DCS FA 18C Combat Fundamentals v23.06.19
DCS FA 18C Combat Fundamentals v23.06.19
This publication is for information purposes only and not suited for real world operations.
This publication was created for use with DCS World or similar flight simulation software ONLY.
The author of this publication used only open source documents to generate this document.
The author did not reference and does not have access to any classified documents on this subject matter.
DCS F/A-18C Combat Aircraft Fundamentals 3
TABLE OF CONTENTS
INTRODUCTION 12
6.1.2 Taxing 49
6.1.3 Interval Takeo 49
6.1.4 Formation Takeo 49
6.1.5 NVG Takeo 49
6.2 Rejoin 49
6.3 Night Formation Procedures 50
6.4 Approach and Landing 50
6.4.1 Formation Approach 50
6.4.2 Landing 50
6.4.3 Emergency Procedures 50
7.5.3 CASE-II 64
INTRODUCTION
Some words of wisdom from an old pilot. The world of Aviation in general and Combat
Aviation in specific is not an exact science, or a precise cause & e ect flow. The world of
aviation is more art than it is science. Yes, throwing specific switches in a specific order
will cause the aircra t to do a specific action. BUT, that is where it stops, in aviation we
fight, bend or in some cases break the rules of physics as we know it. As pilots we learn
‘tools’ and tricks and gain experience with flight time, and many times we employ those
tools in weird & new ways, because no 2 flights are the same. Every flight can, and usually
does, present a new situation or scenario. You constantly have to be adjusting, managing,
and improvising to achieve the desired goals. IT IS NOT A QUICK PROCESS. Give yourself
permission to take the time and enjoy the process of learning. Enjoy the journey for it is
not short, nor boring.
Creating these manuals and guides are a labor of love and passion, but it doesn’t
happen in a vacuum. It takes a lot of time, patience and research and support from many
people around me. If you enjoy these manuals and they help you, they’ve accomplished
exactly what they are designed to do. If you are feeling like paying it forward and want
to help me keep making these manuals and guides, feel free to buy me a beer or a co ee
(https://bmc.link/NapaPilot81) or support me on Patreon (http://patreon.com/NapaPilot).
NAPA “SPEEDY”
DCS F/A-18C Combat Aircraft Fundamentals 13
● Flight discipline begins with mission preparation. Know the rules and procedures, study the profile, and show up
prepared to fly. One unprepared crewmember can ruin the mission for everybody.
● Flight discipline continues with the briefing. Be on time, be ready to discuss the mission, and (or) be ready to brief.
Ensure all questions are answered and mission requirements are understood.
● Flight discipline is demonstrated in the air by executing the mission as briefed according to governing guidelines,
from engine start to engine shutdown.
● Flight discipline should be evaluated and specifically addressed during every mission debrief.
1.5. Checklist Discipline.
In real life, the omission of a checklist item could lead to a dangerous situation, in DCS it could result in a mission
failure or inability to complete a task at a critical time. Therefore, positively confirm completion of all checklists regardless
of how they are accomplished (for example, memory aid, mnemonic, or flight crew checklist). One technique to ensure
accomplishment of every step is to execute a few items from memory; then reference the checklist page to verify
completion. Further guidance on checklist use follows:
● Once started, attempt to complete checklists without interruption. If interrupted, or if it is discovered that an item
was omitted, good techniques to get back on track include restarting at the first step of the checklist or restarting
two to three steps prior to the missed or interrupted checklist step. Do not start a new checklist until completing
the previous one.
● Throughout any flying career it is a common practice for checklists and required items to be memorized through
mnemonics or standardized phrases. The purposes of these are to help you remember what needs to be done at a
specific time. One caution is that you do not give lip service to performing a checklist when using a standardized
phrase or mnemonic. You must perform the checklist item or required check.
DCS F/A-18C Combat Aircraft Fundamentals 14
● Communication. Communication is the sharing of information with others to cause action. Communications may
direct, inform, question, or persuade.
● Crew/Flight Coordination. Proper coordination includes crew/flight integrity and wingman consideration.
Crew/Flight integrity requires the utilization of all members of a flight to accomplish the mission.
● Mission Analysis. Includes pre-mission analysis and planning, briefing, and post mission debrief.
● Situational Awareness. SA is the continuous perception of self and aircraft in relation to the dynamic
environment of flight, threats, and mission. It also includes the ability to forecast, then execute tasks based upon
that perception.
● Task Management. Task management is the ability to establish priorities and alter a course of action based on
new information. It includes management of automation, e ective use of available resources, checklist discipline,
and compliance with standard operating procedures.
CRM is designed to focus aircrew members on procedures, and resources available to enable mission success. To do
this. A CRM topic will be included in the mission brief; it should be tailored to specific mission requirements or conditions;
and it will be evaluated during the debrief.
Bingo Fuel: Minimum fuel required to arrive at home base at max range fuel burn rate with reserve. In the Hornet
reserve is typically enough for 15min of flight time at max range fuel rate. A good rule of thumb is to use 1,500lbs
as the reserve number. Bingo fuel is briefed on every mission.
Joker Fuel: Is an assigned amount over Bingo Fuel. A mission may require several joker fuels or none at all. Joker
fuel is briefed and set at pre planned transition points in the sortie, if applicable.
● There are resources available both on the internet and within Tactical DCS that can provide a framework to
help structure briefings and have all recommended briefing items addressed
● Other crew members or formation members will be prepared to assist the AC or FL.
● The briefing should focus on how to successfully accomplish the established objectives.
1.10. Debrief.
The purpose of the debrief is to determine if mission objectives were achieved and what lessons were learned. The
majority of learning will be accomplished during this phase. The AC/FL should:
● Cover what went right or wrong, root causes of errors, and how to improve subsequent missions.
● Summarize the mission with emphasis on major learning points and considerations for improvement of
deficient areas on future missions.
DCS F/A-18C Combat Aircraft Fundamentals 16
AVIATE - Maintain Aircraft Control. In any abnormal or emergency situation it is imperative to “fly the aircraft
first!” Maintain an aircraft attitude that allows for an appropriate response to the situation. Set power and trim to
help maintain control. In the contact phase, this may involve a contact recovery or out-of-control flight (OCF)
recovery. Analyze the Situation and Take Proper Action.
NAVIGATE. Aircraft control may include the initial turn and (or) climb to a recovery airfield. In low-level
navigation, it may involve starting a climb to the top of the route. In formation, it may involve calling Blind or KIO
and executing the appropriate procedure.
COMMUNICATE. If available, ATC can help identify suitable recovery airfields, find required frequencies, aid
navigation with vectors, alert emergency response assets, identify hazardous weather, or help find a chase ship.
CRM in an Emergency. A successful conclusion to any emergency results from thorough systems knowledge, sound
judgment, and e ective CRM. Several resources are available to aid successful recovery. If multi-crew, the AC determines
who flies the aircraft, based on pilot workload and the experience level and ability of both pilots. The crewmember/wingman
can read the checklist, monitor systems, provide advice, and maintain SA on the nearest suitable landing field.
DCS F/A-18C Combat Aircraft Fundamentals 17
Objective: To become familiar and proficient with handling the F-18C aircraft in slow speed / high-AoA condition.
Setup: 10,000ft MSL or above, 300 KIAS, fuel balanced, neutral trim (1 G).
Configurations:
CLEAN: Flaps Up, Gear Up, DLC’s Restracted.
LANDING: Flaps Down, Gear Down, Hook Down, DLC’s deployed, Air Brakes fully deployed
Description: Slow aircraft down to approx 135 KIAS in landing configuration. Complete level turns to left and right. Notice
how manipulating DLCs can a ect the flightpath of aircraft.
Comments: Low Airspeed, High AoA is uniquely di erent in the F-18C. The aerodynamics of the swing wing design as well
as the lifting body give the aircraft a surprisingly good slow speed / high AoA capability. The FCS of the F-18C will assist in
keeping from departing controlled flight.
DCS F/A-18C Combat Aircraft Fundamentals 18
Objective: To learn the proper technique required to do a left/right hand level high-G turn.
Setup: 10,000ft MSL or above, 350 KIAS, fuel balanced, neutral trim (1 G).
Description: . Roll the aircraft to 60-80 degree AOB. Center Controls, then apply back pressure to maintain 5G’s. Two
distinct and separate motions. Apply full AB. Adjust AOB and power to maintain 10,000ft and 5G’s throughout the turn.
Approximately 15-20º prior to starting heading, begin rolling out and decreasing back pressure. Finish the maneuver wings
level at 10,000ft MSL, 350 KIAS, and on starting heading.
Comments: The key to successful completion of this maneuver is to not use roll input with the stick, but utilize rudder
input to refine nose position during the turn.
2.1.3 Wingover
Objective: To learn how to maintain control of aircraft through a dynamic maneuver in the vertical with a loaded roll.
Setup: 10,000ft MSL or above, 350 KIAS, fuel balanced, neutral trim.
Description: Maneuver begins by applying full AB and a wings level, and a 4 G pull (Figure 2.2) to 45° nose high attitude.
As you pass through 45° nose high, start a loaded 90° roll. You should adjust your roll rate so you are inverted as you pull
through the horizon. As the nose drops below the horizon begin rolling back to wings level, adjusting AOB and turn to end up
on the reciprocal of the start heading. Maneuver finishes once you are straight and level at starting altitude, and on
reciprocal heading.
2.2. Aerobatics
2.2.1. Loop
At 450 KCAS minimum, above 5000' AGL (10,000' AGL recommended), with MIL power, begin a wings level, 4 - 5 G
pull (Figure 2.6). As airspeed dissipates across the top, maintain smooth pitch rate. The AOA should be 13º - 15º (at 14º
AOA you should feel light bu eting). As the nose comes back through the horizon inverted (approximately 180 - 220 KCAS)
and airspeed begins to build, ease o the back pressure and play the G to arrive back in level flight near entry altitude and
airspeed. If AB is used, enter at 350 KCAS minimum. Use su cient G on the back side of the maneuver to preclude
excessive airspeed buildup.
2.2.2. Immelmann
At 450 KCAS minimum, above 5000' AGL (10,000' AGL recommended), with MIL power, begin a wings level, 4 - 5 G
pull (Figure 2.6). As airspeed dissipates across the top, maintain a smooth pitch rate. The AOA should be 13º - 15º (at 14º
AOA you should feel light bu eting). As the nose approaches the horizon inverted, unload and roll the aircraft to arrive
upright wings level in level flight (TVV on the horizon line). If AB is used, enter at 350 KCAS minimum. Roll out at the top
remains the same.
2.2.3. Split S
Enter at or above 15,000' AGL, between 300 - 350 KCAS, MIL power, level to 10º nose high (Figure 2.7). Roll
unloaded to wings level inverted and smoothly apply full aft stick. Terminate the maneuver in straight and level flight above
5000' AGL. Note change in altitude and airspeed.
2.2.4. Cloverleaf
Pick a point 90º o the nose in the direction of turn. At 450 KCAS minimum, above 5000' AGL, (10,000' AGL
recommended), MIL power, begin a wings level 3 - 4 G pull (Figure 2.8). At approximately 45º nose high, decrease back
pressure and start a rolling pull in the direction of the 90ºpoint. The rate of roll should be planned to reach a wings level
inverted position with the nose on the horizon at the 90º point (airspeed approximately 200 - 220 KCAS). Continue the
maneuver as in the backside of a loop, playing the G's to arrive near the entry airspeed and altitude.
2.2.5. Pitch-back
2.2.6. Slice-back
Enter above 10,000' AGL at 300 - 400 KCAS with fuel balanced. Establish a 4 - 5 G turn in MIL power (Figure 2.11).
When the instructor calls "Reverse," reverse the direction of turn while maintaining G loading. This maneuver demonstrates
the characteristics of a vector roll and its e ects on energy state. It's used in air-to-air training by attackers to prevent a
flight path overshoot and by defenders, as a last ditch maneuver, to force one. Full lateral stick pressure produces maximum
roll rate at any AOA and airspeed, while limiters decrease roll rate below 250 KCAS or above 15º AOA.
The objective is to demonstrate the pitch rate available at low airspeed and high AOA, and ability to pull down
through the vertical without fear of getting the nose buried (Figure 2.12). Set up at 10,000' AGL minimum, 400 KCAS
minimum, MIL power, and fuel balanced. Make a wings-level pull up at approximately 4 G's and establish a vertical attitude
on the ADI. At 250 KCAS, smoothly apply and hold full aft stick pressure to establish a pitch rate towards the horizon.
Continue to hold full aft pressure while the aircraft passes nose down vertical. When the nose is 30º below the horizon,
unload and accelerate to 200 KCAL minimum before completing recovery to wings level flight.
To practice dive recoveries, attain an entry altitude of 15,000' AGL minimum, an airspeed of 350KCAS (high speed
recovery) or 250 KCAS (low speed recovery), power as required, and establish a 60ºdive with less than 30º of bank. Prior to
10,000' AGL and 550 KCAS (high speed recovery) or 350 KCAS(low speed recovery), recover by rolling wings level, set
throttle and speed brakes as appropriate, and apply maximum G until the aircraft is in level flight or climbing. While
practicing this maneuver, do not "snatch" the G's to the maximum G onset rate since this increases the potential for a GLOC
incident.
