MiGMan’s Flight Sim Museum

MiGMan’s Flight Sim Museum

Jetfighter III Checklists

Daily Duties Checklist
DutyLocation
Read your email to get latest intelCabin
Read the newspaperLibrary
Attend Mission BriefingBriefing Room
Select aircraftHangar
Load ordnanceHangar
Go to aircraftHangar
Take-off Checklist
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.
 Jetfighter III
Takeoff
Check control surfaces are moving freely and correctly
Take care not to trigger weapons release
Engine Start 
Brake ONB
Thrust 60 %6
Standard takeoff 
Flaps DownCtrl F
Engines to Burner 
WheelBrake offB
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.

CAUTION

WARNING 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 upG
Flaps upCtrl F
Navigation
Autopilot 
The autopilot steers the a/c towards the currently selected waypoint.
Auropilot onShift A
Autopilot offShift A
WARNING: The autopilot will not avoid terrain or land the aircraft.
Navigate to Waypoint
HUD to Nav modeN
View waypointsF7
Next waypointN
Previous waypointShift N
Look forwardF1
Follow the steering bugs to the waypoint
Note: The waypoints also appear as green dots on the map (M)
HASELL scan
Run this scan constantly during flight: 
HeadingOn the HUD
AltitudeOn the HUD
SpeedOn the HUD
EnginesOn the HUD
LookoutF2 - F4 - F3 - F4
 Jetfighter III
Map of the North cape area
Station Keeping
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
Pause the simulationCtrl P
Find the FPI (Flight Path Indicator)
Find the Pitch ladder
Adjust the Pitch ladderL
 Jetfighter III
HUD with pitch ladder turned off
 Jetfighter III
HUD with a 5 degree pitch ladder
 Jetfighter III
HUD with a 10 degree pitch ladder
Fast Jet Throttle Settings
Throttle Settings
Flight exercise: Cruise Throttle Setting
When you can comfortably maintain level flight, set the throttle to 80 %.
 Jetfighter III
80 & thrust
80 % thrust 
Flight exercise: MIL POWER
100 % throttle is known as MIL POWER ( Full military power)
Select MIL POWER0
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 
 Jetfighter III
Stage 5 afterburner
Stage 5 afterburner 
Set MIL power0
 Jetfighter III
The afterburner puts out a LOT of heat.. don't use it when there are enemy fighters about!
Climb and Descent
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 
 Jetfighter III
Note the altitude increasing
 Jetfighter III
F/A-18 Hornet in a 10 degree climb
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 
 Jetfighter III
20 degree climb
 Jetfighter III
F/A-18 Hornet in a 20 degree climb
Descend at 10 Degrees 
 Jetfighter III
10 degree descent
Descend at 20 Degrees 
 Jetfighter III
20 degree descent
Basic Flying Skills: Level Turns
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 flightAdjust the stick
Set cruise speed0
Look leftF2
 Jetfighter III
Looking Left
Look back leftF4
 Jetfighter III
Looking back left
Look rightF3
 Jetfighter III
Look Right
Look back rightF4
 Jetfighter III
Look back Right
Now that we are sure there is no conflicting air traffic in the immediate area, we can begin our turn.
Look slightly leftKeypad 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.
 Jetfighter III
Looking slightly left in a level turn
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
Climb to 20,000 feet and practice stall recovery.
Cut the throttle to 10% (1 key)1
Establish a 40 degree climb 
 Jetfighter III
Pitched up, prior to a stall
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
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
 Jetfighter III
Pulling up into the loop
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 % 
 Jetfighter III
Going over the top in an F/A-18
Pitch MAINTAIN 3 G's 
 Jetfighter III
Inverted and starting down
Level out at your original Heading, Altitude And Speed 
 Jetfighter III
Inverted and looking back... Whoooaaah!
Formation Flight
Look at your wingmanW
If the wingman is not in visual range:
Radar OnAlt R
IFF Discriminator ALL;
TARGET WINGMANT
TACTICAL VIEWF9
MANOEUVER TO FORMATION POSITION
 Jetfighter III
Echelon formation
 Jetfighter III
Line Abreast formation
 Jetfighter III
Adjust thrust and stick to maintain station
Air to Air checklist
Display the RadarAlt R
AIR TO AIR MODEEnter
Radar Range DOWNR
Radar Range UPShift R
IFF TOGGLE: All | Hostile | Friendly;
Designate Target
CLOSESTY
AHEADU
CYCLE ALLT
Target Range 6 - 20 km
Select AMRAAM
Steer TARGET DESIGNATOR BOX INTO TARGETING CIRCLE
Fire WHEN TD BOX FLASHES
 Jetfighter III
Locking up a radar target
 Jetfighter III
Target locked
Target Range 2 - 10 km
Select AIM-9
Steer TARGET DESIGNATOR BOX INTO TARGETING CIRCLE
Fire WHEN TD BOX FLASHES
 Jetfighter III
Firing an AIM-9 Sidewinder missile
Target Range 0 - 2 km
Select GUNS
Air to Air: GUNS SNAPSHOT
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

