Chuck's DCS A-10C Warthog Guide PDF
Chuck's DCS A-10C Warthog Guide PDF
A-10C WARTHOG
By Chuck
LAST UPDATED: 08/08/2016
1
TABLE OF CONTENT
• PART 1 – INTRODUCTION & TRAINING STRUCTURE PART 10 – OFFENCE: WEAPONS & ARMAMENT
• PART 2 – CONTROLS SETUP PART 11 – DEFENCE: RWR AND COUNTERMEASURES
• PART 3 – COCKPIT & GAUGES PART 12 – RADIO TUTORIAL
• PART 4 – START-UP PROCEDURE PART 13 – AUTOPILOT
• PART 5 – MISSION PREPARATION & TAKEOFF PART 14 – NAVIGATION & ILS LANDING
• PART 6 – LANDING PART 15 – AIR-TO-AIR REFUELING
• PART 7 – ENGINE MANAGEMENT PART 16 – OTHER RESOURCES
• PART 8 – UNDERSTANDING HOW SYSTEMS WORK
• PART 9 – UNDERSTANDING HOTAS
2
RTFM, or “Read The F*cking Manual”, is probably one of the most commonly used expressions in DCS… especially when the Fairchild Republic A-10C Thunderbolt
II “Warthog” is involved.
SETUP
INTRODUCTION These four letters represent what I hate the most about the flight sim community. “RTFM” is what you say to someone who asks for help when you want to get rid
of him. The philosophy behind this is that experienced pilots expect new guys to do their homework before they ask questions, since 99 % of the time the answer
will lie somewhere in the 671 pages long manual.
Is it fair? Yes and no. Some people genuinely dislike training new guys: it is a demanding task, it takes a lot of time and patience, and you need a structured approach
and exceptional communication skills to keep it somewhat interesting. On the other hand, giving a complex answer to someone who does not have a basic
understanding of aircraft systems may be a futile exercise. Sometimes, it is about ego: why would I give a new guy the answer when I had to read through the whole
bloody manual to know this stuff?
PART11––CONTROLS
Whatever the reason, I think that the “RTFM” philosophy only works with someone who already has a background in aviation and is already aware of what he needs
to know to fly the aircraft. I believe that someone who has little to no background in aviation needs a little more handholding. There’s nothing wrong with that: real
life Warthog pilots are trained for weeks before they earn their wings. I don’t expect you to reach that level of proficiency. After all, flight simulation is not a full-time
job: it is just a hobby.
The Warthog manual is a terrific resource, but it is a long, tedious and dry read. It is easy to feel discouraged and give up on the A-10C. I can’t tell you how many
people I know who bought the A-10C, and realized with horror that they had to go through a huge paper brick to be able to do anything. Where to start? What is
important? Is everything relevant? Can I skip some parts? Why do I need to learn this or that? All these questions overwhelm the majority of newcomers who give
up and let the A-10 gather dust on their hard drive, cursing the Flight Sim gods for their cruelty and the 40 bucks that went down the drain.
Therefore, I decided to create this guide to help the average Joe to be able to operate the Hog to a decent level. The structure of this document is how I would give a
course to someone who starts from scratch. Follow the guide section by section, and you should be able to know how to set up your controls, how the aircraft
systems work, how to operate your machine, how to use your weapons, how to navigate and how to stay alive.
I highly recommend that you fly the A-10C with a Thrustmaster Warthog throttle and HOTAS (Hands On Throttle-and-Stick). It’s expensive (550 bucks, yikes!), but for
an aircraft like the Warthog with so many switches… it is a necessity more than a nice-to-have. In my opinion, it is an investment that is completely worth it if you
are interested in flight sims since the quality and craftsmanship are top notch, and it just makes your life so much easier. You can fly the A-10C with a normal
PART
joystick, but be aware that you will have a LOT (read: shit-ton) of key bindings to remember. So, just remember… stay calm, don’t panic, we’ll go through it together.
We will first see what controls you will be playing with and a general layout of the cockpit. After, we’ll see how to choose your loadout, fire up the aircraft, takeoff,
fly and navigate. We’ll get to know some fancy acronyms, see a couple of systems and how they work. Once you have all that unsavoury stuff crammed into your
brain, we’ll blow some stuff up (yay!), see how not to end up in a smoldering pile of ashes and how to get back on the ground in one piece.
5
PART 21 – CONTROLS SETUP CONTROLS SETUP
ASSIGNING PROPER AXIS IS IMPORTANT. HERE ARE A COUPLE OF TIPS.
NOTE: IN YOUR CONTROLS, MAKE SURE YOU CHECK YOUR “TRIM” CONTROLS SINCE THE DEFAULT VERSION OF THE GAME HAS YOUR TRIM HAT SET TO
CHANGING YOUR VIEW RATHER THAN TRIM THE AIRCRAFT. SINCE MOST OF YOU ARE PROBABLY EQUIPPED WITH A TRACKIR ALREADY, I SUGGEST YOU MAKE
SURE THE TRIM HAT SWITCH IS SET UP PROPERLY.