DCS F/A-18C Combat Aircraft Fundamentals 26
2. Break when crossing the approach end of the runway, this point is known as high-key
3. Aggressively roll into a 90 to 120 degree bank diving turn and smoothly reduce power to IDLE while increasing back
pressure to 2.5 Gs and 30 degrees of dive.
4. Roll out on downwind continuing to dive at 30 degrees, using the reciprocal of the runway heading as your target
heading. Use speed brakes to control your speed in the dive to avoid accelerating too much. Adjust heading to
account for crosswinds and maintain an appropriate lateral o set from the runway.
5. Upon reaching standard pattern altitude (typically 1500 feet AGL) you should be abeam the touchdown point of the
runway. This point is referred to as “low-key”.
The first 3 steps are Required Action Items. They need to be executed as quickly and safely as possible if engine
failure occurs.
1. Throttles - MIL or MAX
2. FLAP switch - HALF
3. Maintain on-speed AOA and balanced flight.
4. Refer to Single Engine Approach and Landing procedure.
If an engine fails, the corresponding generator and HYD 1 (left engine) or HYD 2 (right engine) system will be lost.
Either generator supplies su cient power to operate all electrical items. A windmilling engine can cause repeated flight
control transients as the hydraulic switching valves operate. Various FCS cautions will come on intermittently. After the rpm
has decreased to near zero, the transients will cease, the FCS cautions will go o , and FCS operation will be normal. If the
failed engine core is rotating freely and rpm is below 30%, use the APU or engine crossbleed to retain both HYD systems.
If the right engine is being rotated with crossbleed to provide normal systems operation and fuel flow on the left
engine is reduced below 2,000 pph (as during landing), the right engine hydraulic pump may not provide su cient flow for
nose wheel steering and normal brakes. Refer to Hydraulic Failure, this chapter, for results of loss of a hydraulic system.
During engine crossbleed, the feed tank of the failed engine may not gravity transfer to the operating engine feed
tank. To prevent this, gravity transfer from the inoperative feed tank may be initiated by discontinuing crossbleed if the
failed engine AMAD operation is not required or interrupting fuel feed to the failed engine system by pressing the failed
engine FIRE button. Extended operation with the FIRE button pressed may result in a corresponding L or R AMAD caution.
NOTE
At some aircraft weight and high altitude conditions,
and with one engine failed, even the use of MAX thrust on the
operating engine may not provide a positive rate of climb
capability with half flaps and landing gear down. Maximum
pressure altitude to achieve 100 fpm single engine rate of
climb is provided in the adjacent chart (figure 2.13)
DCS F/A-18C Combat Aircraft Fundamentals 28
During single engine flight with external stores, consideration should be given to dump fuel and stores jettison to
reduce gross weight, reduce drag and/or alleviate an aggravating asymmetrical loading. Close attention to airspeeds is
required in all loadings to maintain airspeed at or above single engine maximum endurance speed (5.6 to 5.8° AOA).
Maneuvering should be limited to that required to return to base using shallow bank angles and avoiding turns into the
failed engine. In straight and level flight at zero bank angle, some amount of rudder deflection and/or trim will be required
to o set the yawing moment from asymmetrical thrust. A slight (up to 5°) bank into the good engine should reduce this
rudder requirement. A straight-in half-flap approach should be performed.
NOTE
Single engine waveo s and bolters with F404-GE-402 (EPE) engines installed may require full rudder and
coordinated lateral stick to control aircraft yaw and roll produced by asymmetric thrust.
Use of afterburner on the good engine above on-speed AOA aggravates directional control problems resulting in
higher single engine minimum control airspeed (about 8 to 10 knots).
With F404-GE-402 (EPE) engines installed, use of afterburner on the good engine with full flaps selected (sudden
single engine waveo or bolter) may put the aircraft at or below single engine minimum control airspeed depending on
gross weight. Exercise caution to avoid over-rotation. Apply rudder and lateral stick as necessary to counter yaw induced
from asymmetric thrust until rudder control power is regained as the aircraft accelerates.
NOTE
● In the F/A-18C with either engine secured, significantly lower and/or cyclic dump rates have been experienced.
When the right engine is secured, lower dump rates follow immediately and may be accompanied by a CG caution.
When the left engine is secured, lower dump rates are experienced as total fuel reaches 6500 pounds (when tank 4
is empty).
● Hydraulic system capacity is dependent on respective engine rpm. Excessive simultaneous hydraulic system
demands (i.e landing gear activation, flap movement, and multiple flight control inputs, etc.) combined with single
engine rpm below 85% may exceed hydraulic system capacity or result in FCS reversion to MECH. Therefore, when
practical, maintain engine with operating HYD system at or above 85% rpm.
DCS F/A-18C Combat Aircraft Fundamentals 29
● Provides limited mutual support to the trail aircraft against air threats and ground.
● Gives very good support to the lead aircraft against surface threats.
The Wingman should stay within a 120-degree cone behind Lead at a distance of 3000 to 6000 feet. Lead may call for a
specific spacing.
3.2.3 Wedge
Wedge, also known as Tac-Wing is the recommended alternative to line when there is no air threat, visibility is poor, or
low-altitude flying amongst di cult terrain is required.
Wedge provides the flexibility and maneuverability that may be your best defense when conditions get bad, it’s also much
easier for the Wingman to fly and simpler for Lead to manage. Wedge is also an excellent attack formation in its own right
and can easily be converted into Line or Trail if required.
● Used as an en-route formation when required due to threats, terrain, weather, or night operations.
In Wedge, the Wingman will fly 30 to 60 degrees behind Lead’s wing at a lateral spacing of 3000 to 9000 feet (or .5 to 1.5
nm).
DCS F/A-18C Combat Aircraft Fundamentals 32
In the box formation, elements use the basic line abreast two-ship maneuvering and lookout principles. The trailing
element takes 1.5 to 3 NM separation, depending on terrain and weather. The objective of the spacing is to give maximum
separation to avoid easy visual detection of the whole formation, while positioning the rear element in a good position to
immediately engage an enemy converting on the lead element. Because the F/A-18 is di cult to see from a direct trail
position, a slight o set will facilitate keeping sight of the lead element (Figure 3.3). Use of air-to-air (A-A) TACAN between
the elements, and the radar in the rear element, will help keep the proper spacing. However, proper emission control may
preclude their use in combat.
Advantages:
● The rear element is positioned to engage an adversary making a stern conversion on the lead element.
Disadvantages:
3.3.2 Wedge
Elements are in two-ship wedge with the trailing element lead 1.5 - 3 NM back, o set as required to maintain visual
(Figure 3.10). Number two flies o of number one, maneuvering with cuto as necessary to maintain position. Number three
flies o of number one, maneuvering as required to maintain visual. Number four flies o of number three.
Advantages:
● Inexperienced wingmen may find it easier to maintain a visual on lead and stay in formation.
● The formation permits four aircraft to maintain flight integrity under marginal weather or extremely rugged
terrain conditions.
Disadvantages:
Element leads maintain line abreast formation, while wingmen assume wedge (Figure 3.2). Number three maneuvers
o number one as if in line abreast. Number two and number four maneuver o their element leaders to maintain the
outside of the formation. Element leads are responsible for deconfliction of elements when crossing the opposing element's
six o'clock.
Advantages:
Disadvantages:
● Lead initiates the turn by turning into the wingman, normally at MIL power and a sustained 4 G's or contract
airspeed.
● The wingman continues straight ahead (or checks 20º - 30º as briefed) and searches the new six through lead.
● If lead rolls out short of passing through the wingman's six o'clock, the wingman now weaves to line abreast
(delayed 45º - 60º turn).
● If lead turns through the wingman's six o'clock, the wingman assumes a 90º turn and turns to regain line abreast.
● If a 180º turn is required, it will be accomplished in increments of two delayed 90º turns.
3.4.2. Turns Away from the Wingman
● Lead makes a distinctive wing flash or check turn of approximately 30º to signal the turn.
● The wingman sees the flash and begins the turn into lead using the briefed G or airspeed and power setting (i.e.,
MIL, 4 G sustained, etc.).
● If lead wants a delayed 45º - 60º turn, he turns into the wingman when the wingman obtains the desired heading.
This is the wingman's command to roll out.
● If lead wants a delayed 90º turn, he allows the wingman to continue turning through his six o'clock.
● If lead wants to turn 180º away, he initiates the turn with a continuous 180º turn.
● Wingman sees either a divergence or convergence and strives for line abreast using an S-turn, vertical, or power.
Air-to-air refueling can be the one the most challenging skills to master. The following SOPs are about the process
of refueling, however, to improve your AAR abilities there is no substitute for practice. You must put in the hours of practice
to reach the point where you can reliably connect, stay connected, and smoothly move to observation, in turns, in weather,
and at night; there is no other way, no shortcut.
4.1 Enroute
1. Lead will guide the flight to a point within 20 miles of the tanker orbit steerpoint at 1,000 feet below tanker
altitude.
2. Lead will initiate radio contact with the AI tanker as well as broadcast on the appropriate tanker frequency
“<Tanker callsign>, <Flight callsign>, Flight of 2 F-18s, Inbound, <distance> miles <cardinal direction from which the
flight is approaching the tanker orbit.>.” The tanker will normally be in a left-hand orbit pattern. Optimal speed for
Air-to-Air Refueling in the F/A-18C is between 250 - 310 KIAS.
3. Lead will verify the flight’s armament and countermeasure systems are safe on intra-flight frequency stating
“<Flight callsign> Flight, Nose Cold, Switches Safe.”
4. Lead will put the flight into Echelon Left formation, route spacing, if not already there.
2. Rejoin Speed
3. When the flight has visual contact with the tanker, Lead will maneuver the flight into final heading for rejoin. Rejoin
will be in Echelon left, route spacing.
4. The flight will rejoin to the left observation position, the first receiving aircraft can join directly behind the tanker
with the other flight members joining to the tanker’s left wing in Echelon.
DCS F/A-18C Combat Aircraft Fundamentals 38
Key areas around the tanker aircraft are pre-contact, observation, contact/refueling, and reform areas, see Figure
4.1 Normal refueling flow will be Lead to the pre-contact/astern position with other flight members to the left wing
observation lower, and forming up high in the reform area after refueling, and departing low. When rejoined with the tanker,
the flight will join up on the tanker as briefed by Lead. One aircraft at a time is allowed to change formation around the
tanker with all others remaining steady. Lead directs and clears each member of the flight for formation changes. On
approach to the rejoin, Lead calls “<Flight callsign> Flight, to <tanker callsign> observation. Lead in to pre-contact.” on the
intra-flight frequency.
● Lead will clear each flight member in turn to the pre-contact position by broadcasting “<Wingman callsign> Clear to
pre-contact.”
● Deploy the Re-Fuel probe and transition to the pre-contact position(max speed for transition of the probe is 300
KIAS). Maneuver is similar to the first half of a cross under. Drop below the tanker, slightly reducing power. Move at
a controllable rate and position the aircraft approximately 50-100 feet (one-two aircraft length) behind the tanker,
aligned with the assigned basket-pod, slightly lower than the basket pod and matching the tanker’s speed. A good
visual guidance is to position the basket-pod at the top right corner of the HUD Glass. See Figure 4.2.
● Pilots will then contact the AI tanker announcing in pre-contact position on the tanker frequency. Do not contact
the tanker until in a stabilized pre-contact position. Once authorized by the tanker, move to the contact/refueling
position.
DCS F/A-18C Combat Aircraft Fundamentals 40
● When clear of the boom pay attention to other aircraft in the observation and reform positions.
● Lead will clear you back and into the reform area by saying “<Wingman callsign>, cleared back for reform.”
● Perform a cross under on any wingmen in the reform area and move to a route spacing in the reform area o the
wing or your wingman or tanker if Lead.
4.3.5 Departure
Once flight has completed refueling, Lead will clear the flight to depart by broadcasting “<Flight callsign>, Flight of
2 F-18s, Departing <Tanker callsign> to the <Cardinal direction of departure>.” on the tanker frequency. Lead will ensure
deconfliction with the tanker and other tra c and proceed with departure, preferring to depart below the tanker’s altitude,
if possible.
The F/A-18C is equipped with a radar altimeter. The radar altimeter set indicates clearance over land or water
from 0 to 5,000 feet. Operation is based on precise measurement of time required for an electromagnetic energy pulse to
travel from the aircraft to the ground terrain and return. Voice alert and/or warning tone and visual warnings are activated
when the aircraft is at or below a selectable low altitude limit. The set consists of a receiver-transmitter, individual
transmitting and receiving antennas, and a height indicator. The receiver-transmitter produces the energy pulses, transmits
the energy to the ground, receives the reflected signal and processes this data for display as altitude by the head-up display
unit (HUD) and the height indicator. The height indicator, on the instrument panel, consists of a calibrated scale from 0 to
5,000 feet, a push-to-test switch, a low altitude index pointer, an altitude pointer, an OFF flag, a low altitude warning light,
and a BIT light.
