Daily Duties Checklist |
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Duty | Location |
Read your email to get latest intel | Cabin |
Read the newspaper | Library |
Attend Mission Briefing | Briefing Room |
Select aircraft | Hangar |
Load ordnance | Hangar |
Go to aircraft | Hangar |
Take-off Checklist |
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Pre-flight | |
Adjust the speaker or headphones volume to a comfortable level. |
ADJUST RUDDER PEDALS |
Make sure the control stick moves freely and is secure. |
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Check control surfaces are moving freely and correctly |
Take care not to trigger weapons release |
Engine Start | |
Brake ON | B |
Thrust 60 % | 6 |
Standard takeoff | |
Flaps Down | Ctrl F |
Engines to Burner | |
WheelBrake off | B |
Rotate AT 130 kts BY PULLING THE STICK BACK |
The amount of back stick necesary will depend on the ordnance loadout. |
Maintain precisely 10 deg pitch up. |
CAUTIONWARNING Do not over-rotate the aircraft at take-off, as this will cause stalling. Be prepared to rapidly adjust the stick forward as the aircraft takes off |
Gear up | G |
Flaps up | Ctrl F |
Navigation |
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Autopilot | |
The autopilot steers the a/c towards the currently selected waypoint. |
Auropilot on | Shift A |
Autopilot off | Shift A |
WARNING: The autopilot will not avoid terrain or land the aircraft. |
Navigate to Waypoint |
HUD to Nav mode | N |
View waypoints | F7 |
Next waypoint | N |
Previous waypoint | Shift N |
Look forward | F1 |
Follow the steering bugs to the waypoint |
Note: The waypoints also appear as green dots on the map (M) |
HASELL scan |
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Run this scan constantly during flight: | |
Heading | On the HUD |
Altitude | On the HUD |
Speed | On the HUD |
Engines | On the HUD |
Lookout | F2 - F4 - F3 - F4 |
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Station Keeping |
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The first few flight exercises relate to Station Keeping. |
Station Keeping is the ability to keep your aircraft on a specified HEADING, ALTITUDE and SPEED. |
Aircraft fly at set altitudes which are decided before flight. Develop the habit of maintaining your desired altitude within plus or minus 100 feet. |
Fly at "round number' altitudes, such as 500 ft, 1000 ft, 1500 ft, 2000 ft, 5000 ft, 10000 ft etc. |
Flight Exercise: Maintain Level Flight |
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Pause the simulation | Ctrl P |
Find the FPI (Flight Path Indicator) |
Find the Pitch ladder |
Adjust the Pitch ladder | L |
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Fast Jet Throttle Settings |
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Throttle Settings |
Flight exercise: Cruise Throttle Setting |
When you can comfortably maintain level flight, set the throttle to 80 %. |
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80 % thrust | |
Flight exercise: MIL POWER |
100 % throttle is known as MIL POWER ( Full military power) |
Select MIL POWER | 0 |
Flight exercise: Gate Settings |
Selecting Afterburner is referred as "going gate". The aircraft in JetFighter 3 have 5 afterburner stages. |
Select A/B stages 1 - 5 | |
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Stage 5 afterburner | |
Set MIL power | 0 |
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Climb and Descent |
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Cultivate smooth and accurate climbing. The 10 degree climb is common practice in a fast jet. |
10 DEGREE CLIMB |
Establish the aircraft in level flight |
Set cruise throttle setting | |
Ease back on the stick until the FPI has settled on the 10 degree pitch ladder. |
10 degree climb | |
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Ease the stick forward until level flight is established at a 'round number' altitude |
Establish another 10 degree climb |
Establish level flight |
20 degree climb | |
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Descend at 10 Degrees | |
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Descend at 20 Degrees | |
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Basic Flying Skills: Level Turns |
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There are 3 important principles to remember before you turn: |
1. Look before you turn | |
2. Look before you turn | |
3. Look before you turn | |
Level Turns | |
Establish level flight | Adjust the stick |
Set cruise speed | 0 |
Look left | F2 |
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Look back left | F4 |
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Look right | F3 |
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Look back right | F4 |
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Now that we are sure there is no conflicting air traffic in the immediate area, we can begin our turn. |
Look slightly left | Keypad 7 |
Ease the joystick left until you are in a 45 degree bank |
Release the joystick |
The aircraft will turn left. |