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PART 2 – CONTROLS SETUP CONTROLS SETUP
BIND THE FOLLOWING AXES:
• NOTE: TO TURN ON THE GROUND, MAKE SURE NOSEWHEEL STEERING IS ENGAGED (GREY NOSEWHEEL
STEERING BUTTON ON YOUR HOTAS, WHERE YOUR PINKY FINGER SHOULD BE)
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PART 2 – CONTROLS SETUP CONTROLS SETUP
8
PART 3 – COCKPIT & GAUGES
Windshield
rain remove/wash
Canopy De-Fog Control
Bleed Air Control
Windshield de-fog/de-ice
Pitot Heat
Lighting Control
ILS: Instrumented Landing System Control Panel Panel
Console Light
Signal Lights Brightness Control
Switch
HARS: Heading and Attitude Reference Systems Control Panel
Engine Instruments Flight Instruments
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Lights Brightness Flood light brightness Light Brightness
Position Lights switch
PART 3 – COCKPIT & GAUGES
Emergency Oxygen Lever
Oxygen Flow Indicator
Oxygen Supply Pressure (PSI)
Oxygen Supply
Lever ON/OFF
10
PART 3 – COCKPIT & GAUGES
CMS: Countermeasures Panel
Canopy Switch
APU Generator
AC Instrument Inverter
Battery Switch
AC Generators
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PART 3 – COCKPIT & GAUGES
Hydraulic System
Engine ITT: Interstage Engine Fan Speed (RPM) Pressure Gauges
Turbine Temperature (deg C) Engine Core Speed (x1000 psi)
(RPM) Fuel Flow Indicator
(pounds per hour PPH)
Fuel Indicator
(lbs x 1000)
Fuel Indicator
APU EGT (Exhaust Gas Test Switch
APU RPM (%)
Temperature) Indicator (deg C)
14
UFC (Up Front Controller)
Altimeter (ft)
RWR: Radar Warning Receiver Airspeed Indicator (x100 kts) ADI: Attitude Director Indicator)
White needle: Current airspeed
Hashed needle: Max airspeed 15
Yellow index: max flap & gear extension speed (200 kts)
UHF Radio Frequency Repeater Range to selected Steer Point or
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PART 3 – COCKPIT & GAUGES
Jettison All External stores (except
Targeting Pod and ECM pods)
Landing Lights
Switch Master Arm Switch
ARM/SAFE/TRAIN GUN/PAC ARM
TV Function (Not functional)
LASER ARM
Seat Height
Adjustment Flaps Indicator SAI: Standby Attitude Indicator
HUD modes
Normal/Standby
HARS/SAS Override
Air Refueling Control Lever
Signal Light Test (open/close refueling port slipway door)
Main boost pumps
Fire Detect Bleed Air Leak
Test Fill Main Tank Disable (used when Fill Wing Tank Disable (used when
battle damage is sustained) battle damage is sustained)
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SAS (Stability Augmentation System)
Microphone
Engine Flow Switches
Airbrakes Control NORM: No exceeding ITT is possible
OVERRIDE: Exceeding ITT is possible
Boat Switch
Engine Operate Switches
China Hat Switch
IGN: Manual Engine Ignition
NORM: Normal Engine Ignition
MOTOR: Purge Engine Combustion Chamber
Flaps Control
Landing Gear Warning Silence Switch
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PART 3 – COCKPIT & GAUGES IFF (Identify Friend or Foe) Panel
IFF Antenna
Control
UHF Antenna
Control
24
1. Battery - ON
3
7
10c
25
10a
12. APU switch – START
14
IDLE POSITION
13
OFF POSITION
15
19
26
20. EGI, CDU & Pitot Heat switch – ON (alignment will take approx. 4 minutes)
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29
24 25
27
26
28
27
30. DTS cartridge is loaded when there are asterisks next
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34
33
28
35. Select the OSB next to “TAD” (Tactical Awareness
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37
37
38
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40. Select EGI (Embedded GPS Inertial Navigation System) navigation mode.
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41
42
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43 30
PRE-FLIGHT – WHAT YOU NEED TO DO, AND WHY IT MATTERS
PART 5 – MISSION PREPARATION Some people start their aircraft and are up in the air 10 minutes later.
Some people start their aircraft and are up in the air 1 hour later.
It’s not always a matter of how “quickly” you can go through the start-up procedure. It is mostly a matter of flying your aircraft “smartly”. The A-10C is an
incredibly complex module, and it is no surprise that the DCS manual is more than 650 pages long. This guide will not teach you everything a real life A-10C pilot
does: it would probably take much more than 1000 pages and months to learn. This guide is meant to be a quick n’ dirty tutorial to start the machine,
communicate and operate with other players, fly and destroy targets while staying alive. You will not learn how to use every bomb. You will not learn how to use
advanced functionalities of the CDU. You will not learn every tactic, every manoeuver, every emergency procedure… What you’ll learn is the basics that allow you
AND TAKEOFF
to build a solid knowledge basis that will allow you to expand upon it by reading the manual.
Many new pilots complain about the length of the start-up procedure and think that doing the pre-flight checks we’re about to do is a huge waste of time since
you spend 5 to 10 more minutes on the ground instead of flying. In all honesty, I thought that way too at the beginning. I wanted action, and I just thought that
firing up the Hog and taking off as quickly as possible was the most efficient way to go find some trouble. Experience taught me that it is better to spend 5
additional minutes on the ground to prepare your systems in a relaxed environment than to spent 10 minutes in the air in a stressful situation to do the same
task. You are much more likely to make mistakes and start panicking when you are in a stressful situation, just like pilots in real life. Be structured, be prepared,
and you will be amazed to realize how much more efficient you can be.