In the HSI Data settings, you can configure the barometric and radar warning altitudes. When passing through this
altitude, an aural “ALTITUDE” alert will sound. Pressing the adjacent push button allows you to edit the warning altitude on
the UFC. The barometric altitude can be set up to 25,000 feet and the radar altitude up to 5,000 feet. Setting either
altitude to zero disables the alert for that setting.
The terrain awareness warning system alerts the aircrew of a controlled flight into terrain (CFIT) condition during
all mission phases. The system operates any time that the navigation mission computer (MC1) and TAMMAC digital mapping
set (DMS) are functional. TAWS functions as a safety backup system and not as a performance aid. TAWS has been designed
to eliminate false warnings, minimize nuisance warnings, and generate consistent aircrew response in all aircraft master
modes. Five possible voice warnings are provided to indicate the correct initial response to an impending CFIT condition, and
a visual cue is provided to indicate the recovery direction of pull, or in some instances, to command an increase in turn rate.
All TAWS warnings should be treated as though an imminent flight into terrain condition exists. Pilot response to a TAWS
warning should be instinctive and immediate.
DCS F/A-18C Combat Aircraft Fundamentals 42
TAWS incorporates signal processing that determines a best estimate of aircraft position and altitude (AGL and
MSL). TAWS protection algorithm continuously computes two recovery trajectories: Vertical Recovery Trajectory (VRT) and
Oblique Recovery Trajectory (ORT). VRT is the standard GPWS-like recovery: roll to wings-level, if needed, and pull to
recover. ORT assumes that you maintain the current bank angle and pull to recover (increase turn rate). Both computed
trajectories include the following assumptions:
C. G-Onset Phase is the time required to pull to the target recovery g. The target recovery g is 80% of the instantaneous g
available, or 5g, whichever is less. The g-onset phase assumes that rapid aft stick motion will be used (full deflection
within ¾ second). In addition, TAWS assumes that throttles will be moved to MAX if below corner speed and to IDLE if
above corner speed.
D. Dive Recovery Phase is the remainder of the trajectory until terrain clearance is achieved. TAWS assumes a terrain
clearance of 50 ft.
TAWS provides clear, unambiguous, and directive aural and visual cues to the aircrew. Aural warnings provide the
aircrew with a wake-up call and correct initial response while visual warnings provide the aircrew with correct follow-on
recovery information.
TAWS uses the ACI to provide aural cues to the aircrew. The aural cues are distinct from any other cues that the
aircrew may receive. The TAWS voice alert warnings are: ″Roll−Left...Roll−Left″, ″Roll−Right.....Roll−Right″,
″Pull−Up...Pull−Up″, ″Power...Power″, and ″Check Gear″. Each of these warnings is issued at a level 3−6 dB above the present
voice alerts. The TAWS voice warnings provide a wake−up call to the aircrew and indicate the most appropriate initial
response for the given aircraft state, not necessarily the only required response. The aural cue repeats until the warning
condition is cleared. TAWS aural warnings have priority over all current aural tones.
DCS F/A-18C Combat Aircraft Fundamentals 43
A visual recovery arrow is provided in the center of the HUD and HUD format on the DDI. The recovery arrow
indicates the direction of recovery. The visual warning is displayed when a CFIT condition is present and is removed when
the CFIT condition is cleared. TAWS visual recovery cues are designed to be used in conjunction with TAWS voice warnings.
There are several voice warning/visual recovery cue combinations. When the arrow points UP in the HUD (i.e., along the lift
vector), a longitudinal pull is the correct response and an aural ″Pull Up...Pull Up″ is heard. This is a VRT recovery if the
aircraft is close to wings level, or it is an ORT (increased turn rate) recovery if the aircraft is banked such that the TAWS
algorithm assessed that an increased turn rate would provide the quickest recovery from an impending CFIT condition.
Figures 5.2 and 5.3 depict these two situations. Both situations require a longitudinal pull as the correct response, however,
the first case (VTR) depicts a dive recovery while the second case (ORT) depicts a recovery requiring an increase in turn rate
by increasing g when already in an established angle of bank.
● Visibility restrictions, visual illusions, and low sun angles can a ect low altitude SA. Terrain contours directly in
front of you may be lost against the horizon. When in doubt, put the flight path marker on "blue sky."
● Subtle rises in terrain. Maintaining level flight and a constant altitude may result in significantly reduced ground
clearance. Constantly check NEAR ROCKS then FAR ROCKS.
● Task saturation/fixation. The key to successful operation in the low altitude environment is a solid cross-check,
appropriate task prioritization, and SA. Your cross-check should remain the same, only the time spent performing
its various counterparts changes with altitude changes. Proper mission planning and selective use of the low
altitude structure will help reduce the number of high task situations that could occur.
Unperceived descents, over banked turns. Small descent angles or unplanned increase in bank angles can result in
significant descent rates and ground impact. Attention to the velocity vector and altitude awareness cannot be
overemphasized. Controlled flight into the ground is, in most cases, the result of misprioritization and task saturation.
Regardless of your assigned or perceived tasks, pilot distraction at low altitude is deadly.
DCS F/A-18C Combat Aircraft Fundamentals 44
Cockpit tasking varies at di erent times throughout a low level route. It is important to establish priorities when
mission tasking places more demands than time allows. The following items illustrate techniques for minimizing low altitude
task saturation problems.
● Terrain clearance is the primary task and should be the first task performed. When in doubt, minimize head down
time or climb.
● Accomplish avionics items as early in the flight profile as possible. Many avionics items can be set prior to takeo ,
thus reducing workload at low altitude.
● Accomplish critical tasks first and wait to accomplish lesser tasks later when cockpit tasking is reduced.
● Climbing to a higher altitude allows less time to concentrate on terrain avoidance and more time to accomplish
other cockpit tasks. Flying low level at 500 feet is more demanding than at 1000 feet.
● Pilots must be acutely aware of the flight path vector at all times. Head down avionics tasks are not appropriate if
the aircraft is in a descent or banked.
One particularly busy time during low level flight is at the low level start route point. Tasking here includes timing
control, steerpoint selection, avionics updates, radar search, formation, and terrain avoidance. Problems can be insidious
because of arrival into the low altitude regime with little or no warm-up time before beginning the demanding workload
required for low altitude operations. Flight leaders should consider accomplishing some tasks prior to descending to their
minimum altitude or by delaying the descent until past the start route point. The start route point should be planned such
that these options are tactically feasible.
Approaching the IP is another demanding time during which pilots must finalize attack avionics and switchology,
sanitize the target area, and establish the briefed attack formation. Each pilot must continually anticipate situations of
increased task loading and remain focused on task priorities in order to accomplish the mission safely and e ectively.
DCS F/A-18C Combat Aircraft Fundamentals 45
5.8.1 Perpendicular
This crossing minimizes enemy radar or visual acquisition but should be done only when you know your six is clear
(Figure 5.5). Accelerate as required to maintain tactical airspeed during the pull-up. Pull early enough to avoid a large
overshoot crossing the ridge, so you crest the ridge at your specified minimum low level altitude. To go down the back side,
bunt or roll and pull. A totally inverted pulldown is prohibited. At the crest, unload and roll to approximately 135° of bank,
then slice down. At the desired nose low position, roll out and resume low level flight. Initial attempts at this technique
should be limited to a 15° nose low attitude. DO NOT bury the nose in the new valley. This maneuver may put you belly up to
unexpected high terrain on the other side of the mountain. Also, the wing flash during the maneuver is highly visible to
threats. The roll and pull technique is most e ective when crossing large, steep, isolated ridge lines. A bunt or pushover is
more appropriate for milder, rolling terrain. The pull-up for a bunt/pushover should be initiated early enough to avoid
excessive ballooning over the ridge. The advantages of bunt are straight line navigation, no wing flash, and less
disorientation.
5.8.2 Parallel
This type of approach is appropriate if your six is, or may be, threatened (Figure 5.6). It denies the bandit a blue-sky
background and provides a di cult guns environment. Instead of a straight approach to the ridge, turn to arrive at the
pull-up point with approximately 45° of crossing angle to the ridge. Pull up later than for a perpendicular crossing, and
continue to turn in the climb to be parallel to the ridge crest just below the top. Roll and pull into the ridge, to cross the
crest at your specific minimum altitude. Continue a loaded roll to fly down the backside of the ridge, on a heading 90° to
135° from the ridge line. Roll out and continue the low level.
5.8.3 Saddle
The saddle type ridge crossing is similar to the parallel and can be used when threatened (Figure 5.7). Turn to
parallel the ridge line below the crest until you can use a saddle, canyon, or the end of the ridge to cross to the other side.
The exact maneuver is dictated by the terrain characteristics, but can be as easy as a level turn.
6.2 Rejoin
Rejoin can be accomplished with or without NVGs. Caution must be used to limit overtake during rejoin. 30 KIAS is
the maximum overtake speed, lead will broadcast heading, altitude and airspeed if di erent than briefed. For turning
rejoins establish a maximum of 30° of bank. When 3,000 feet away maintain 30 KIAS of overtake, when approaching 1,600
feet reduce overtake to approximately 15 KIAS. Continue to cross check altitude to ensure enough altitude separation is
available if an overshoot occurs.
DCS F/A-18C Combat Aircraft Fundamentals 50
Your aircraft NATOPS manual contains sections specifically dedicated to carrier operations. You should also
familiarize yourself with both the CV NATOPS and LSO NATOPS manuals. These manuals govern aircraft operations around
the ship, including launch, recovery and flight deck procedures. The CV NATOPS provides information regarding procedures
and practices for operating around the carrier. The LSO NATOPS is the primary reference used by LSOs and provides
technical information and guidance. The primary focus of this manual is the recovery phase of operations.
The purpose of CQ is to give pilots a dedicated opportunity to develop fundamental skills associated with operating
fixed-wing, carrier-based aircraft and demonstrate acceptable levels of proficiency required for qualification. During CQ,
typically far fewer aircraft are on the flight deck than during Cyclic Ops. This allows for much easier simultaneous launch
and recovery of aircraft. The waist catapults (located in the landing area) are generally not used. Aircraft can trap and then
be taxied immediately to a bow catapult for launch. The idea is to generate as many cat shots and traps as possible.
Cyclic Operations refers to the continuous process of launching and recovering aircraft. In order to maximize
e ciency, aircraft are launched and recovered in groups or "cycles." A typical cycle is one hour and thirty minutes long
(1+30 cycle). ATO requirements may necessitate longer or shorter cycles. Longer cycles can accommodate more launches
and recoveries, while shorter cycles limit the number of aircraft that can be launched or recovered. The cycle time also has
an impact on fuel for airborne aircraft. Longer cycles may necessitate additional tanking.
Each cycle, or event, is usually made up of 12-20 aircraft. These events are sequentially numbered and correspond
to the respective cycle in the 24-hour fly day. Event 1 corresponds to the first cycle, Event 2 to the second cycle, and so on.
Prior to flight operations, the aircraft on the flight deck are arranged ("spotted") so that Event 1 aircraft can easily be taxied
to the catapults once they have been started and inspected. Once the Event 1 aircraft are launched, which generally takes
about 15 minutes, Event 2 aircraft are readied for the next cyclic launch. The launching of aircraft makes room on the flight
deck to land aircraft. Once Event 2 aircraft are launched, Event 1 aircraft are recovered, fueled, re-armed, re-spotted and
readied to be used for Event 3. Event 3 aircraft are launched, followed by the recovery of Event 2 aircraft (and so on
throughout the flight day/night). After the last launch of the night, all of the aircraft are generally stored up on the bow in
order to keep the landing area clear until the last aircraft lands. They are then re-spotted about the flight deck and secured
until the next morning's first launch.
DCS F/A-18C Combat Aircraft Fundamentals 52
In order to standardize flight operations in all weather conditions, day or night, carrier aviation utilizes three
specific cases of operations. These are known as Case I, Case II and Case III. Each of these cases is dependent on existing
weather conditions. The Air Boss is responsible for determining the case of launch and recovery operations.
● Case-I departures and recoveries are utilized during daytime operations (day ops) when weather conditions are
VMC. Case I weather requires the ceiling to be no lower than 3,000 feet and not less than 5 NM visibility.
CV Launch operations do not change with weather conditions. Between night and day the only di erence is light
wands are used to make arm signals easier to see.
7.3.1 Taxi
General
Ensure wings are folded during all taxi operations on the deck. Ensure to follow the taxi-plan to e ciently launch
all aircraft as quickly as possible. IRL this plan is determined as part of the mission planning process. In DCS, due to how
aircraft are spawned onto the deck (based on order of person spawning in), this plan needs to be conceived as aircraft are
ready to taxi. Package or Flight Leader will determine this plan.
Night Operations
Night operations in general in aviation are inherently more dangerous, night operations in a carrier environment,
even more so, because of the limited lighting available due to operational security and light discipline. For taxi operations
in a night environment, ensure all exterior lights are OFF. This is best done using the “pinky” master light control switch on
the throttle. Ensure this switch is the OFF position prior to engine start, as well as Taxi/Landing Light is in the OFF position
as well.