You are now in a level turn to the left. |
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As you approach the desired heading, ease the joystick right until the aircraft is again in level flight. |
Ease the joystick right until a 45 degree bank is achieved The aircraft will turn right. Ease the joystick left until the aircraft is level again |
Stall Recovery |
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Climb to 20,000 feet and practice stall recovery. |
Cut the throttle to 10% (1 key) | 1 |
Establish a 40 degree climb | |
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Pitched up, prior to a stall. Note the airspeed has dropped to 72 knots |
A stall will develop | |
STALL RECOVERY CHECKLIST | |
Stall warning horn will sound |
Stick FORWARD |
Throttle 100 % |
Pitch DOWN 20 DEGREES |
Resume level flight as speed increases |
Basic Flying Skills Part 5: The Loop |
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Definition: A complete circle flown in the pitching plane. |
The loop can be used as a defensive or an offensive manoeuver. Refer to the chapter in your JF3 manual on ACM. |
Vertical Loop |
Perform Hasell Checks |
Establish A Set Heading And Altitude |
Thrust to Full Burner |
Look Up |
Pitch Up At A Constant 3 G's |
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Be gentle on the stick. Speed is easily dissipated in the loop by harsh use of elevators | |
AS THE A/C GOES "OVER THE TOP" Thrust 50 % | |
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Pitch MAINTAIN 3 G's | |
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Level out at your original Heading, Altitude And Speed | |
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Formation Flight |
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Look at your wingman | W |
If the wingman is not in visual range: |
Radar On | Alt R |
IFF Discriminator ALL | ; |
TARGET WINGMAN | T |
TACTICAL VIEW | F9 |
MANOEUVER TO FORMATION POSITION |
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Air to Air checklist |
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Display the Radar | Alt R |
AIR TO AIR MODE | Enter |
Radar Range DOWN | R |
Radar Range UP | Shift R |
IFF TOGGLE: All | Hostile | Friendly | ; |
Designate Target |
CLOSEST | Y |
AHEAD | U |
CYCLE ALL | T |
Target Range 6 - 20 km |
Select AMRAAM |
Steer TARGET DESIGNATOR BOX INTO TARGETING CIRCLE |
Fire WHEN TD BOX FLASHES |
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Target Range 2 - 10 km |
Select AIM-9 |
Steer TARGET DESIGNATOR BOX INTO TARGETING CIRCLE |
Fire WHEN TD BOX FLASHES |
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Target Range 0 - 2 km |
Select GUNS |
Air to Air: GUNS SNAPSHOT |
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Defn: A gun attack achieved by crossing the bogey's flight path (often at high angles). |
Pros: Quick to execute. |
Pros: You can keep your energy state high. |
Cons: Target has a less predictable flight path. |
Cons: More difficult to execute as you may only have a fraction of a second to get the kill. |
Air to Air: Guns Snapshot |
Mentally project the enemy flight path |
Position the pipper well in front of this path |
Correct as necessary to intersect the enemy flight path |
Fire as bogey comes into range |
CAUTIONWARNING It is exceedingly dangerous to lose sight of the enemy below the nose of your a/c. If this looks like occurring, maneouvre to keep the bogey to one side rather than below your a/c. |
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Air to Air: GUNS TRACKING SHOT |
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Defn: A gun attack achieved by maneuvering to the rear quarter of a bogey. |
Advantages: More certain kill once a tracking solution is achieved. |
Disadvantages: Longer time required More predictable flight path. This is very dangerous in a multi-bogey environment. |
Manoeuvre to the bogey's rear quarter |
Point your nose ahead of the target |
Match the bogey's bank |
Match the bogey's turn rate by keeping the bogey at a constant position in your HUD |
At this stage you are "In the saddle" |
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Pull up until the pipper is over the target | |
Fire short bursts | |
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Air to Ground |
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MISSION PROFILES |
The standard ground attack profile is known as a : HI - LOW - HI i.e. a High level ingress, a low level approach to target and a high level return to base. |
LOW LEVEL FLIGHT |
Set Pitch Ladder to 5 degrees | L |
Set Altimeter to ABOVE GROUND LEVEL | Shift A |
Fly BELOW 500 FEET |
CAUTIONWarning: Do not exceed 5 degrees pitch down when manoeuvering at low altitude |
AGM-65 MAVERICK |
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Radar DISPLAYED | Alt R |
AGM-65 SELECT | Backspace |
Select pre-programmed targets |
Wpn release when 'IN RNG' is displayed |
Egress |
A/C IS FREE TO MANOUEVER AFTER WEAPON RELEASE |
JINK |
FLARES | F |
CHAFF | C |
CCIP BOMBING |
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Select MK82 | Backspace |