One of the key things I tell new guys is to concentrate on your systems when you are on the ground and to concentrate on flying when you are in the air. One of
the biggest challenges for modern aircraft is the workload: it is critical to manage this workload properly if you do not want to be overwhelmed by it. Set up your
systems properly on the ground so you don’t have to worry about them in the air.
There are the things you can do on the ground that will save you precious time and brain cells:
1. Identify yourself on the TAD (Tactical Awareness Display) and identify your wingmen
2. Programming your weapons using the DSMS (Digital Stores Management System)
3. Setting up your countermeasure programs (or simply use a preset program that suits your needs).
4. Set up your radio frequencies (usually given through mission briefing)
5. Get to know your flight plan in advance (consult waypoints/steerpoints on your TAD)
In a single-player mission, you are unlikely to fully appreciate the functionality behind the TAD. A multiplayer session allows you to better understand why the
TAD is so useful and how it should be used to give you information that is both precise, concise and relevant. A common practice to do when your TAD is loaded
is to set your own ID. You have both a GROUP ID and a personal OWN ID. You don’t really need to touch the GROUP ID (apart from situations where there are
way too many planes in a same sector, which is unlikely to happen in DCS), but setting up your OWN ID is useful for your wingman. Why? Because if you set your
own ID, all members with your same GROUP ID will be able to see your OWN ID pop up on their TAD. For instance, if I set my OWN ID to “19” and my GROUP ID
to “1”, every person in GROUP ID #1 will see an icon with “19” pop on their TAD. This way, they can know where I am. They can even send me messages, target
locations and track my position using the HUD and their flight computers!
AND TAKEOFF
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PRE-FLIGHT – DSMS, OR HOW TO MANAGE YOUR BOMBS, MISSILES AND SHIT
PART 5 – MISSION PREPARATION When you spawn, you typically have a set of various weapons mounted on your wing pylons. The reality is that more often than not, you will want to change
your loadout and set it to your own liking.
This is where the DSMS (Digital Stores Management System), also nicknamed “DIZMAS” comes into play. Most WWII/Korea/Vietnam era weapons were
relatively simple since most of the aiming was done manually or with gyro-assisted gunsights. However, with the coming age of computers, dropping bombs and
guiding missiles with pin-point accuracy became possible. Ground strikes became much more precise, but such complexity required an interface for the pilot to
work with. In order to manage “smart” bombs and missiles, the DSMS was created to help the pilot to program them: how many are launched, how they behave,
how and when they explode, etc.
AND TAKEOFF
It is easy to feel overwhelmed by the DSMS page at first. You can customize pretty much anything you could think of on any kind of ordnance you are carrying. No
need to panic yet: there is no way in hell you will be able to remember every single procedure by heart. We will simply explore together how the Dizmas works,
so you can operate it by yourself and know what you are doing… without ever needing to read this godawful wall of text ever again. Deal?
First, we will assume that you are starting your mission from scratch and that you load your weapons manually using “\” and the Ground Crew. The DSMS cannot
“guess” if you changed your weapon loadout or not, so you need to tell the computer to check or re-check what ordnance is loaded.
NOTE: You can avoid having to re-load your DSMS by simply spawning, choosing your desired loadout, and only then proceed with the start-up procedure.
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WRONG DSMS LOADOUT GOOD DSMS LOADOUT
HOW TO RELOAD DSMS
PART 5 – MISSION PREPARATION
3
AND TAKEOFF
1 2 4
2) Click and hold “MSG” OSB until you see 3) Click on “Load” OSB on the right menus
1) Click on “CDU” menu OSB on right MFCD 4) Click on lower “MSG” OSB. OSB will change from “MSG” to “LOAD”.
the menus appear next to the right OSBs.
6) Click on “LOAD ALL” OSB on the right to reload all DSMS stations. 34
5) Click on the new lower “LOAD” OSB menu.
Reload is complete when asterisks appear next to every menu.
DSMS MENUS
PART 5 – MISSION PREPARATION From the main DSMS menu, you can
access 4 sub-menus. You can go back to
the main menu by clicking the “STAT” OSB
(upper left corner).
AND TAKEOFF
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JETTISON DSMS MENU INVENTORY DSMS MENU
HOW TO MODIFY
PART 5 – MISSION PREPARATION
3
WEAPON PROFILES 2
CURSOR 4
1. From the MAIN DSMS menu, select “PROF”
OSB.
2. Move green cursor using the OSBs to the left 7
to cycle through weapon profiles.
3. Once green cursor is next to desired weapon
2
profile, select “VIEW PRO” OSB to open
profile settings/options.
AND TAKEOFF
4. Select appropriate firing mode (Ripple Single 6
is recommended) and choose what setting
on the right OSB row you want to modify.
5. Using the UFC scratch pad, enter in the HUD
the new value for the setting you want to
modify (ex: “1” for RIPPLE QUANTITY) NOTE: You can click “CHANGE SETTINGS” to
6. Select appropriate OSB for the setting you access additional weapon release settings.
want to change (ex: “RIP QTY”).