DCS F/A-18C Combat Aircraft Fundamentals 53
7.3.2 Launch
General
Once you are close enough to one of the catapults, the deck crew will automatically start responding and the
airplane director will begin giving you hand directions for proper alignment onto the catapult. Ensure to follow all
directions by the flight director, but do not allow the pace of the launch procedure to distract you from completing the
required items of your Pre-Takeo Checklist. In the F/A-18C Hornet it is standard operating procedure to use max power
(Full After-Burner) for catapult launch operations.
Night Operations
The ultimate di erence between day and night launch procedures is the salute. During day operations the salute
signals to the flight directors that the aircraft is set and ready to be launched. During night operations placing the exterior
master light switch to the ON position accomplishes that.
7.4.1 CASE-I
Case I departures are flown during the day when weather conditions allow departure under visual flight rules (VFR).
The weather minimums are a cloud deck above 3,000 feet and visibility greater than 5 miles.
Once the aircraft clears the catapult and a positive rate of climb is established, you execute the following all
simultaneously:
3. Continue straight ahead at 500 feet and 300 KIAS paralleling BRC until 7 miles from the carrier. At that point, climb
along the planned route.
DCS F/A-18C Combat Aircraft Fundamentals 54
7.4.2 CASE-II
Stay on this 10-mile arc until you reach the briefed departure radial. Climb on that course maintaining 300 KIAS
until clear of the clouds.
7.4.3 CASE-III
At 7 nm from the carrier, turn to intercept the 10 nm arc. Continue climbing along the arc until you reach the
briefed departure radial. Continue to climb on that course until clear of the weather.
DCS F/A-18C Combat Aircraft Fundamentals 55
Case I: This is a daytime visual recovery flown in when the cloud deck is higher than 3,000 feet and visibility is
greater than 5 miles. Aircraft proceed to a holding stack over the carrier. Case I recoveries are used to the maximum extent
possible.
Case II: Case II recoveries are flown when weather conditions require instrument flight during the descent but
allow visual flight near the carrier. It is essentially a mix of CASE-I & CASE-III procedures. Case III procedures are used
until the ship is in sight, at which point, Case I procedures will be used. The minimum weather requirements are a
1,000-foot ceiling and 5-mile visibility.
Case III: This instrument recovery is used at night or when the weather is below Case II minimums. Case II and III
recoveries are flown from a marshal stack behind the carrier
DCS F/A-18C Combat Aircraft Fundamentals 56
7.5.1 CASE-I
7.5.1.1 Overview
Case I recovery begins when you contact the
carrier Marshal with an ‘INBOUND’ call. After
receiving direction from Marshal, you will set up to
enter the holding pattern over the carrier. The
Marshal controller will hand you o to the tower and
you will enter the holding stack.
If you are unable to break before 4 nm, you will have to depart
and reenter the pattern. To accomplish this, maintain 800 feet until 5
nm from the carrier, then climb to 1,200 feet and execute a left-hand
descending arc back to the initial.
Break altitude is 800 feet, and all breaks will be level. When
established on downwind, you will descend to pattern altitude of 600
feet, configure for landing and closely monitor the abeam distance. The
optimal distance varies from aircraft to aircraft but 1 ¼ to 1 ½ miles
generally allows a smooth entry into the next phase called ‘the groove’.
You will continue to descend in a left-hand turn, rolling out wings level on centerline with a centered ball to allow a 15 – 18
second groove before aircraft touchdown on deck. This phase will be flown based on the state of the IFLOLS ball and verbal
directions from the LSO.
Call the Ball - When your aircraft is in the groove (wings level) and you have the
ball in sight, you should select ‘BALL’ from the ATC carrier radio menu.
Clara - If you do not have the ball in sight, select ‘CLARA’ from the ATC menu. The
LSO will provide sugar calls (“You’re high”, “You’re low, POWER”) the following calls
to get you on glidepath if necessary.
If you are executing an unsafe approach with gross deviations the LSO will
transmit “Wave o , wave o , wave o ”. The IFLOLS waveo lights will also flash
red.
Inside ¾ Mile - When the ball call has been made, direction from the LSO is based
on your deviation from localizer centerline and 3.6° glidepath.
Inside ½ Mile - As you approach the carrier’s stern, direction from the LSO becomes more precise.
7.5.1.7 Landing
Do not anticipate an arrested landing. When the aircraft touches down, advance the power to max in anticipation of
a bolter. Maintain max power until the aircraft comes to a complete stop. Then, release the brakes and allow the aircraft to
be pulled back. The arresting wire will release from the hook and you will be free to taxi to a parking location.
DCS F/A-18C Combat Aircraft Fundamentals 59
Once a positive rate of climb is established and your aircraft is forward of the bow, use a shallow right turn to
parallel the BRC. Climb to pattern altitude (600 feet) and turn downwind with the proper interval with other landing
aircraft.
7.5.2 CASE-III
Case III recovery occurs when any cloud ceiling is below 1,000 feet or when visibility is less than 5 nm regardless of
cloud ceiling. All night operations are conducted in Case III.
This approach starts with an ‘INBOUND’ call to the Marshal who will assign a holding location, holding altitude and
an approach time. You will depart the holding stack at that approach time and radio ‘COMMENCING’ to the Marshal
controller.
You will descend and check in with the Approach Controller. Reduce descent rate when passing 5,000 feet and
report ‘PLATFORM’. Level o at 1,200 feet.
At 10 nm from the carrier, configure for landing. You will reduce speed to pass 6 miles from the carrier at 150 KIAS.
You will achieve an ACLS lock if applicable and fly the needles on approach. Expect to reach 600 feet at 3 miles from the
carrier, on speed for landing.
At ¾ nm behind the ship, you report in with the Landing Signal O cer (LSO) with a ‘BALL’ radio call. You will fly the
rest of the approach and landing based on visual indications on the IFLOLS ball and verbal instructions given by the LSO.
If all goes well, you will catch one of the arresting wires with your tailhook and taxi to parking. If not, you will either
‘waveo ’, abort the approach and reenter the landing pattern, or ‘bolter’, touch down on the deck and reenter the landing
pattern.
7.5.2.1 Marshal
The first step for a Case II or III recovery is having your flight enter a marshal holding stack behind the carrier. At
50 miles or closer, you will select ‘INBOUND’ from the ATC carrier radio menu. If a two-ship checks in during CASE III, the
aircraft that intends to land first (and get the lower marshal altitude) should have their side number read first. Marshall will
issue instructions to the first side number and after “readback correct” give marshal instructions to the second one. The
distance of the holding stack is calculated as one nautical mile for every 1,000 feet of altitude, plus 15. So, for example, if
the aircraft is assigned a marshal stack altitude of 8,000 feet, the distance to the carrier is 23 nautical miles.
Aircraft will fly the marshal holding pattern at max-conserve airspeed ( 250 KIAS) with 6-minute left-hand turns:
two minutes turns and one-minute legs. Each flight (maximum of 2 aircraft per flight for Case II and one aircraft for Case
III) will hold at o set patterns with 1,000 feet of separation. The lowest flight in the stack will land next.
Each aircraft will generally push to the carrier from the marshal stack at minimum intervals of 60 seconds. This
provides at least 1-minute between each landing.
You must be at the assigned Radial/DME at push time. If you need to adjust the orbit to make your TOT, do so. As
you reach the assigned push time, you will transmit ‘COMMENCING’ to Marshal Control, and begin your approach.
7.5.2.2 Approach
Shortly after leaving the marshal stack, you will be handed
o to the Approach controller, and you will “CHECK-IN”. Once the
aircraft leaves the marshal stack, it will descend at 4,000 feet per
minute (fpm) at 250 knots until 5,000 feet altitude, at which point
the descent rate is reduced to 2,000 fpm. This is maintained until
1,200 feet for CASE II.
The F/A-18C is equipped with the ACLS system as well to help pilot workload in this approach. ACLS provides
guidance to the Marshal Stack, the carrier, and three di erent levels of landing assist.
This phase will be flown based on the state of the IFLOLS ball and verbal directions from the LSO.
Call the Ball - When your aircraft is in the groove (wings level) and you have the ball in sight, you should select ‘BALL’
from the ATC carrier radio menu.
Clara - If you do not have the ball in sight, select ‘CLARA’ from the ATC menu. The LSO will provide sugar calls (“You’re
high”, “You’re low, POWER”) the following calls to get you on glidepath if necessary.
Inside ¾ Mile - When inside ¾ mile and the ball call has been made, direction from the LSO is based on your deviation
from localizer centerline and 3.6° glidepath.
Inside ½ Mile - As you approach the carrier’s stern, direction from the LSO becomes more precise.
Because of the limited visibility, maintaining control of the ICLS “needles” is paramount. Typically on a CASE-III
your only visual marker in the groove will be the lights in the recovery area, which are A LOT smaller
DCS F/A-18C Combat Aircraft Fundamentals 63
5. Climb to 1,200 ft and await ATC directions (Any assigned turn will be level turns)
Typical routing will either be back to marshal OR the abbreviated pattern depicted in Figure 7.16. If assigned the
following pattern, you will be directed to “Left Turn to downwind” and then directed with “At (X)DME turn left to final
bearing”. You can use the following rules of thumb to assist with re-configuring for landing:
7.5.3 CASE-II
Case II recovery occurs during daylight hours when conditions may be poor on the approach but adequate for
landing under visual flight rules. The cloud ceiling must be above 1,000 feet and visibility more than 5 nm.
This can be thought of as a combination of Case I and Case III. The Case III procedures are used outside 10 nm and
Case I procedures are used inside 10 nm.
For a CASE II recovery, you will radio “see you at 10” when the aircraft is 10 nm from the carrier just as on a Case I
recovery. Radio control is transferred from the approach controller to the tower controller. At this point, the pilot performs
an overhead break and landing. No Case I holding stack is required.
8.2. Preparation
This is arguably the most important aspect of each and every mission. Spend some time thinking about what you're
about to do, and prepare adequately for that mission. The following is a list of important steps within this process:
● Contact the flight lead early and get an idea of the scenario and his game plan.
● Knowing your aircraft is vital to the success of the mission. The ED Manual and Chucks guide is a good place to
start, but for further information refer to avionics manuals, and the NATOPS Flight Manual.
● The skills used in aerial combat are learned over time and the interest, desire, and personal discipline of a pilot are
important factors in speeding up this learning process.
○ A ALQ & ALR. Set proper ECM technique and RWR as required.
○ L Lights. As desired
● E Employment. Recheck SMS programming. Check arming options to include weapon, fuze arming option, release
pulses, spacing, and delivery modes. Ensure Master Arm is set as required, HUD has correct symbology, proper arm
indication, and SOI in proper place. Confirm TGP laser code is set IAW mission requirements and Arm as required.
DCS F/A-18C Combat Aircraft Fundamentals 67
When discussing one aircraft's position relative to another, range, aspect angle, and angle-o (heading crossing
angle [HCA]) are used to describe angular relationships. These three factors dictate which aircraft enjoys a positional
advantage, and how much of an advantage it is (Figure 8.1). Range is the distance between two aircraft.
Aspect angle describes the relative position of the attacker to the target, without regard to the attacker's heading.
It is defined as the angle measured from the tail of the target to the position of the attacker. Angle-o is primarily
concerned with the relative headings of two aircraft. Angle-o is defined as the angular distance between the longitudinal
axes of the attacker and the defender. Whenever the attacker is pointing at the defender, the aspect angle and angle-o will
be the same.
In order to discuss how BFM can solve range, aspect, and angle-o , a concept called turning room and turning
circles is used. Turning room is the separation between the two aircraft that can be used to accelerate, to decrease
range, or turn and decrease aspect angle and angle-o . A turn circle is defined by aerodynamics and is based on a certain
size (the diameter) and how quickly an aircraft can move its nose (turn rate). The determinant of whether an aircraft is (at
any instant in time) "inside" or "outside" of a defender's turn circle is the relationship between the attacker's aspect angle
and range and the defender's turn radius/rate. If the defender is turning at a rate that will allow him to continue to
increase aspect angle, the attacker is outside the defender's turn circle (Figure 8.5). At the instant the defender can no
longer increase aspect angle, the attacker has "arrived" inside the defender's turn circle.
The attacker's nose position (i.e., lead or lag) relative to the defender's current position and flight path does not
strictly determine whether the attacker is inside or outside the defender's turn circle. (Figure 8.6)
bandit's turn direction (into or away from the attacker) will a ect how much turning room is available. If the attacker is
inside the bandit's turn circle, he must have a turn rate and radius capability that will allow him to "make the corner" the
bandit presents. The disadvantage of lateral turning room inside the bandit's turn is that it frequently requires high energy
bleed rates to generate the turn rate required to make the corner and stay in the bandit's plane of motion. If the defender
turns away from the attacker, turning room increases. If the attacker is on the belly-side of the defender's turn, part of his
geometry problem is being solved initially since the bandit is rotating his vulnerable cone towards the attacker.
Vertical turning room is acquired out of the bandit's plane of turn. If the bandit is in a vertical turn, this turning
room may be located in a horizontal plane. If the bandit is in the horizontal, then turning room will be available either
above or below his plane of motion. Range and closure will govern the amount of turning room that can be generated.
