C/S – CREW • BRIEF / WALK / TAKEOFF / MARSHAL / LAND TIMES • ATC CLEARANCE / DD-175 • FUEL PLAN / LADDER • LINE / T/O / ABORT / RPM • COMM PLAN • NAV PLAN • BINGO/DIVERT • LCLS
ADMIN • LAUNCH • WEATHER / NOTAMS / TFR / BASH • PREFLIGHT / START / MARSHAL / TAXI • TAKEOFF / JOIN-UP • ENROUTE PROCEDURES • RADALT USAGE • RTB • FORMATION • RECOVERY • DIVERTS
Tac Admin(Reference TW-2 TAC SOP) • Push to Spread • G-Warm • FENCE Checks • Fuel and G • PADS • Knock It Offs • Tactical Rejoin • Battle Damage Checks
Conduct • TIMS RESUME REVIEW • DCS • Check Turns • Shackle Turns • Off-Heading Shackles • Tac Turns • In-Place Turns • Cross Turns • Flown on TAC4303 and 4304: • Advanced TacformManeuvering(Comm-out, Tac Turns >/< 90, In-Place Turns >/< 180) • OCS • Forced Cockpit Loading • Loose Deuce Exercise • Gunsight Tracking Exercise • Tactical Rejoin LEAD RESERVES THE RIGHT TO DO ANY TURN AT ANY TIME FOR AREA MANAGEMENT!
Emergencies Abort Rwy Dep/Gnd Ejection Radio/ICS Failure Loss of Navaids Lost Plane/Lost Sight System Failures Disorientation Bird Strike/Midair SAR Procedures Ejection Crew Resource Management Underrun/Overrun CONTINGENCIES • Contingencies • Fallouts • Weather • BASH • Training Rules • 10K’ Hard Deck • No guns inside 1000’ (CNATRA Weapons Envelopes) • 500’ Bubble around all aircraft
Recap • Overall Flow • Questions
STANDARD DEBRIEFING FORMAT • THE FLIGHT LEAD OR PILOT-IN-COMMAND IS RESPONSIBLE FOR ENSURING ALL FLIGHT OR CREWMEMBERS ARE THOUROUGHLY DEBRIEFED ON THE CONDUCT OF THE MISSION UTILIZING THE “S-P-B-E-MS-LL” FORMAT OUTLINED BELOW. • SAFETY • PLANNING • BRIEF • EXECUTION • MISSION SUCCESS • LESSONS LEARNED DO NOT FORGET TO DO YOUR ASAP REPORT
Flight Brief • DEFENSIVE COMBAT SPREAD • How to get there • Check your heading, generate an airspeed advantage, and take a 10-15 degree cut away from lead using 10 kts excess for each 10 degrees of heading.
Flight Brief (cont) • Check Turns • Into • Turn will make you acute. • Multiple techniques to fix position. • Big Picture: Slow your down range travel compared to lead, then fix your altitude and abeam distance. • Away • Turn will make you sucked. • Big Picture: Increase your down range travel compared to the lead (ie. lower your nose and increase your airspeed), then fix your altitude and abeam distance.
Flight Brief (cont) • Shackle Turns • 14 unit level turn into lead, putting the original heading on the 45 degree benchmark (or as appropriate to help fix your position). • Maintain 300 kts keeping altitude separation from lead. • Wait approx 2 sec then pull 14 units back to the original heading. (Vary the pull as appropriate to arrive back in position.) • Corrections for sucked / acute.
Shackles • Off-Heading Into Away Turn a lot = Time a little Turn a little = Time a lot
Flight Brief (cont) • Tactical Turns • Into • Wait until looking down lead’s intakes. • Start a level 14 unit pull to the new heading while maintaining 300 kts. • Adjust timing of turn, amount of pull, and airspeed as necessary to come out of turn in position. • Away • Start a level 14 unit pull to the new heading while maintaining 300 kts. • Make adjustments to fix positioning.
Flight Brief (cont) • In-Place Turns • Into • Make a level 14 unit turn for 180 deg, maintain 300 kts. • Corrections for sucked / acute start. • Away • Make a level 14 unit turn for 180 deg, maintain 300 kts. • Corrections for sucked / acute start. • Do NOT float the turn when belly up to lead! • With SA to Lead, can descend in turn.
Flight Brief (cont) • Cross Turns • 17 unit pull at MRT as you key the mic to say “Hammer”. • 500’ Bubble. • Use altitude to gain an airspeed advantage and fix your position. • Must have sight to turn past 180 deg. • Corrections for sucked / acute start.