7. Click “Save” OSB to save profile once all NOTE: In other words, you modify a profile setting by
settings are OK. entering the new setting value from the scratch pad
1 first, and THEN you select the setting you want to
apply this value to. Note that some settings like
CCRP/CCIP weapon release mode do not require user
input from UFC scratch pad: you can just click the OSB
NUMBERS ENTERED FROM UFC
next to the parameter to toggle it.
5
“CLEAR” UFC IF YOU MADE A MISTAKE OR
GET THE “ERR” NOTICE ON HUD. 36
MISSION LOADOUT
PART 5 – MISSION PREPARATION
RECOMMENDED WEAPON LOADOUT
STATION STORE DESCRIPTION
1 AN/ALQ-131 ECM JAMMER POD Electronic Countermeasures
ESSENTIAL
Jammer Pod
6 EMPTY
FUEL 75 %
37
DSMS PROFILES
PART 5 – MISSION PREPARATION
GBU-12 GBU-38 MK-82 MK-82 AIR
AND TAKEOFF MAIN PROFILE PAGE MAIN PROFILE PAGE MAIN PROFILE PAGE MAIN PROFILE PAGE
ADVANCED SETTINGS PAGE NOTE: GBU-38 DEFAULT ADVANCED SETTINGS PAGE ADVANCED SETTINGS PAGE
ADVANCED SETTINGS
ARE GOOD. NO NEED TO
TOUCH THEM.
38
1
DSMS PROFILES
PART 5 – MISSION PREPARATION MAVERICK AIR-TO-GROUND MISSILE
on the right MFCD, press “2” on the UFC and click on the “SLEW” OSB.
3 39
TAKEOFF
PART 5 – MISSION PREPARATION 1. Ensure ANTI-SKID is on.
2. Taxi using toe brakes with Nosewheel Steering ON (keyboard binding:
“INSERT”).
3. Make sure your Pitot Heat is ON during cold conditions.
4. Press the TAKEOFF TRIM switch to ensure you are trimmed for takeoff.
5. Set flaps for takeoff (7 deg) and ensure speedbrakes are closed.
AND TAKEOFF
6. Hold down brakes, MAX throttle.
7. Release brakes and start rolling.
8. Disengage Nosewheel Steering (OFF) when you reach 70 kts.
9. Rotate at 135 kts. Landing Gear and Flaps UP.
10. Start climbing at a 10 deg AoA (Angle of Attack) angle. Do not yank
back on the stick to get airborne: let it fly off the runway by itself.
NOSEWHEEL
STEERING
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NORMAL 360-DEGREE LANDING APPROACH
1. Initial Approach
• 2000 ft
• 250-300 kts
2. Downwind leg
PART 6 – LANDING
• 2000 ft
• 200-250 kts
3. Base Leg
• 1500 ft
• 150 kts
4. Before Glide Path Final Approach
• Extend Airbrakes (40 %)
• Lower Landing Gear
• Flaps DOWN (fully extended)
5. On Glide Path Final Approach
• -500 ft/min descent rate
6. Touchdown by letting yourself
glide on the runway. No need to
flare.
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PART 7 – ENGINE MANAGEMENT
You’re in luck, there is really not much for you to learn regarding engine management. Yay!
It is always wise to check on the front panel the RPM, EGT and ITT gauges to make sure they are all in the
green, but engine management is fairly simple and does not require much of your attention (unlike the
million other armament and navigation systems you need to deal with).
The TF-34-GE-100A engines of the A-10C are placed in a rather unusual configuration: they are mounted
high on the rear fuselage between the wings and the rear stabilizers. The vertical stabs provide additional
protection against small arms fire: it is an intelligent design choice when you consider the fact that the A-
10C is a ground-pounder and sometimes has to go pretty close to provide accurate close air support (CAS)
to the troops on the ground.
• The high mounting reduces the likelihood of the engines ingesting Foreign Object Debris (FOD) when
operating from rough, forward bases in war-time.
• Engines can remain running when aircraft is being rearmed and refueled. This leads to faster mission
turn-around.
• Ease of servicing the engines.
• Reduced IR signature from below due to the shielding of the horizontal stabilizer.
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THE MYSTERY OF THE HUD AND MULTI-FUNCTION COLOR DISPLAYS
PART 8 – UNDERSTANDING HOW The MFCDs often seem to confuse new pilots. It is hard to go from a prop plane to an aircraft that works just like a computer, isn’t it? So many
different programs, so many switches, so many settings… It is easy to feel at loss when you have no idea what is under the hood.
The trick in understanding how the HUD and MFCDs work is to think of them like computer monitors. In fact, it works almost exactly like a
computer. While you are used to have Google Chrome, Itunes, Word and other programs running simultaneously on a single screen, you can
switch between different windows, right? Well, this time you’re flying an A-10C, not a PC or a Mac. The TAD, TGP, MAV, CDU and DSMS are all
SYSTEMS WORK
different systems that can run at the same time (just like the computer programs and apps a la Candy Crush that you use in your everyday
life). The MFCDs can only “display” two system interfaces at once, though… it kind of makes sense since you only have two screens, doesn’t
it? Just like in a computer, you can choose what you want to show on any screen.
A computer screen is pretty, but it is
useless if you cannot use it. This is why
you have a mouse and keyboard.