Energy can be gained while maneuvering for turning room below. If the pilot elects to go for turning room above the bandit,
he must have the airspeed to drive above the bandit while retaining su cient energy to continue his attack. The attacker
must remember his turning room is also the bandit's turning room. If the attacker does not have the energy to use the
turning room, then he must deny the bandit the use of it. Turning room required is based on an aircraft's turn performance
and turn geometry; therefore, a more maneuverable aircraft will not require as much turning room as a less maneuverable
one.
As you can see from Figure 8.8, both attackers A and B begin outside the bandit's turn circle and transition inside.
The position relative to the defender's 3/9 line has nothing to do with being inside or outside the defender's turn circle. The
defender's ability to point at the attacker will determine whether the attacker is inside, will transition inside, or is outside
of the turning circle. There are a myriad of things that determine the aspect and angle-o when transitioning into the
defender's turn circle, i.e., range VC2 defender's turn capability, and the aspect and angle-o when beginning the attack. The
aspect and angle-o the attacker perceives at the transition will determine the initial pursuit course he elects. The actual
aspect and angle-o as well as the turning room and relative energy states will dictate weapons envelope and the degree
of BFM necessary to achieve a kill.
This section will examine the three basic principles of BFM: roll, turn, and acceleration.
DCS F/A-18C Combat Aircraft Fundamentals 71
8.6.5.1 Roll
Roll allows the pilot to position his lift vector, thus determining the plane of motion in which he will turn. As the
airspeed slows and AOA builds, roll performance begins to degrade. At slow speed, in order to roll more rapidly, the AOA
must be reduced prior to initiating the roll. It should also be noted that the slower the airspeed, the longer it will take to
command a reduction of AOA. This factor becomes very important in slow speed lift vector positioning such as might be
required to defeat a gunshot.
An important aspect of roll is the ability to slow the forward velocity of the aircraft. If G is maintained and a roll is
initiated, a spiral is made in the flight path, thereby increasing the "through the air" distance the aircraft flies to arrive at
any selected point. An additional benefit of roll is the ability to position the bandit so the pilot can maintain a tally. This is
especially useful with an aft quadrant bandit where a simple roll to maintain line of sight (LOS) is preferable to energy
depleting "kickouts."
8.6.5.2 Turn
Turn radius determines the size of the turn circle. This radius is based on the aircraft's TAS and radial G. The size of
the circle and the relative turn rate capability of the two aircraft will determine how well the pilot can solve the angular
problems the defender presents. The objective is to work to where available G will allow the attacker to point his nose at
the defender to achieve a missile or gun shot with an acceptable specific power (Ps) bleed-o . How well an aircraft can
turn is a function of the turn rate and radius it generates.
Rate is also used to defeat threats. A defender can use rate to drive an attacker into a lag position and thereby
deny him a missile shot or a gunshot opportunity. In close, if the attacker has already established lead, the defender can
roll and turn out of the bandit's plane of turn to spoil his gunshot solution. A missile fired in the aft quadrant can be
defeated by rotating the aircraft towards 90° aspect angle with regard to the missile. This will generate the maximum
line-of-sight (LOS) problem for the missile and hopefully exceed its gimbal tracking capability or its turn capability.
Slowing below corner to decrease turn radius is not advisable. As already discussed, a smaller turn radius will enhance the
overshoot probability of the missile, but the missile will still kill if the overshoot occurs within fuze functioning distance of
the target. A higher turn rate, not a small turn radius, is necessary for a successful missile defense. The F/A-18 also turns
better with afterburner (AB). AB gives a better turn capability because it allows the pilot to sustain airspeed and thereby
sustain a higher turn rate (assuming near corner velocity).
In addition, maneuvering at higher AOAs results in a
greater portion of the aircraft's thrust vector to be pointed
toward the center of the turn, which also helps the F/A-18
maintain a smaller turn radius and greater turn rate. To
achieve the highest turn rate possible, slow or accelerate
towards corner velocity speed range (415 KCAS) as quickly
as possible and turn hard to generate maximum angles in
the shortest time. The maximum LOS problem for a missile
occurs at 90° of aspect angle (Figure 8.13).
DCS F/A-18C Combat Aircraft Fundamentals 74
It is important to remember that although a turn initiated on the limiter may give you your best initial turn rate,
you may not be able to sustain it. Monitor your airspeed. Even though the F/A-18 is a formidable high AoA fighter, it doesn’t
not have the thrust-to-weight to recover energy quickly. Remember, speed is life. Unless you have a reason to be slow,
don’t get there.
As a rule of thumb, these are some reasons you may find yourself slow (hopefully not for long) due to trading energy
for turn rate:
● Solving those last few angles during BFM in order to employ ordnance.
8.6.5.3 Acceleration
The three primary factors a ecting acceleration are altitude, attitude, and airspeed.
E ects of Altitude - The lower the density altitude the more e ective the acceleration will be because of increased
thrust.
E ects of Attitude - Aircraft attitude determines the e ect of gravity on an acceleration maneuver. If the aircraft
velocity vector is above the horizon, acceleration e ectiveness is reduced. If the aircraft velocity vector is below the
horizon, e ectiveness is enhanced. Aircraft G loading e ects induced drag and acceleration e ectiveness. The fastest
airspeed gain occurs in an unloaded (0 G), nose-low acceleration. The end result of this maneuver is a large altitude loss
and very nose-low attitude that may be unacceptable in an aerial engagement. If altitude is a factor, select AB and fly a 0.7
to 0.9 G, slightly nose-low extension maneuver. While airspeed gain will not be as rapid as at 0 G, altitude loss is
minimized and you will not bury the nose. The point to remember is that the closer you are to 0 G, the faster you will
accelerate, but you will bury the nose more and lose more altitude. This is especially important in an attempt to separate
from an opponent, because if the nose is buried in a very nose-low, unloaded acceleration, the resulting high G pull out
may provide the bandit a chance to a ect a lead pursuit course or "arc you" during the ground avoidance turn. In any case,
however, attempt to get the nose below the horizon before establishing the "optimum G" for an acceleration. Rarely will a
nose-high acceleration be e ective.
E ects of Airspeed - Acceleration is a trade o between thrust and drag. Thrust increases at a greater rate than
parasite drag with velocity increases over the speed range of 100 KCAS to 450 KCAS (or 0.95 mach whichever comes
first) due to the ram air e ects on the engine. Above 450 KCAS, acceleration rates decrease as drag becomes dominant. As
a rule of thumb, the best acceleration rates occur in the speed range from 300 to 400 KCAS.
The size of your turn circle, turn rate capability, and the defender's airspeed will determine the point you initiate
the lead turn. Considerable judgment is required to properly initiate and execute a lead turn so as to arrive within the
intended weapons parameters. It is important to stress that a lead turn requires the initiation of the turn forward of the
defender's 3/9 line. (Remember turning room for one is also turning room for the other and the tighter turning fighter has
the advantage.) The point to start the turn is based on the question "Can I make that corner?" When the answer is "Yes,"
start the turn. You may also notice the proper lead point as where LOS movement increases. The lead turn opportunity
normally begins inside the bandit’s turn circle, and just as the LOS rate changes as you enter a bandit’s circle from a 9,000
foot perch setup, the LOS rate will increase in a high aspect pass as you enter the bandit’s turn circle, except that the
change in LOS rate is not as apparent. This LOS rate is that caused by the relative motion between the fighter and the
bandit, not the apparent LOS rate caused by fighter maneuvering. During the turn, G should be adjusted as required to
keep the adversary moving slightly forward along the horizon (horizontal turn). The objective is to roll out behind the
adversary. The more turning room acquired, the
longer the range for lead turn initiation and the
lower the G-loading required to complete the
maneuver. Conversely, if the maneuver is initiated
at short range with little or no o set, a high-G turn
will be required to complete the maneuver. The
uprange distance at which a lead turn is initiated
will govern the roll-out range at the target's six
(Figure 8.19). Lead turns against a target that
maneuvers prior to passing your 3/9 line will not
produce a dead six position, but should still result
in some turn advantage. Bandit LOS rate aft on the
canopy and aspect less than 180 are the visual
cues for a lead turn and work for both horizontal
and vertical conversions.
DCS F/A-18C Combat Aircraft Fundamentals 78
Lead turns can be accomplished in any plane. Assuming airspeed is in the "corner plateau" region, lead turns going
down will require slightly less o set than lead turns going up.
A lead turn down or a split-S is useful because it preserves airspeed. This is especially important if the adversary
has a predictable flight path due to a low energy state. The adversary must try to deny the lead turn with a turn degraded
by the e ects of gravity. If the attacker achieves o set above his adversary, but is hesitant to commit to a nose-low slice,
he may lead turn in the horizontal. This is done by pulling to a lead point in a plane above the bandit's flight path. Although
not as e cient (there is still an aspect problem to be solved) as a turn done in a plane with the bandit, it preserves nose
position (the vertical HCA between the attacker and defender) and prevents a vertical overshoot should the bandit counter
the lead turn by pulling up and into the attacker.
A lead turn up is e ective because it allows visual contact with the defender while possibly placing the attacker in
the defender's blind zone. A lead turn coming from low to high takes great advantage of radial G during the terminal
portion of the turn (when the attacker's lift vector is below the horizon). The lead turn in the vertical should be avoided if
over the top airspeed is not achieved (minimum of 250 KCAS level) or a significant energy advantage does not already exist
(ascending aircraft does not have vertical maneuvering potential). Lateral o set should be achieved as necessary to
maintain a tally during the maneuver.
A no-respect lead turn can be accomplished against a bandit that does not see the fighter or a turn deficient bandit
(Figure 8.21). If the bandit does not see the fighter, the end result is an unobserved conversion turn. A turn deficient bandit
has a either very large turn radius and/or a very slow turn rate generally because of two reasons-either the bandit is
extremely fast or extremely slow. For example a bandit traveling at Mach 1.3 will have a very large turn radius compared to
a fighter near corner velocity. The fighter at corner velocity can begin a lead turn well ahead of the bandit’s 3-9 line, giving
up angles and even going belly up to the bandit. But because of the bandit’s high airspeed and the inability to perhaps
bleed it down quickly, he cannot take advantage of the angles the fighter is giving up.
A second example is a very slow bandit coming down from over the top. If a bandit goes vertical and is coming
down slow on airspeed, a fighter may lead turn the bandit and even go belly up to the bandit prior to the 3-9 line because
the bandit is too slow to bring his aircraft to point at the fighter lead turning in front of him.
The above two examples are extreme cases where a bandit cannot stop a fighter from lead turning in front of him
because of an airspeed related performance limit.
DCS F/A-18C Combat Aircraft Fundamentals 80
8.6.6.2 Counters
The counter to a lead turn is to remove the o set prior to the lead point, i.e., take your share of turning room by
beginning your own lead turn.
Against aircraft with inferior turn performance, if the pilot plans and initiates a lead turn at the proper range, he
will automatically negate any turn his opponent attempts (Figure 8.23). The opponent with an inferior turn performance will
initiate a lead turn sooner than you wish to initiate yours. The inferior turning aircraft will also strive for more lateral o set
than you need for your own turn. This can be easily countered by turning to deny his lead turn and initiating your own lead
turn at the proper point for your turn capability. This will quickly develop into a lagging contest won by the aircraft
generating the best sustained turn rate.
The key to the fighter pilot is the determination of how much energy he needs and how much he is willing to
expend for a given positional advantage.
BFM allows the achievement of weapons parameters with minimum energy expenditure in as little time as possible.
This concept of e cient maneuvering is important because in a tactical situation, it will dictate how much BFM is to be
employed in a given engagement. How much predictable time can the F/A-18 pilot a ord on one attack with regard to the
entire tactical environment? How much energy or future maneuvering potential can be expended for a given positional
advantage? Will that position be su cient for the kill or will it just prolong the maneuvering, requiring more time and
energy? All these questions must be asked and evaluated to determine the trade o for a given situation. Obviously, high
energy bleed o for position is justified to achieve firing parameters against a Flogger attacking the home drome, while the
same PS expenditure may be unwise in an outnumbered sweep vs sweep scenario deep in enemy airspace. Energy and
position must continually be balanced by the fighter pilot. BFM is a tool the F/A-18 pilot uses to achieve this
balance—always trading energy for position and using position to employ ordnance, remaining cognizant of his own need
for survival.
DCS F/A-18C Combat Aircraft Fundamentals 82
The first and primary goal of o ensive BFM is to kill. In order to kill, the fighter pilot must recognize weapons
parameters and employ ordnance once in those parameters. If he cannot shoot, he must reposition until he can employ
ordnance.
● Gain and maintain su cient energy to have future maneuvering potential against the adversary.
● Maintain nose/tail separation against the adversary. O ensive maneuvers will position the pilot behind the bandit
with su cient energy to enable him to stay there.
● Allow the pilot to drive into a position from which ordnance may be employed against the adversary.
● Select AB.
● Point to where you want to enter the bandit’s turn circle. Do not pure pursuit the bandit during missile
time-of-flight.
Another technique for determining your position relative to the bandit’s TC is to evaluate the bandit’s present rate
of turn. If this turn will bring you forward of the bandit’s 3/9 line, then you are outside the bandit’s TC. You are inside the
bandit’s TC when you determine that his rate of turn will not bring you forward of his 3/9 line.