CAUTION

WARNING 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.
 Jetfighter III
Approaching an unsuspecting air target
Air to Air: GUNS TRACKING SHOT
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"
 Jetfighter III
Lining up for a tracking shot
Pull up until the pipper is over the target 
Fire short bursts 
 Jetfighter III
Manoeuvering behind the MiG-29
Air to Ground
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 degreesL
Set Altimeter to ABOVE GROUND LEVELShift A
Fly BELOW 500 FEET

CAUTION

Warning: Do not exceed 5 degrees pitch down when manoeuvering at low altitude
AGM-65 MAVERICK
Radar DISPLAYEDAlt R
AGM-65 SELECTBackspace
Select pre-programmed targets
Wpn release when 'IN RNG' is displayed
Egress
A/C IS FREE TO MANOUEVER AFTER WEAPON RELEASE
JINK
FLARESF
CHAFFC
CCIP BOMBING
Select MK82Backspace
Altimeter to ABOVE GROUND LEVELAlt A
Head TOWARDS TARGETS
Altitude 1,500 ft
RELEASE BOMBS AS PIPPER PASSES OVER TARGET
 Jetfighter III
Pipper on the target
JINK 
FLARESF
CHAFFC
TARGETS OF OPPORTUNITY: AGM-65 Maverick
Radar DISPLAYEDAlt R
AGM-65 SELECTBackspace
Enable Targeting systemShift D
MANOEUVER TDC OVER TARGET
DESIGNATE TARGETD
 Jetfighter III
The Target Designation box is handy when the target is beyond visual range
Release weapon when TDC flashes
JINK 
FLARESF
CHAFFC
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
HUD NAV MODEN
SELECT IAF (Initial Approach fix)N
Alt3000 FT
Speed300 KTS
SELECT FAF (Final Approach fix)N
FOLLOW GLIDE SLOPE
Speed250 kts
Gear DOWNG
Flaps DOWNF
SELECT RUNWAY WAYPOINTN
PUT VELOCITY VECTOR ON LANDING AREA
AOA7-8 DEG
Visual Landing
Approach the runway from any heading
HUD NAV MODEN
Altimeter AGL MODEShift-A
Alt600ft AGL
Speed300 KTS
DOWNWIND
Position 1 mile ABEAM OF RUNWAY
Alt600 ft AGL
Speed250 KTS
Gear DOWNG
Flaps DOWNCtrl-F
ARC TO FINAL
Position 1-3 MILES PAST THRESHOLD
Throttle60%
BANK LEFT AT 3g 
INTERCEPT ILS 
AOA7-8 DEG
Place FPI ON RUNWAY
TOUCHDOWN
Throttle 10%
Stick FORWARD
Brake ONB
Taxi AT 30 KTS
Carrier Take-off
CARRIER PRE-FLIGHT
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% RPM6
CARRIER NAVIGATION 
Note bearing and Altitude to WP 1 
CAT LAUNCH
FULL AFTERBURNER/
Hold Stick 3/4 back 
Release wheelbrakeB
CARRIER CLIMB OUT
Pitch 20 DEG UP 
Altitude INCREASING 
Speed INCREASING 
Gear UPG
Flaps UPCtrl-F
Heading TO WAYPOINT 1
ACM CONFIDENCE CHECKS 
Radar DISPLAYEDAlt-R
IFF HOSTILE;
INSTRUMENT APPROACH
SELECT NAV MODEN
SELECT IAF 
(Initial Approach Fix)N
Alt3000 ft
Speed300 kts
SELECT FAF (Final Approach Fix)N
Speed250 kts
Gear DOWNG
Flaps DOWNCtrl F
Hook DOWNA
FOLLOW GLIDESLOPE 
SELECT CVN (Carrier)N
PUT FPI ON THE ARRESTOR WIRES 
MAINTAIN AOA OF 7 - 8 DEGREES 
VISUAL APPROACH
DOWNWIND 
Heading Opposite course to carrier and 1 mile abeam 
Alt600 FT
Speed250 KTS
Gear DOWNG
Flaps DOWNCtrl F
Hook DOWNA
ARC TO FINAL 
Position 1 1/2 TO 3 miles past carrier 
BANK LEFT AT 3g TO INTERCEPT ILS 

CAUTION

NOTE Remember that the landing bearing is 10 deg left of the carrier heading, so travel past the wake during the arc .
Alt600 ft
SpeedReducing
AOA7-8 DEG
FINAL 
FOLLOW ILS 
Check GEAR, FLAPS, HOOK DOWN 
AOA7-8 DEG
WAVE OFF
Throttle FULL BURNER/
Gear UP as you leave the deckG
Flaps UPF
Adjust pitch to avoid impact with the sea 
FLAME OUT ON APPROACH
Gear UPG
Flaps UPF
Engine RESTART0
Pitch 5 DEGREES UP 
Emergency Checklists
MISSILE AVOIDANCE
IR and RADAR GUIDED MISSILESRadar White dots
Map Red arrows
ECM ONJ
MANOEUVER ACROSS THE MISSILE PATH
DISPENSE FLARESF
CHAFFC
STALL RECOVERY
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 HANDLECtrl E
EJECTION
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 
SAFE0 - 400 kts
UNSAFE400 - 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 HANDLECtrl E
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