However, the A-10C does not have a
mouse and keyboard: instead, it has
sets of grey OSBs (Option Select Button)
around each MFCD, a UFC (Up Front
Controller) on your front dash, another
keyboard next to your CDU (Control
Display Unit) on the right console and it
has a HOTAS (Hand On Throttle-and-
Stick), which are the fancy buttons on
your joystick and throttle.
SCREENS
SYSTEMS WORK
SCREEN
CONTROLLER
CONTROLLERS
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THE MYSTERY OF THE SOI AND SPI
PART 8 – UNDERSTANDING HOW You will hear these terms all the time: SOI, which means “Sensor of Interest” and SPI, which means “Sensor Point of Interest”.
The A-10C can “see” in many ways: you can look through the canopy, but you can also use different sensors like the TGP (Targeting Pod), the
MAV (Maverick Air-to-Ground missile), the TAD (Tactical Awareness Display) or even the HUD (Heads Up Display). They are all different
sensors that can be controlled with the different “controls” we spoke about earlier... like the HOTAS. Making a sensor SOI basically means that
you take control of this sensor. In “computer terms”, it is the equivalent of using Alt-Tab to select which window you want to use your mouse
SYSTEMS WORK
and keyboard in. If you want to control the infrared camera embedded in your TGP, you need to select the TGP by “making it your SOI”.
A SPI, on the other hand, is where your SOI (the Sensor of Interest that you
are currently controlling) is pointing. It is basically your mouse’s cursor. In
other words, you use a SPI to lock on targets and throw shit at it that blows
up. In order to use a weapon, the procedure is always the same: choose a
Sensor of Interest (SOI) like your TGP, your HUD or a MAVerick Missile’s
seeker head, and once you have made this sensor your SOI, control your SPI
(camera “cursor”), move it on a target, slave your sensors to this SPI, lock
your target and fire your weapons according to the procedures elaborated in TGP: TARGETING POD
the WEAPONS part of this guide.
ASTERISK = SENSOR IS SOI
45
TAD Sensor TGP Sensor MAV Sensor HUD Sensor
HOTAS: HOW TO USE IT
For example, TMS UP LONG means that you press the TMS switch UP for 1 to
3 seconds. DMS RIGHT SHORT means that you press the DMS switch RIGHT
for a very short duration of time (less than 1 second), or like a simple button 46
press.
PART 9 – UNDERSTANDING HOTAS
47
PART 9 – UNDERSTANDING HOTAS
48
THE WEAPONS
The A-10C can use a HUGE variety of weapons.
WEAPONS & ARMAMENT A good loadout is not necessarily the biggest bomb: a good loadout is the one
that you know how to use and are most comfortable with… and yet that
remains flexible enough to allow you to adapt to different targets and
PART 10 – OFFENCE
situations.
• Unguided rockets
• Guns
• Air-to-Ground Missile
• Ex: AGM-65 MAVERICK (AGM = Air-to-Ground Missile)
• Air-to-Air Missile
• AIM-9 SIDEWINDER
• Unguided bombs
• Ex: Mk-82, Mk-82AIR, Mk-84
• PGM: Precision Guided Munition
• LGB: Laser-Guided Bombs / GBU (Guided Bomb Unit)
• Bomb is guided by a laser beam from operators on the ground,
a JTAC or your own TGP (targeting pod).
• Ex: GBU-10, GBU-12
• IAM: Inertially Aided Munition
• JDAM (Joint Directed Attack Munition)
• Bomb is guided by a GPS satellite. Fire & Forget.
• Ex: GBU-38, GBU-31
• WCMD (Wind Corrected Munition Dispenser)
• Guided by INS (Inertial Navigation System) . Fire &
Forget. 49
• Ex: CBU-87, CBU-97, CBU-105
THE PROCEDURES
These are the steps you must do in order to fire a weapon.
Note: Rob10 from the DCS forums did a couple of lists and detailed procedures on how to use each weapon type. These
charts are listed at the end of this section, so I recommend that you print them out. This is good, useful stuff.
There is also another tutorial by Sim that shows weapon employments with lots of pretty pictures.
http://simhq.com/forum/ubbthreads.php/topics/3171145/How_to_use_weapons_Picture_gui.html#Post317114550
STEP 1: PICK A WEAPON
• To use default weapon profiles (not the ones you modified): Select desired weapon by selecting the DSMS (Digital Stores Management System) page on your
MFCD and by clicking on the OSB next to weapon stations. You can select multiple stations at once provided that they are loaded with the same kind of
bomb/weapon.
WEAPONS & ARMAMENT • To use the weapon profiles you just modified: Make HUD SOI (COOLIE HAT UP SHORT) and cycle through weapons using DMS RIGHT SHORT or DMS LEFT
SHORT. You will see what weapon you selected on the HUD.
PART 10 – OFFENCE
51
STEP 3: PICK DELIVERY MODE - CCRP VS CCIP
There are 2 ways to deliver a weapon: CCRP or CCIP modes.
CCIP mode is the traditional dive bombing approach: you dive on target and the
WEAPONS & ARMAMENT reticle will tell you where the bomb will impact.
surrounding your target. The lower you go, the more vulnerable you are. This is
why CCRP release mode was invented.
CCRP mode allows you to fly straight and level without having to dive down. The
HUD will tell you when to release your bomb for the target you have designated
with your Targeting Pod (TGP). It is a much safer way to release a bomb, but as
you may have guessed already, it is a bit less precise.