Use the afterburner to gain airspeed. Because you're outside the bandits TC, the time it takes for you to get there
is dead time. Every second the bandit generates 15-20° more angles you'll need to solve and you can't solve any angles
until you get to his TC. Therefore you'll want to get there as quick as possible. However, once there you'll need to slow back
down by getting out of A/B and/or use of S/B. A good trade o is about 500 knots at the TC entry. Faster and your radius is
too large and rate drops o , slower and you'll quickly have to ease o the "G" to sustain corner. Power modulation in the
Hornet, especially against a thrust deficient bandit is all important, i.e. two- handed turns are a requirement.
The TC entry point is a window from where he started (actually just inside) to just short of the center of his TC.
Anywhere within this window is the correct solution, however, exactly where will determine the amount of vertical needed
to solve the problem. The hotter the entry (i.e. the closer to the center of the TC) the more vertical required. This assumes
you are fighting a bandit similar in capability to you. A good rule of thumb is to enter about 2/3 of the way out from the
center. Assuming a standard set-up, at the "fights on/Fox II" you need only to roll out and point to where the bandit was (or
at the first flare) to hit this entry point. This is the conservative approach, but will enable you to see the TC entry more
clearly. How about vertical? This is a wonderful concept, but too low and the bandit can keep his energy up by keeping lift
vector on, too high and you delay getting to the TC. Again, look for a window, within about 500' high or low is reasonable. If
you go low, the bandit can create max angles with lift vector on as well as maintain energy by having his lift vector below
the horizon. A level (or even a slight climb) will force the bandit to make a decision. If he keeps lift vector on he bleeds
energy, if he keeps lift vector slightly below the horizon he builds you some vertical turning room. The point here is two
fold; have a game plan, but realize the bandit may not be cooperative. Constant assessment of what the bandit is doing,
and being able to adjust is a must.
DCS F/A-18C Combat Aircraft Fundamentals 84
Look through the bandit at the horizon beyond. This gives you the best cues to determine the size of the bandits TC,
(and therefore the center of it), the amount of altitude delta you have (space between horizon and bandit is vertical turning
room), and most importantly, it will be the best cue for TC entry time.
You've arrived at his TC (Figure 8.25) but now you need to solve the other problems that have been created, such
as angles and range; realize that the bandit will not be in your HUD at this point. Reference the previous discussion on
airspeed at TC entry and power modulation. If your initial speed is greater than 500 KIAS or .75 M (which is lower) pull
power to MIL/min AB, or fan the boards, you will slow down during your initial turn. Less than 500 KIAS or .7 M (whichever
is lower), leave power set in full AB. As the bandit's airspeed decreases, so does his TC size. When you enter his TC your
turn circle will be a bit larger than his initially. Your initial move should be to make a loaded roll to set your lift vector on
or slightly above the bandit, and pull. This is initially a limiter pull while you assess range and closure.
During the maneuver, you need to assess what the bandit is doing, along with your range, closure, and heading
crossing angle (HCA). This initial turn will take you through about 120° of turn. It is critical to keep your nose in check with
the horizon as well as the bandit, + 15°. (Slightly more may be required if you chose to make your entry hotter due to
higher aspect angles) Done correctly your flight path will take you slightly outside his, and you will always be looking at the
top of his aircraft. What you do from here depends on what type of defense the bandit is doing. For this discussion two will
be addressed: check and extend & continuous turn.
Your goal is to get to a position of control (the control zone, his elbow, etc.) and beat him down on energy until you
decide to prosecute. Typically you will arrive there after 2 or 3 extensions by the bandit, provided you didn't let him extend
too long each time. Transitioning to the eventual kill with the gun will be discussed later. Take your time, be patient, and
the kill will happen quicker in the endgame.
DCS F/A-18C Combat Aircraft Fundamentals 85
● Too hot of a TC entry: set up a reversal opportunity, best case delay the kill unnecessarily.
● Late TC recognition: flying out the back, letting the bandit get a good extension.
● Ensure his nose is committed down before you go for the kill.
The biggest error made happens at the onset. If the bandit goes up and you immediately follow. Essentially you're
cutting across the center of his TC, and creating problems talked about earlier. Remember to point to where he was and
make a good TC entry.
DCS F/A-18C Combat Aircraft Fundamentals 87
If you elect to pull lead and gun him from the start, prepare
for the possible outcomes. If he's a duck and simply puts lift vector on
and pulls, he dies, fight's over in 3 seconds provided your pipper
control is on the mark. If not, or he jinks, you now have a closure problem and angle problem which you may not be able to
solve very quickly especially if you continue to press the attack and follow his jink. The way to keep out of trouble here is
to pull lead, if he even hints at a jink it's time to reposition while you're still outside 2500'. If you decide to shoot, do so
with a lethal burst, then reposition immediately. If the shot is good, call him dead. If it's not, you're already solving the
closure problem before it gets out of control.
If you remember nothing else, remember this: FIGHT TO LAG, LEAD TO KILL
The bandit has a couple of options to try and force an error. If he continues his turn, think o set turn circles, and
small yo-yo’s. He's on the down side of the Ps curves, so you're controlling the fight from the start. One mistake is to bleed
your energy before him. Ride the smoke trail, and monitor his airspeed. When he's down to about 200 kts you own him.
Avoid being low and not in lead, you'll scrape o on the floor first. As long as you're slightly high, the bandit will have to
flatten his turn to avoid the floor. When he does you can trade your altitude for turn rate and gun him.
DCS F/A-18C Combat Aircraft Fundamentals 88
If the bandit reverses (Figure 8.30) in a nose counter or roll underneath, he's trying to cause several problems. First
is to get your nose out of sync with his, and make you fly a shorter string causing a closure problem. You can control this
with an appropriate reposition to his six. Idle / speed brakes may also help. Either a yo-yo type maneuver out of plane or a
lag roll will work, but be extremely careful not to bury your nose or it may stagnate the fight. The idea is to stop your
forward movement to preserve range. If you keep a constant cross check of range and closure, and solve it early, you'll stay
behind him all day. If you delay, you're sure to find yourself in a stack or defensive. As a rule of thumb at 2000' if you see
100 knots of closure, reposition, At 1500' if you see 50 knots, reposition. This is a two handed BFM, using small crisp
maneuvers. When in doubt, reposition! It can't hurt, and you'll preserve your o ensive position.
Common Errors:
There is no magic maneuver you can use on defense which will automatically change you to an o ensive position
against a similar bandit. In order for you to go o ensive or separate, he must make a mistake. Therefore, it is essential you
maintain a tally so you can take advantage of his mistakes, assuming he makes any. Your maneuvering on defense must be
weighed with keeping the tally. If the bandit doesn't make any mistakes, or makes fewer than you, the best you can hope
for is to keep him from employing ordnance against you. As the engagement continues, this can become extremely
frustrating and there is a tendency to give up. Your will to live must remain high. As long as the bandit isn't shooting, your
defense is working.
● Survive the bandit's attack. Deny the bandit weapons employment opportunities. Defeat any weapons
employed by the bandit.
There are also a few principles that are important if you intend to survive:
● First is the will to live. Whatever it's for it doesn't matter, but the instant you give up you die. Once this
attitude has been established the fight may commence.
● A game plan is important, and a couple will be discussed later. However, if the game plan you decide on is
not working, do something else.
● Keeping a tally is a must! Do whatever it takes not to lose the bandit once you have him in sight.
BFM is a constant trade-o between energy and position. Only expend enough energy as required and no more.
Airspeed is rate, and rate is critical in defeating ordnance and causing angular problems for the bandit. If you give up
airspeed and don't get anything for it, you'll die. However if you try to conserve airspeed at the wrong time, you’ll o er the
bandit a shot opportunity. Don’t die with airspeed or altitude below you.
Along the same line, is nose position relative to the horizon. Don't get it buried or you become extremely
predictable which makes the bandit's job a lot easier.
DCS F/A-18C Combat Aircraft Fundamentals 92
The initial turn is critical, and sets the stage for the rest of the fight. It should be almost reactionary, but watching
the bandit throughout is a must. This turn must be on the limiter! You must create as many angles as possible before
the bandit gets to your turn circle. Also, it is important to blend in the G quickly and smoothly, rather than a snap to 7.5
G's. A non-limiter turn makes the bandit's job easier.
At the "fight's on" call, a break turn needs to be initiated. This means roll to set your lift vector (on the bandit or
slightly below the horizon), power in mil, pull smoothly to the limiter, and dispense flares. Lift vector position is very
important. Lift vector on the bandit will prevent him from obtaining out of plane turning room. However, if the bandit stays
level or climbs slightly, you’ll bleed airspeed quicker, and once below corner you’ll lose turn rate. Lift vector below the
horizon will allow you to sustain a good turn rate longer, creating more angles on the bandit, but it may also give the bandit
some vertical turning room high. Either is acceptable, but realize what you're gaining/giving up with each, and know how it
plays into your game plan. There are a number of ways to visualize your lift vector: the top of the canopy, the vertical
stabilizer, or bandit's relative position on the horizon.
Flares need to be expended to decoy missiles in flight as well as missiles before they ever come o the rail. You
must continue to expend flares as long as the bandit is in a position to shoot a missile. This varies considerably depending
on the threat, but for the purpose of this discussion, assume the bandit has an o -boresight capability of 30°. During this
break turn, assess what the bandit is doing and determine what your next move will be. What you will see for the first part
of this break turn is the bandit tracking forward on your canopy. This is good!!
What the bandit does will depend on his game plan, aircraft capabilities, and pilot abilities. This discussion will be
limited to the bandit making some big out of plane maneuver, going to pure/lead pursuit, or making a bid for lag. If the
bandit elects to make a big move out of plane, he is going for turning room and probably doesn't think he has a turn
capability equal to yours. Do not allow huge amounts of vertical turning room. The missile threat will go away rather quickly,
so your move should be to select full AB, put lift vector on him, and continue the pull on the limiter. Depending on the
amount of vertical, he may not have ever entered your turn circle. In this case you should be able to pull him to the front of
your canopy and pass him high-aspect. This pass will most likely be low to high for you, and give you an opportunity to
reverse on the bandit. Reversals will be discussed later.
DCS F/A-18C Combat Aircraft Fundamentals 93
The concept behind a check and extend defense is to get energy when his nose is o , and try to increase the range
between you and the bandit. So whenever you turn it's on the limiter, and when you extend it's with both hands forward.
Continue to turn on the limiter until the bandit starts to move aft on your canopy. With the bandit's nose o of you (which
may happen before he enters your turn circle) select full AB. Your next action is to unload. You've just been at 7.5 G's so
ensure you unload to less than 1 G and not to 2-3 G's. Rolling out of the bank as you extend will telegraph your intentions,
so stay in the bank. Your nose should be slightly low, but not buried, and most importantly maintain sight of the bandit.
What you are looking for is nose rate and nose position. At first you will see a lot of plan form which will decrease
as the bandit tries to pull you to his nose (Figure 8.35). Ideally, you need to start back into your turn before his missiles are
a threat. So when you assess that the length of his aircraft is about equal to the width, get back into a limiter turn. Turning
now will allow you to start the turn in AB, if you wait a bit longer the turn will be a full fledged break again. When you turn
may also be dictated by airspeed. If you are guaranteed to stay and fight, you should start you turn at about 450 kts to
optimize turn performance. When you are within 30° of his nose, get back to mil power and expend flares. Now look for the
same cues as before as to when you have the opportunity to extend again. Realize that the check and extend defense may
allow the o ender to salvage a poor TC entry.
This process continues until the bandit makes a mistake or you need to transition to a guns defense. The bandit's
options are the same as previously discussed, and should be dealt with in the same manner. As this fight progresses, your
opportunities to extend, and the length of your extensions will decrease depending on the bandit mistakes.
Common Errors:
● Not breaking on the limiter.
● Lift vector control (too high and you bleed energy, too low results in getting your nose buried.
● Poor IRMD.
● Losing sight.
DCS F/A-18C Combat Aircraft Fundamentals 95
This defense is much tougher to fly correctly than the check and extend, but gives you the best opportunity to
survive in an air-to-air arena which involves radar missiles and all-aspect IR missiles. The basic principle is to maintain an
energy state where your aircraft performs best, creating angles and forcing the bandit into making a mistake. As with the
check and extend, initially you need to turn (Figure 8.36) on the limiter as long as the bandit moves forward on your
canopy. When the bandit's nose is o , get the power back into full AB, and assess your energy. Get your lift vector slightly
below the horizon so God's G can help you maintain energy and continue your pull. Ease o of the limiter. Continue to
monitor the bandit! His flight path should take him slightly outside yours, but not past your extended longitudinal axis. As
long as he is not in a position to employ missiles you can keep it in AB, but as soon as the bandit rates his nose around
you'll have to use IRMD
If the bandit bleeds all his energy in the first turn, and continues to pull maximum G, he may stagnate. You should
feel pretty good at this point, but remember it is the bandit's decision to stay "stuck in lag" not yours, and if he
wants/knows how to get out of it, he can. However, if he is experienced, when he recognized that your game plan was a
continuous turn he probably eased o his turn to preserve both energy and range. Eventually he will threaten you enough to
force you out of AB, and rate his nose to threaten you with the gun. When this happens it's time to give up some of your
airspeed and turn to create angles and closure problems. The bandit will have to reposition to maintain control, and as soon
as he does plug in the AB, and ease o your turn to capture the rate that will not deplete any more airspeed. When the
bandit threatens you again, repeat the process. If the bandit makes no mistakes you'll eventually have to transition to a
guns defense. If he does he may overshoot to a scissors, stack, or even a reversal.