Altimeter to ABOVE GROUND LEVEL | Alt A |
Head TOWARDS TARGETS |
Altitude 1,500 ft |
RELEASE BOMBS AS PIPPER PASSES OVER TARGET |
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JINK | |
FLARES | F |
CHAFF | C |
TARGETS OF OPPORTUNITY: AGM-65 Maverick |
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Radar DISPLAYED | Alt R |
AGM-65 SELECT | Backspace |
Enable Targeting system | Shift D |
MANOEUVER TDC OVER TARGET |
DESIGNATE TARGET | D |
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Release weapon when TDC flashes |
JINK | |
FLARES | F |
CHAFF | C |
NOTE: The target designator can be very useful for marking target locations. For example, on a low level sweep in bad weather and rugged terrain, marking a location as you fly past makes it easy to find your way back using the HUD range readout and the tactical view (F9). |
Landing ILS |
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HUD NAV MODE | N |
SELECT IAF (Initial Approach fix) | N |
Alt | 3000 FT |
Speed | 300 KTS |
SELECT FAF (Final Approach fix) | N |
FOLLOW GLIDE SLOPE |
Speed | 250 kts |
Gear DOWN | G |
Flaps DOWN | F |
SELECT RUNWAY WAYPOINT | N |
PUT VELOCITY VECTOR ON LANDING AREA |
AOA | 7-8 DEG |
Visual Landing |
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Approach the runway from any heading |
HUD NAV MODE | N |
Altimeter AGL MODE | Shift-A |
Alt | 600ft AGL |
Speed | 300 KTS |
DOWNWIND |
Position 1 mile ABEAM OF RUNWAY |
Alt | 600 ft AGL |
Speed | 250 KTS |
Gear DOWN | G |
Flaps DOWN | Ctrl-F |
ARC TO FINAL |
Position 1-3 MILES PAST THRESHOLD |
Throttle | 60% |
BANK LEFT AT 3g | |
INTERCEPT ILS | |
AOA | 7-8 DEG |
Place FPI ON RUNWAY |
TOUCHDOWN |
Throttle 10% |
Stick FORWARD |
Brake ON | B |
Taxi AT 30 KTS |
Carrier Take-off |
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CARRIER PRE-FLIGHT |
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TOWER "Ready to Launch" | |
Adjust the volume of your speakers or headphones | |
Make sure the control stick moves freely and is secure. | |
WARNING: Take care not to trigger weapons release. | |
CARRIER ENGINE START | |
Engines 60% RPM | 6 |
CARRIER NAVIGATION | |
Note bearing and Altitude to WP 1 | |
CAT LAUNCH |
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FULL AFTERBURNER | / |
Hold Stick 3/4 back | |
Release wheelbrake | B |
CARRIER CLIMB OUT |
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Pitch 20 DEG UP | |
Altitude INCREASING | |
Speed INCREASING | |
Gear UP | G |
Flaps UP | Ctrl-F |
Heading TO WAYPOINT 1 |
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ACM CONFIDENCE CHECKS | |
Radar DISPLAYED | Alt-R |
IFF HOSTILE | ; |
INSTRUMENT APPROACH |
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SELECT NAV MODE | N |
SELECT IAF | |
(Initial Approach Fix) | N |
Alt | 3000 ft |
Speed | 300 kts |
SELECT FAF (Final Approach Fix) | N |
Speed | 250 kts |
Gear DOWN | G |
Flaps DOWN | Ctrl F |
Hook DOWN | A |
FOLLOW GLIDESLOPE | |
SELECT CVN (Carrier) | N |
PUT FPI ON THE ARRESTOR WIRES | |
MAINTAIN AOA OF 7 - 8 DEGREES | |
VISUAL APPROACH |
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DOWNWIND | |
Heading Opposite course to carrier and 1 mile abeam | |
Alt | 600 FT |
Speed | 250 KTS |
Gear DOWN | G |
Flaps DOWN | Ctrl F |
Hook DOWN | A |
ARC TO FINAL | |
Position 1 1/2 TO 3 miles past carrier | |
BANK LEFT AT 3g TO INTERCEPT ILS | |
CAUTIONNOTE Remember that the landing bearing is 10 deg left of the carrier heading, so travel past the wake during the arc . |
Alt | 600 ft |
Speed | Reducing |
AOA | 7-8 DEG |
FINAL | |
FOLLOW ILS | |
Check GEAR, FLAPS, HOOK DOWN | |
AOA | 7-8 DEG |
WAVE OFF |
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Throttle FULL BURNER | / |
Gear UP as you leave the deck | G |
Flaps UP | F |
Adjust pitch to avoid impact with the sea | |
FLAME OUT ON APPROACH |
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Gear UP | G |
Flaps UP | F |
Engine RESTART | 0 |
Pitch 5 DEGREES UP | |
Emergency Checklists |
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MISSILE AVOIDANCE |
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IR and RADAR GUIDED MISSILES | Radar White dots |
Map Red arrows |
ECM ON | J |
MANOEUVER ACROSS THE MISSILE PATH |
DISPENSE FLARES | F |
CHAFF | C |
STALL RECOVERY |
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STALL WARNING HORN WILL SOUND |
Stick FORWARD |
Throttle 100 % |
Pitch DOWN 20 DEGREES |
RESUME LEVEL FLIGHT AS SPEED INCREASES |
If a fully developed stall occurs below 5,000 ft |
PULL EJECTION HANDLE | Ctrl E |
EJECTION |
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EJECTION is mandatory in these circumstances: |
1. Aircraft is in a descending attitude and cannot be leveled out |
2. Stall below 5,000 ft |
3. Spin below 10,000 ft |
4. Engine fire |
If time allows: |
Head towards the sea or unpopulated areas |
SLOW TO < 400 KTS | |
EJECTION SPEED RANGES | |
SAFE | 0 - 400 kts |
UNSAFE | 400 - 600 kts |
EXTREMELY HAZARDOUS | >600 kts |
At low level Pitch UP 20 DEGREES |
This imparts a higher trajectory to the ejection seat than ejecting from level flight |
PULL EJECTION HANDLE | Ctrl E |