CCIP: Continuously Computed Impact Point
Using CCRP or CCIP is up to you and the situation you are in. Some pilots prefer to
use CCIP, while others would not touch CCRP with a 10-ft pole. Both delivery
modes work, and only experience will teach you what you prefer to use, and in
which situations. As shown previously, CCRP or CCIP delivery can be set
throughout the DSMS during the PREFLIGHT phase.
Your delivery mode can be set throughout your DSMS in your weapon profiles.
53
STEP 4: PICK A TARGET
OPTION 1: USING THE HUD AS SOI
OPTION 2: USING THE TARGETING POD (TGP) AS SOI (COOLIE HAT LONG LEFT OR RIGHT DEPENDING ON WHICH MFCD TGP IS SET TO)
OPTION 3: USE THE MAVERICK SEEKER HEAD (MAVERICK MISSILE ONLY) AS SOI
WEAPONS & ARMAMENT
PART 10 – OFFENCE
56
STEP 5: FIRE/RELEASE WEAPON
ROCKETS - CCIP
WEAPONS & ARMAMENT 1. Set the HUD your SOI by pressing COOLIE
HAT UP.
2. Select CCIP mode with Master Mode button.
PART 10 – OFFENCE
CCRP is not very precise and not
recommended for rockets.
3. Select rocket profile using DMS LEFT SHORT
or DMS RIGHT SHORT.
4. Dive on target and press WEAPONS RELEASE
button to fire rockets.
57
STEP 5: FIRE/RELEASE WEAPON
UNGUIDED BOMBS - CCIP
58
STEP 5: FIRE/RELEASE WEAPON
UNGUIDED BOMBS - CCRP
59
STEP 5: FIRE/RELEASE WEAPON
IAM: INERTIALLY-GUIDED MUNITIONS (JDAM)
60
STEP 5: FIRE/RELEASE WEAPON
LGB: LASER-GUIDED BOMBS
61
STEP 5: FIRE/RELEASE WEAPON
AGM-65 MAVERICK: AIR-TO-GROUND MISSILE
62
STEP 5: FIRE/RELEASE WEAPON
AIM-9 SIDEWINDER: AIR-TO-AIR MISSILE
63
PART 10 – OFFENCE
WEAPONS & ARMAMENT
64
PART 10 – OFFENCE
WEAPONS & ARMAMENT
65
PART 10 – OFFENCE
WEAPONS & ARMAMENT
66
PART 10 – OFFENCE
WEAPONS & ARMAMENT
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COUNTERMEASURES – INTRODUCTION
Countermeasures are very simple to use. You have three countermeasure types at your disposal: flares, chaff and an ECM (Electronic Countermeasure) jammer. We
Missiles can generally track you using 2 things: radar signature (radar waves are sent on you and you reflect them, which is called a “radar signature”) and heat
signature (like the exhaust of your engines). Countermeasures will only be effective against the kind of weapon it was meant to counter; a heat-seeking missile
will not care if you deploy electronic countermeasures against it since it tracks heat, not radar signatures. This is why it is important to know what is attacking you
PART 11 – DEFENCE
in order to counter it properly. This is what the RWR (Radar Warning Receiver) is for: to help you know what is firing at you so you can take the adequate action to
counter it.
Flares are used against missiles that track heat (infrared or
IR) signatures. Instead of going for the heat signature
generated by your engines, a missile will go for a hotter heat
source like flares.
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ELECTRONIC COUNTERMEASURE (ECM) JAMMER
You have four main ECM jammer modes:
JAMMER MODE
• AAA: counters radar-directed gun systems like the ZSU-23-4 and the ZU-23. INDICATOR
COUNTERMEASURE
You can switch between jammer modes using the jammer mode selector button next
to the RWR. The jammer mode indicator tells you the mode you are using and the
PROGRAM # CHAFF # FLARES
status of the jammer. For instance, “OPR SAM1” means that you are using (operating)
your ECM program SAM1. “SBY” means that your ECM is not actively jamming enemy
radar. Keep that in mind.
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RWR: RADAR WARNING RECEIVER
Your RWR will tell you what is around you with a top-down view, both friendly and enemy contacts. The closer the symbol to the center of the circle, the
A symbol without a circle around it means that the radar is in search mode (in other words: not tracking you yet).
A symbol with a steady circle around it indicates that the radar is tracking/locked on to your aircraft. A missile is not heading your way yet, but it can be any
PART 11 – DEFENCE
A symbol with a flashing circle around it indicates that the radar is supporting a missile that has been launched at you. You are about to receive a missile
right up the arse. This is where you pop chaff, flares, ECM and start your evasive manoeuvers.
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RWR SYMBOL LIST
List made by .408-X~RAY
Note: “U” symbol stands for “Unknown”, which is sometimes attributed to ships.
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THE ART OF DEFEATING A MISSILE
Evading missiles is an art: this is what we call “defeating a missile”. There are many videos that explain it well (much better than I
A PRACTICAL GUIDE TO MISSILE EVASION – TRAINING IN FALCON 4.0, by Mark “Boxer” Doran
http://www.simhq.com/_air/air_016a.html
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You have three main radios on your left console.