Common Errors:
● Poor IRMD.
Whether you elect to do a check and extend defense or a continuous turn defense the goal is to force the bandit to
make an error that you may capitalize on. There are several keys to assessing the bandit's energy state. If the air is right to
produce contrails, and the contrails are coming o the bandit's wing tips, his energy is high. If they are coming o of the
fuselage, then the bandit's energy is low. The best indicator of the bandit's energy is nose rate. Couple this with bandit
maneuvers and you're on you can capitalize his errors. If the bandit bids low to arc you across the circle; a small bid down
by the bandit can easily be countered by matching him. This will not only take away his turning room, but will aid in
keeping your energy up. If the bandit makes a large bid down to cut across the circle, chances are his energy is low. You
could match this move also, but that may result in moving the entire fight to the bottom of the area and give the bandit a
possible snapshot. If you know his energy is such that he does not have over the top air speed, and you do, use the vertical.
This can be extremely risky, especially if you miss-judge his energy and he has range. Another option is to place your lift
vector slightly above the bandit and pull on the limiter. This will keep you out of plane, increase angles, and possibly send
this fight neutral or o ensive for you. In most cases, your defense will be a combination of both the check and extend, and
the continuous turn. Proper application of both will prolong your survival and give the bandit more opportunities to create
an error for you to capitalize on.
If initially the bandit pulls lead for a gun shot you'll see forward movement on your canopy and the bandit's nose
rating forward. (If you see belly you're too late on your move.) What you need to do is roll underneath or nose counter over
the top in a worm defense. The bandit wants lead so give him lag.
Basically both moves are similar as you're doing an unloaded roll to change your direction of flight. As you jink it is
important to keep some energy on the jet. AB is probably out of the question or you'll o er the bandit a missile shot. So
maintain mil power, flare when appropriate, and try to keep a slight downward vector of about 10°-15°. This will help you
keep about 200 kts and ensure you still have the energy to jink. The unload at slow speed seems to take forever so really
slam the stick forward and roll quickly the other direction. If your vector is slightly down then repositioning your lift vector
in the opposite direction is quicker if you roll underneath. But don't try it with less than 1000' of altitude until the floor in
case you make an error. It is best to use a combination of both to avoid predictability. It is critical to maintain the pull for
a few seconds following each move to ensure you are getting out of the bandit's HUD.
Your first goal is to give the bandit a closure problem, forcing him to reposition, and get his nose out of sync. The
closure problem will develop by the bandit continuing to pull lead with each of your jinks. He will subsequently fly a shorter
path than you, creating lots of closure at short range. You'll notice this by the size of his aircraft, and a nose o reposition.
If his nose is in plane, get him out of sync. If his nose is out of plane, try to keep him in phase with you by putting the lift
vector on. If during your jinks you lose sight of the bandit, do not go into a single direction death spiral. If you jink and
don't pick him up, then jink again. Search inside and slightly high first then high above. If no tally, jink again and search the
same pattern. The bottom line is, if the bandit never makes an error, or you don't capitalize on those he does make, you'll
have problems.
Common Errors.
● Mis-timed jinks (Failure to accurately assess the bandit's range, and nose position).
● Jinking up.
● Loaded rolls (up and you bleed energy, down and you get your nose buried)
● Lose sight.
8.8.7. Reversals
When does the opportunity for a reversal present itself? Throughout the engagement you need to constantly
assess the bandit's range, closure, and heading crossing angle. The general cues that a reversal is a valid option are when
the Attacker has:
● High Closer Rate
● High HCA
● Range is inside of his turn circle (Range is dependent on the turn performance capabilities of the aircraft)
ALL CUE’S MUST BE PRESENT FOR A REVERSAL TO BE SUCCESSFUL.
IF ANY OF THESE ARE NOT, DO NOT REVERSE!!
IF a reversal is executed when one or more of those cue’s are missing, you are simply solving the angles problem
for them. The decision to reverse is made before the bandit actually passes you, but when the time comes and you make
the decision to go for it, you have to execute quickly and decisively or you're toast. The execution must be done quickly,
confidently and a max performance turn. Once you begin execution, you are committed. Think “pull for the bandit's high
six”, and you'll do fine.
DCS F/A-18C Combat Aircraft Fundamentals 98
As he passes by, this is your cue to execute! At that instant, select full AB and unload the jet, then roll. A loaded
roll is an option as well, but this option should only be used if you need to bleed more energy in the reversal. You want
turning room, so don't put your lift vector on him, you want to initially place it slightly above his POM. Then quickly but
firmly do a max performance pull. As the nose climbs above the horizon you will utilize the rudders to transition the LV
placement into lag. This move will result in a loaded barrel-roll around his flight path, and in essence stopping your ground
track while he flies by. Be careful not to over control the jet and force it into an accelerated stall or spin during this
maneuver. The rate at which you roll your lift vector is solely determined by the LOS of the bandit as he passes. If it works,
put your o ensive hat back on. If it doesn't, more than likely you're now in a scissors or a stack. One word of caution—if
you're having to waiver on your decision to reverse or not, DON’T! What you stand to lose is far greater than continuing with
your defensive game plan.
The goal of the defensive aircraft in a Flat Scissors is to "maneuver to survive." Like the o ensive aircraft, the
defender will maneuver his aircraft so as to reduce his down-range travel through the proper use of lift vector placement.
To accomplish this, you must pull for his six after each reversal. In addition, the defender is always trying to keep the
o ensive aircraft out-of-phase and out-of-plane to deny him a high percentage gun tracking shot. Reversal timing is
critical. The timing of the reversal within this window is entirely dependent on the track crossing rate of the o ensive
aircraft. The sooner the reversal can be executed, the more out-of-phase the defender can get with the attacker. With a
high track-crossing-rate, the defender should reverse as soon as the attacker's nose falls behind him. If the
track-crossing-rate is low, the defender might have to wait until the attacker crosses his six. Most importantly, if the
defender sees the attacker solving for the "Big Three," the first axiom of defensive BFM must be observed: "maneuver to
survive.”
A rolling scissors isn’t fundamentally any di erent then a flat scissors, try to slow your forward progress along the
ground faster than the other guy. Except that both aircraft are essentially barrel rolling around each other, as they are
attempting to utilize the vertical to manage turning room and energy by changing the POM into the vertical to slow forward
progress over the ground. This type of scissors is a delicate balance of energy management. As your nose drops below the
horizon, energy increases quickly, possibly to the point of negatively a ecting your TC performance and increasing your TC
radius, giving your opponent turning room to transition to your six o’clock. Conversely, when you transition from nose low to
nose high, gravity can reduce your speed quickly, which can result in a departure of controlled flight if not anticipated.
Which, again, gives your opponent time to transition to your six o’clock. Unlike in a flat-scissors where your LV is going to
be on or slightly above your opponent, with the goal of maintaining your POM level. In a rolling scissors, your LV/POM will
be in lag behind your opponent. Unlike a flat scissors where you lose visibility during the re-merge, in a rolling scissors you
will have visual for the entire maneuver. If you see the attacking aircraft LOS begin moving aft, you need re-asses and look
for opportunities to extend utilizing advantages of the .
DCS F/A-18C Combat Aircraft Fundamentals 99
Your decision to stay and fight or to separate will be based on many considerations: fuel, ordnance, energy,
mission, etc. If your decision is to separate, then the initial pass is usually the best opportunity for a separation. If your
decision is to stay and fight, then attempt to gain turning room laterally and vertically prior to the pass. If the bandit allows
you to gain turning room prior to the pass, lead-turn him to gain a position of advantage. If the bandit does not allow you
turning room at the pass, your options are: extend, vertical up, vertical down, pitch, slice, or lateral turn.
Extend - You may extend straight through in order to gain turning room and/or energy. This will force a wider fight which
will allow the use of all-aspect ordnance. If the bandit is capable of a high turn rate, it will be di cult for you to gain
su cient turning room prior to the bandit threatening you. However, if your energy is low at the initial pass you may have no
option but to extend.
Vertical Up - If you pull straight up at the pass your turn rate will be lower and turn radius will be larger during the first
half of the loop. As you maneuver in the vertical, you will become slower, more predictable, and be more exposed to the
look-up missile threat. As a general rule, unless the bandit does not have the ability to maneuver in the vertical, going up at
the initial pass is not advisable.
Vertical Down - If you pull straight down at the pass, your turn rate will be higher and turn radius, dependent upon
airspeed, may be smaller. If you are at corner plateau velocity, a limiter split-S will be the quickest way to turn 180°. The
disadvantages of the split-S are that the maneuver is physically demanding, and the tally is extremely di cult to maintain.
Additionally, if you are above corner plateau velocity your turn radius can become very large.
Pitch - If you use a pitch at the pass, the e ect on your turn rate and turn radius will be similar to the vertical up, but to a
smaller degree. The advantages/disadvantages of a pitch are the same as the vertical up; however, a pitch may be used to
control excessive airspeed and slow to corner plateau velocity prior to performing a follow-on maneuver such as a lead turn
or slice.
DCS F/A-18C Combat Aircraft Fundamentals 100
Slice - If you use a slice at the pass, the e ect on your turn rate and turn radius will be similar to the vertical down, but to
a smaller degree. Controlling airspeed to minimize turn radius is very important. A slice at the pass is a good compromise
to gain some benefits of radial G and still maintain tally. A 415 KCAS max AB slice, with approximately 10° nose low, will
allow a 7.5 G sustained turn for the first 90° of turn. After that, modulate G to control nose position and airspeed.
Level Turn - Generally, a level turn does not take advantage of radial G and is ine cient BFM. However, turning level
o ers the best opportunity for maintaining tally and will help bleed o excessive airspeed (above 500 KCAS) until a
transition to a slightly nose low attitude is desired.
8.9.3. One-Circle Fight
A fight can be forced one-circle by you or the bandit. A
one-circle fight will be a closer fight and deny all-aspect missile
employment.
As you roll out of an initial right turn, the bandit will be at 12:30 to 1:30 with a right to left LOS rate. Your
airspeed should be 270 (+/- 10)KCAS if a maximum G turn was accomplished. The next several seconds can be used to
unload for energy if airspeed is low or begin a lead turn inside the bandit's turn circle. The turn should begin prior to the
pass, but with a constant airspeed pull. Maintain over the top potential. If the bandit remains level, two to four passes may
be required to align fuselages enough for a shot. If he recognizes his energy advantage, he may attempt to exploit the
vertical. If the bandit zooms, immediately evaluate your energy in light of the aggressiveness of his maneuver. If his energy
is significantly greater, you may want to extend momentarily before pursuing in the vertical. From this point, high to low
lead turns as the bandit comes down the back side of his loop will result in fuselage alignment. From this position of
advantage you can employ o ensive BFM to develop a shot opportunity.
DCS F/A-18C Combat Aircraft Fundamentals 101
● Keeps you inside the bandit's all aspect missile minimum range.
● Normally doesn’t allow F/A-18 AIM-9 front aspect employment (inside minimum range).
DCS F/A-18C Combat Aircraft Fundamentals 102
Gunshots range from very controlled tracking opportunities to very dynamic snapshot situations. Apparent LOS
relative to the shooter and the defender's turn rate capability dictate which type of shot is available; tactical considerations
dictate which is the most feasible. Every gun opportunity must be judged and handled with proper concentration given the
trade-o between target destruction and your survival. How predictable can you be? How much energy can you expend and
what will you do after the shot? Can You a ord the time to take the shot?
There are two basic situations where gun use is required: when the gun is the only available weapon, and when a
target of opportunity (inside the missile minimum range/angle envelopes, but within gun parameters) presents itself. Gun
solutions, especially in a dense air-threat environment, are fleeting in nature. You must see the situation approaching, react
quickly to "fine tune" the gun solution, then kill or damage on the first attempt. But think twice about the time and energy
dissipation required to generate such a situation if it does not already exist.
Ideally, this would be an inexperienced pilot separated from his flight, low on fuel and energy, with no tally. Time to
kill will be minimum in this situation. The bogey you would not choose to gun will be on the opposite end of the spectrum; he
is experienced, has energy, fuel, and a tally, and his flight is with him. Minimize all solution errors which are controllable.
There is one parameter which minimizes ALL errors associated with a dynamic air combat gun solution range. Get in close to
improve your Pk.
Gunshot opportunities in combat are rare. Don't save rounds for other bandits, fire a lethal burst (generally 1 - 2
seconds) on the one you're engaged with, then immediately reposition to avoid the resulting fireball. Once separating,
assume you've been targeted by a new threat (you've been very predictable and not checking six while getting your guns kill)
and maneuver your jet accordingly.
8.11.3. Gunsights
Three di erent sighting references are available for use. The gun cross, Radar-Not-Tracking, and Radar Tracking are
available in all F/A-18Cs. Refer to DCS F/A-18C HORNET Flight Manual for information on HUD symbology.