Advanced Tacform Maneuvering • Uncalled Turns • Simulate comm out environment • Tac or In place turns • Lead gives wing flash • Only Tac turns into Wing • In Place or Tac turns away from Wing • If Lead turns with you on a turn away from Wing it is an In place turn • If unsure of direction of wing flash, assume a Tac turn away from you
Advanced Tacform Maneuvering continued • Random Tacform Maneuvering (use HSI for orientation) • In place turns to 150 or 210 degrees • In place turns away from Wing to <180 or into Wing to >180: • Wing will be well sucked out if no adjustment is made (turn right away, more airspeed, slight increase in AOA and expect nose low coming out of the turn with sucked correction) • In place turns into Wing to <180 or away from Wing to >180: • Wing will be well acute out if no adjustment is made (turn later and expect an acute correction coming out of the turn) • Tac turns to 60 or 120 degrees • Tac turns into Wing <90: • Wing will be well acute out of turn if no adjustment is made (turn late) • Tac turns into Wing >90: • Wing will be well sucked out of turn if no adjustment is made (turn early) • In all cases, asses through the turn and be in a correction before rolling out on heading
Advanced Tacform Maneuvering continued • Forced Cockpit Loading • Lead or your IP may require internal tasks to be completed to increase the level of difficulty • These may include: • Manual frequency changes • Inserting waypoints or sequence string • Other task loads
Offensive Combat Spread • Transition to OCS • “H12 take OCS High/Low block” or “H12, out of the cross turn take OCS High/Low block” • Called turns to standard multiples of headings • Check turns, Tac turns, In-place turns, Shackle turns, Cross turns • Seen from Low and High fighter positions • Environmental factors • Transition back to DCS • “H12 take DCS” or “H12, out of the cross turn take DCS”
Offensive Combat Spread • Different eyeball call required and different timing • Check turns: greater magnitude of correction • Tac turns: Turns into Wing require waiting until Lead reaches 5-7 o’clock position • In place turns: no difference • Shackles: longer time before reversal • Cross turns: starting out in DCS ends up in OCS and vice versa
Loose Deuce • A talking and flying exercise while using pursuit geometry to provide mutual support in a notional engagement with a single Bandit • Throttle at MRT at “Speed and Angels” and kept there throughout • Set up with Tac turn into Wing • Comm • High / Low cover and transitions • Bandit reversals (upright or displacement roll as appropriate) • In High cover (only position for displacement roll) / Low cover • Role swaps • In Low cover • In High cover ( transition to low cover first) • Role swap back • Splash the Bandit
When the Bandit reverses keep turn in towards the engaged fighter’s new turn circle, reduce AOB slightly and pitch nose up to 5-10 deg nose high When just about to cross outside the engaged fighter’s new turn circle roll to the outside without loosing altitude and keeping the bandit in sight Displacement Roll
Gunsight Tracking Exercise • “Hammer, setting up for GST”(16k/300KIAS/1.5NM abeam), “Hammer set 350”, speed and angels, “check left/right 50”(into Lead), “reverse”, “H12 in from X.X ”, countdown DME, “Fox-2”(at 1.0), “chaff / flare” • MRT at “Fox-2”, AWE, tracking shots / snap shots • KIO
± 10° at 2000 ft ± 20° at 4000 ft Control Zone The goal of the fighter is to arrive in the control zone with range, angles, and closure under control. From there, he can maneuver to shoot the bandit. Must have controlled entry into CZ with relative fuselage alignment. (No more than 20 degrees of misalignment in the front of the CZ and no more than 40 degrees of misalignment in the aft end)
CZ relation to Guns WEZ Note that the CZ and the Guns Envelope do not overlap.You cannot employ the gun from the CZ!! Work Tracking Guns Shots Watch Closure. Lead required for snapshot (pipper 1-2 plane lengths in front). Allows for quick shot and a lag back to safety of the CZ to maintain offensive position. Control Zone Snapshot Envelope Tracking Envelope
The Gunsight • Lead Angle Computing (LAC) • Used for tracking non-maneuvering targets at 1000’ range. Must keep in reticle for >1 second. We don’t use it. • Real Time Gun Sight (RTGS) • - Used for tracking a maneuvering target by aiming and keeping the reticle pipper ahead of the target (snapshot). • - Software positioned on the point that a shell would reach in the time it takes the shell to travel 1000ft. If range > 1000’, you must shoot with enough lead for bullets to travel required distance. 1000ft (using 31’ wingspan)
Estimating Range 1000 ft Closest shot range (Training Rules). If wings overlap reticle, you’re too close! 1500 ft Heart of Gun Envelope ¾ of reticle 2000 ft ½ of reticle
35 00 10500 300 R 14.0 RTGS GUN 0.5 G 2.5 6.0 Gunsight Tracking Truth: If outside gun envelope (> .5nm or 3000ft), pull pure (w/ fuselages aligned within 40 deg) to decrease range to arrive inside snapshot envelope. 01 M 0.7
35 00 10200 300 R 14.0 RTGS GUN 0.5 G 2.5 6.0 Solve for Plane of Motion 01 M 0.4
Squeeze Trigger With Lead Established and lag to Control Zone 35 00 10200 300 R 14.0 RTGS GUN 0.5 G 2.5 6.0 01 M 0.4 “Trigger Down……… “ “Pipper on tracking, ……… Pipper off“ “ SNAP, looks good or missed high/low”
Pilot Controlled Error Technique • Solve for appropriate lead with the pipper, pull the trigger and then let the pipper drift back through the target • Forces the target to fly through an increased density of bullets hopefully increasing damage done • Advantages: • Pipper control is easier since you are not trying to hold it on a target. • Secondly, allowing the pipper to drift aft to the target briefly puts your nose into slight lag, allowing you to maintain a slightly higher energy state throughout the maneuver • Don’t forget to come off the trigger
Flight Brief (cont) • Tactical Rejoin • Continue flying good Tacform and resume DCS until Fenced Out (Master Arm- Safe , Combat checks) • When joining, make the rendezvous look like one that you have practiced before. Keep an altitude sanctuary until it is suit-cased. • Lead will be setting the power (~80%) and turning to put the RTB heading on the nose. Take your time joining and make it look good.