• The AN/ARC-186(V) VHF AM # 1 radio set is used for air and ground units
• frequencies between 116.00 and 151.975 MHz
PART 12 – RADIO TUTORIAL • The AN/ARC-186(V) VHF FM #2 radio set is used for communications with JTAC units
• frequencies between 36.000 and 76.000 MHz
• The AN/ARC-164 UHF radio set is used for wingmen, support flights, air traffic controllers
• frequencies between 225.000 and 399.975 MHz
• The Intercom Panel allows you to choose which radio set Advanced radio tutorial:
you communicate on. http://en.wiki.eagle.ru/w/images/e/e4/DCS_A-10C_Warthog_Radio_Tutorial.pdf
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RADIO FREQUENCIES – AIRFIELDS
LOCATION FREQUENCY
PART 12 – RADIO TUTORIAL Anapa 121.0
Batumi 131.0
Beslan 141.0
Gelendzhik 126.0
Gudauta 130.0
Kobuleti 133.0
Kutaisi 134.0
Krasnodar Center 122.0
Krasnodar Pashkovsky 128.0
Krymsk 124.0
Maykop 125.0
Mineral’nye Vody 135.0
Mozdok 137.0
Nalchik 136.0
Novorossiysk 123.0
Senaki 132.0
Sochi 127.0
Soganlug 139.0
Sukhumi 129.0
Tblisi 138.0
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Vaziani 140.0
The Auto-Pilot is fairly simple: select one of the three auto-pilot
modes (PATH, ALT/HDG or ALT) and engage auto-pilot. Be advised:
auto-pilot will only engage if you are flying level (+/- 5 degrees). If
auto-pilot is engaged, the mode will be displayed on your HUD.
Engage/Disengage
Autopilot mode Autopilot
ENGAGED. Autopilot
Modes
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THE HUD AND TACTICAL AWARENESS DISPLAY (TAD)
The TAD is one of the most important tools at your disposal for navigation.
PART 14 – NAVIGATION & ILS
On the TAD, you can see friendly contacts and the different waypoints. Generally, a
mission is planned by setting waypoints that will show your mission’s flight plan. If a
mission maker is smart, he will make sure that these waypoints are set properly in the
mission file. The difference between a steerpoint and a waypoint is that a steerpoint is
the waypoint you are currently selecting and flying towards. Your CDU (flight computer)
can stock hundreds of waypoints, yet your HUD can only track one waypoint at a time,
which is what we call a steerpoint. Of course, you can also change, add or remove
waypoints manually if you want, but I will let you check the A-10C manual for that.
LANDING
You can zoom in or zoom out in the TAD by making it your SOI (COOLIE HAT LEFT LONG if
your TAD is set up on your left MFCD) and pressing your DMS switch UP or DOWN. Most
of your navigation information is also displayed on the HUD. We will come back to this
later on.
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NAVIGATION SYSTEMS: NMSP, EGI, HARS, TISL, TACAN & ILS
PART 14 – NAVIGATION & ILS
NMSP/NIMSIP, or the Navigation Mode Select Panel, allows you to choose which navigation system to use.
LANDING
EGI (pronounced “eggi”) is an Embedded GPS/INS navigation system. This is your primary system for navigation, using the waypoints
and flight plan database stocked in the CDU (Control Display Unit).
HARS is a Heading Attitude Reference System, a legacy system of the A-10A. It is used as a backup gyro-system to EGI that provides
heading and attitude aircraft state.
TISL is a “Target Identification Set, Laser” system that detects and tracks reflected laser energy. In real life, TISL system is used to
track targets that are laser designated by other assets like aircraft or ground forces. This system is not fully implemented in DCS.
TACAN is a Tactical Air Navigation System used by the military. TACAN beacons can be placed on ground stations, airfields or even
aircraft themselves like tankers. A TACAN beacon will provide you line-of-sight bearing and range to the selected TACAN station. We
will explore TACAN functionality in the Air-to-Air refueling section.
ILS (Instrumented Landing System) is typically used during night and/or foul weather. This system will give you indications on what
heading and what gliding slope to take in order to make a successful approach to an airfield.
The following slides will show you how to use these systems. Obviously, we won’t explore all their functionalities: it could take yet
another few hundred pages… and ain’t nobody got time for that. 78
WAYPOINT, STEERPOINT AND CDU
The CDU (Control Display Unit) is the brain of your aircraft. This is where all the
PART 14 – NAVIGATION & ILS relevant information that we are too lazy to remember is stocked. I’m pretty sure
that you could program your coffee machine from the CDU if you had one installed
in the A-10C: it is a tool that is just that powerful.
We have seen before what a waypoint and a steerpoint are. You can cycle through
your waypoints by making your HUD SOI (COOLIE HAT UP SHORT) and using your
DMS switch UP or DOWN to cycle through your waypoints. Each time you have a
selected steerpoint, your HUD will display you a TVV (Total Velocity Vector) for you
to follow in order to get to this waypoint.
LANDING
But what if you are completely lost and want to head to a particular airfield? What
if you have no idea of where it is, the radio tower frequency, if there is an ILS
system installed or not? Well, the CDU can help you with that. I told you that we
wouldn’t really go in-depth with the CDU, but this trick is just too cool not to talk
about. Yes, I lied… sue me.
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WAYPOINT, STEERPOINT AND CDU
If you are lost, you can use the CDU to help you find a
PART 14 – NAVIGATION & ILS place to land.
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ILS TUTORIAL
PART 14 – NAVIGATION & ILS
1. ILS approach
2. Final Approach
3. Outer ILS marker
4. Inner ILS marker
5. Missed Approach
LANDING
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ILS TUTORIAL
Our ILS approach will be done to Batumi airfield. Using our CDU trick learned in the “Waypoint, Steerpoint & CDU” slide, we can easily find the ILS
PART 14 – NAVIGATION & ILS frequency (110.30), runway heading (130) and radio tower frequency (131.000).
LANDING
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ILS TUTORIAL
1. Set your VHF radio to TR (transmit-receive), set frequency to
PART 14 – NAVIGATION & ILS 131.000 and call the tower for inbound request.
2. Enter ILS frequency 110.30 rotating the PWR and VOL knobs with
the mousewheel. Turn ILS system power ON by right clicking on
the PWR switch.
3. Set your HSI (Horizontal Situation Indicator) course to 130 (runway
heading) with your mousewheel.
4. On the NMSP panel, set homing mode to ILS and navigate towards
runway.
2
LANDING
4
3
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ILS TUTORIAL 5
5. Align yourself with the runway using the ADI (Attitude Director
PART 14 – NAVIGATION & ILS Indicator) and the HSI.
AOA INDEXER:
GOING TOO FAST WHITE LIGHTS:
• The yellow line on the HSI will help you align yourself with
ABOVE GLIDE SLOPE = OK
the runway.
6. When lined up with the runway, deploy flaps and airbrakes as
required to get a good landing speed Adjust glide slope according
to AoA Indexer (green circle = good speed) and lights on the
runway. Touchdown like you normally do.
• white lights = above glide slope = OK
• red lights = under glide slope = NOT OK
LANDING
YELLOW LINE
ALIGNED & CENTERED WITH HSI
ADI COURSE
6 ALIGNED WITH ILS
AOA INDEXER:
AOA & SPEED = OK
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PART 14 – NAVIGATION & ILS
LANDING
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AIR-TO-AIR REFUELING – WHY WE ALL HATE IT
Why? Well, one of the main reasons for the difficulty behind refueling is the skill required to do formation flying.
Flying in formation with another aircraft requires much more practice than you would initially think. Another reason
is pure physics: there is this thing called “wake turbulence”. An aircraft flies through a fluid: air. Just like with any fluid,
if you have something that displaces itself through it at a certain speed, the fluid will become disrupted (turbulence).
Wingtip vortices and jetwash are both effects of this simple concept. Wake turbulence is the reason why airliners
need to wait a minimum time between takeoffs: flying through disrupted air will destabilize the aircraft and it is
unsafe, especially during critical phases of flight like takeoff and landing.
Unfortunately, wake turbulence is something a pilot has to deal with during air-to-air refueling. This is why the
aircraft will fly just fine when approaching the tanker, but start wobbling around when flying in close proximity of the
refueling boom and tanker engines.
NOTE:
Some pilots prefer to set
their joystick to pitch
and roll axes curvatures
set with a curve of 15
and a deadzone of 5.
Control curves are up to
your personal
preference.
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AIR-TO-AIR REFUELING – HOW TO
7
2
5
3 6
13
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AIR-TO-AIR REFUELING – HOW TO
14
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AIR-TO-AIR REFUELING – HOW TO
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RESOURCES
PART 16 – OTHER RESOURCES
Bunyap’s Youtube Channel
https://www.youtube.com/user/4023446/playlists
VTAG Handbook
http://vtacticalairgroup.net/downloads/common/VTAG%20Handbook.pdf
KIAS Knots Indicated Airspeed NWS Nosewheel Steering SOI Sensor of Interest UFC Up Front Controller
LAAP Low Altitude Autopilot NVIS Night Vision Imaging System SPI Sensor Point of Interest UHF Ultra High Frequency
LAR Look Aside Ranging ORP Optimal Release Point SPJ Self Protection Jammer VHF Very High Frequency
Low Altitude Safety and Targeting
LASTE OSB Option Select Button SRU Shop Replaceable Unit VPU Vertical Position Uncertainty
Enhancement
Tactical Awareness
LOS Line Of Sight OWC Obstacle Warning Cue TAD VVI Vertical Velocity Indicator
Display
LRU Line Replaceable Unit PAC Precision Attitude Control TAS True Airspeed WCMD Wind Corrected Munition Dispensor
MAP Missed Approach Point PBIL Projected Bomb Impact Line TDC Target Designation Cursor WCN Warning, Caution, and Notes
MFCD Multifunction Color Display PR Passive Ranging TER Triple Ejector Rack
MGRS Military Grid Reference System PRF Pulse Repetition Frequency TGP Targeting Pod
Target Identification Set
MMCB Master Mode Control Button RGS Required Ground Speed TISL
Laser
Target Management
MRC Minimum Range Cue RIAS Required Indicated Airspeed TMS
Switch
Time of Fall / Time of
MRFCS Manual Reversion Flight Control System RTAS Required True Airspeed TOF
Flight
MRGS Multiple Reference Gunsight RWR Radar Warning Receiver TOT Time On Target
MRS Minimum Range Staple SADL Situational Awareness Datalink TP Target Practice
MSL Mean Sea Level SAI Standby Attitude Indicator TTG Time To Go
MWS Missile Warning System SAS Stability Augmentation System TTRN Time to Release Numeric 93
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