The gun cross is always available and easily used. You can e ectively imagine the gun cross as being where the gun
barrels are pointed. Proper aim is achieved by positioning the gun cross in the target's plane of motion (POM) with the
proper amount of lead. The gun cross is a very good reference to use to initially establish yourself in the target's POM with
some amount of lead. As range decreases, you can then refine the lead angle before firing.
DCS F/A-18C Combat Aircraft Fundamentals 105
The Radar Not Tracking Mode (Figure 8.44), also called the Funnel Mode, is obtained
immediately upon A/A GUNS selection if the radar is not already tracking a target or at any
time if radar track is lost or broken. To use the funnel, fly to place the target aircraft’s wings
between the funnel such that its wing tips just touch the sides of the funnel.
Radar Tracking Mode (Figure 8.45) is the primary air-to-air gun mode of the Hornet.
Radar Tracking Mode is obtained immediately upon gun selection if the radar is tracking an
aerial target. Valid range, range rate, and angle tracks are required for Radar Tracking Mode
operation.
Once the radar is locked on, the Target Designator (TD) indicates the
position of the target being tracked, and target range is displayed on an analog
bar on the 50-mil diameter gun reticle along with a maximum firing range cue.
Maximum gun firing range corresponds to a maximum bullet time of flight of 1.5
seconds and a minimum impact velocity (bullet VC) of 500 feet per second or a
minimum bullet velocity (Vb) at impact of 1,000 feet per second, whichever range
is less. Maximum firing range is much greater head-on than tail-on.
An advantage of the Radar Tracking Mode is the use of radar track data.
The use of track data makes the lead angle computation dependent only on target
motion and the encounter geometry. The computed lead angle is essentially
independent of aircraft attitude. The Radar Tracking Mode obtains firing solutions quickly since rapid attitude changes have
little short-term e ect on the required lead angle. As a result, the pilot’s task is solely flying to aim the gun reticle since the
target tracking function is being performed by the radar.
As a further aid to the pilot and for consistency with the missile modes, a SHOOT cue appears if the target is within
maximum firing range. If the predicted miss distance is less than 20 feet, and all other firing constraints (master arm,
weight o wheels) are satisfied, the SHOOT CUE comes on. The SHOOT cue includes a 0.5 second anticipation needed for
pilot reaction time plus gun delay time. The SHOOT cue remains on until the predicted miss distance exceeds 30 feet.
Radar Tracking Mode is automatically selected if A/A GUNS is selected while there is a radar lock. If there is no
radar lock, it will go to Radar Not Tracking Mode.
DCS F/A-18C Combat Aircraft Fundamentals 106
Gunnery errors can be separated into three categories, dispersion, systemic, and pilot controlled errors. Dispersion
is di erent for each bullet and accounts for the shotgun type of pattern. The dispersion for our gun is six mils, meaning
80% of the bullets can be expected to hit inside of six mils. Systemic errors result from boresight inaccuracies, radar angle
tracking inaccuracies, or any other non-pilot errors. These errors vary from day to day and from aircraft to aircraft and
result in a movement of the center of the burst some unknown distance from the aimpoint. In the F/A-18C, the dominant
systematic errors come from boresight and radar tracking errors. Boresight errors can be reduced to less than the six mil
dispersion with a good bore sight program. Radar tracking errors arise from the radar tracking di erent parts of the aircraft
which induces errors in its estimate of velocity and acceleration. However, these errors typically lie along the targets flight
path, producing a miss in front of or behind the target. Therefore, the best shooting technique to ensure at least some hits is
to strafe the target along its flight path.
The final kind of errors concern pipper position relative to the target, the pilot controlled errors. It's Obvious that
the pipper must be near the target to get a hit; however, systemic errors may cause a very precise track of the cockpit with
the pipper to result in a very precise miss just forward of the nose.
The bottom line regardless of which sighting system is used is that strafing the target along its flight path and firing
a lethal burst will compensate for systemic errors and result in a higher probability of hitting and killing the target.
E ective gun employment requires practice and, most of all, mental preparation. The gun must be in the target's
plane of motion, gun cross in lead, and in range. Instead of trying to fly the pipper to the target, concentrate on establishing
the gun cross in front of the target and in the target's POM. Then, using the Range Cue’s or Gun Reticle(pipper) as an
indicator of the proper lead angle, make small plane and lead angle changes to superimpose the pipper on the target. Open
fire before the pipper reaches the target, thenstrafe the target from one end to the other. If variables change, reposition and
press again if the threat allows:
● Watch the target and not the sight. Learn to anticipate sight and target coincidence and open fire oneTOF before.
● Do not wish the pipper onto the target. Discipline yourself to fly it to a precise point, open fire, then let it slowly
drift through the target.
● Anticipate a target reaction. If the defender maneuvers out-of-plane, accept a snapshot and separate or reposition
for another attempt.
● Fire at close range; commensurate with safety and training rules. The shorter the bullet TOF, the more accurate the
pipper placement is, and the less reaction time the target has to defeat the shot.
● At cease fire, have a plan. Be ready to reposition or separate if he doesn't blow up.
DCS F/A-18C Combat Aircraft Fundamentals 107
For low aspect shots with a radar lock on, a simple technique is to use the 1 G pipper to track the target when
outside max range. This will establish the plane of motion and solve the majority of the leadangle requirements (remember
from basic gun theory that of the total lead angle, about 85% is lead for target velocity and 15% for target acceleration).
Using the 1 G pipper initially makes it easy to transition to either the in-plane or out-of-plane maneuver lines once you're in
range. The pilot then opens fire and strafes the target along its lift vector, using either the in-plane maneuver bar or the
out-of-plane maneuver lines as a reference for the lead angle boundary (Figure 8.46).
Without a lock, the pilot must use funnel width in relation to the target's wingspan to determine the proper lead
angle. An accurate firing burst can be obtained by first centering the target in the funnel. Next, open fire with the wingspan
slightly larger or smaller than the funnel, let the target slowly track up or down the funnel, and cease fire when the
wingspan is equal to the width of the funnel. It is important to remember that whenever relative motion exists between the
funnel and the target, the gun is properly aimed before the target wingspan reaches the width of the funnel due to the LCOS
filtering properties.
DCS F/A-18C Combat Aircraft Fundamentals 108
Next, consider beam aspect shots. The dynamics of beam shots require large lead angles and are di cult because
the required turn rate to track the target exceeds the aircraft's turn capability at short ranges. In the 1v1 engagement, a
beam shot could result in an exchange of 3/9 line if the shot is missed. However, in a multi-bogey environment, it may not
be sound to slow down and anchor in an attempt to achieve a low aspect shot. Against a bomber with a tail gun, a
beam/front aspect shot is the best option. For whatever the reasons, a beam aspect shot requires that you establish yourself
in plane with excess lead angle early on. In Level II and III, the MRGS lines are used initially to accomplish this by tracking
the target on or between any of the MRGS lines. This puts the gun in lead and eliminates lateral error as you close. In Level
IV and V, the funnel extends to the bottom of the HUD and is easily used to accomplish this initial lead requirement. This
lead angle is maintained until range has decreased to the point whereG forces are as high as the pilot is willing to accept or
until lateral control is too di cult. Aircraft G is then held constant as the gun is fired and the target moves up in the HUD.
In this way, bullets are passing from in front of the target to behind it. Controlling lateral error (keeping the target centered
in the funnel) becomes the critical factor, not lead angle.
High aspect shots are very fleeting in nature and are currently restricted above 135° aspect angle. However, in a
multi-bogey environment, a high aspect shot and a separation may be the best alternative if you're unable to get a missile
shot and are merging at high aspect. Employing the gun in a high aspect attack first requires that the pilot recognize the
opportunity for such a shot early on. A pursuit course withthe target near the top of the funnel should be initiated so that
the shot does not take place with too small a heading crossing angle for a separation during the disengagement. As you
approach maximum range(about 5000' at 120 ), you should now establish the required lead and open fire. Open fire with
the pipper(either Level V pipper or 1 G pipper) coming up from behind the target, pull the pipper through the target, then
relax your G's so as to let the target now track back through the pipper. This will create a burst pattern from behind to
forward to behind the target. This technique will compensate for any leadangle errors and again make lateral control the
critical task. Without a radar lock, the pilot must now analyze range to determine when to open fire. This can be
approximated by keeping the target near the lower third of the funnel until the wingspan approaches the size of the bottom
of the funnel (approximately 3000'). Now open fire and track the target until the wingspan is larger than the funnel, then
relax the G and let the target track up the funnel to ensure su cient separation.
The gun is an e ective, short-range, all-aspect weapon if properly used. You must be mentally aware of what you
want to see in terms of gunshot opportunities and take advantage of them as they arise or when you make them happen.
Target aspect and geometry are prime players. Know the logic and inherent errors of your gunsight and where to put it for
maximum e ectiveness.
DCS F/A-18C Combat Aircraft Fundamentals 109
Maneuvering during proficiency exercises entails a basic objective in addition to "rolling out at six." During each of
the following exercises, weapons switchology ("playing the piccolo") should be practiced.
Start 3000' - 7000' in trail and close comfortably to 500’, noting size comparisons at di erent ranges (lock and no
lock) and angles o .
The defender sets speed at 300 - 350 KCAS. The attacker sets up co-speed in a position 2000' - 2500' at six o'clock
at the same altitude (Figure 9.1). At the call "Begin maneuver," the defender goes into 3 - 4 G turns, approximately 45º -
60º either side of course. The attacker attempts to maintain between 1000' - 2000' back in a tracking position. The
attacker will reposition on reversals as necessary so as to stay out of jet wash, or if inside or outside of weapons
parameters. The defender will use the vertical and vary power settings as proficiency dictates. The attacker should practice
with various gunsight modes and lock-on/no lock-on as proficiency permits. Throughout the maneuver, the attacker should
attempt to maintain good aircraft position and pipper placement while controlling range and overtake with small
out-of-plane maneuvers and power. The attacker gains practice in recognizing the need for a reposition (using the vertical)
when either inside or outside of gun tracking parameters.
DCS F/A-18C Combat Aircraft Fundamentals 110
The defender sets speed at 400 KCAS, altitude approximately 20,000' (Figure 9.2). The attacker establishes
approximately 50 knots of overtake from a perch position (five - seven o'clock) about 3500' - 4000' aft. While closing, the
attacker should call any AIM-9 shots on the radio. At approximately 2000', the attacker calls "Begin maneuver." The
defender should add power but allow the attacker a slight thrust advantage (non-AB), and, with a constant tally, enter a 4 G
turn. After turning approximately 120º, the defender will reduce AOB to 30º - 45º and begin a climb. The maneuver
continues until the defender reaches 250 - 300 KCAS, at which time he should do a slick back while accelerating to 350 -
400 KCAS. Maneuvering by the defender
should not be at max performance nor at
such a low G that tracking is di cult. The
maneuver may continue to a barrel roll
(approximately 30º nose high and 3 G's)
followed by a horizontal turn. The maneuver
may be terminated at any time during the
profile. This exercise will allow the attacker
to practice short range AIM-9 employment
on a non-maneuvering target and
continuous gun employment under varying
flight conditions (level, climbing,
descending, accelerating, decelerating
and/or rolling). The defender must maintain
a tally and remain predictable through the
exercise.
Defender sets speed at 300 to 400 KCAS (Figure 9.3). The attacker initially positions approximately line abreast, at
least 3000' out, with an airspeed and altitude advantage. At "begin maneuver," the defender flies a non-maneuvering flight
path. The attacker performs a roll-slide gun attack by initially pulling his nose into lead pursuit, and then adjusting G and
roll rate so as to set up a controlled rate of movement of the pipper towards and finally through the defender. The trigger
should be squeezed at the appropriate time and out-of-plane maneuvers may be performed. Multiple passes may also be
performed. This maneuver teaches the
attacker to establish required lead and to
plan roll rate and G to achieve snapshot
parameters on a non-maneuvering target
from a beam or front hemisphere start.
The skill is of primary importance when
attacking tail-armed opponents or during
gun attacks at very high angle-o . One of
the primary skills to be emphasized is to
e ectively employ the gun without
violating training rules/minimum range.
DCS F/A-18C Combat Aircraft Fundamentals 111
Attacker starts 6000' line abreast with defender and airspeed approximately 400 KCAS (Figure 9.4). At the "Begin
maneuver" call, the defender starts a level turn into the attacker using G as necessary to create moderate (90º - 110º)
angle-o . The attacker establishes lead and maneuvers for a snapshot, after which he repositions for another shot.
Excessive G by the defender may result in HCAs greater than 135º in which case the maneuver will be discontinued. This
maneuver forces the attacker to assess aspect angle, angle-o , and LOS rate, and to predict target motion; it allows
practice of the switchology required for snapshooting in a controlled environment.
CAUTION:
Min-range bubble integrity must be maintained; if line-of-sight stops, you are on a collision
course and should immediately correct and/or knock-it-o . Sight must be maintained at all
times during maneuvering to ensure safe practice.
DCS F/A-18C Combat Aircraft Fundamentals 112
Begin the maneuver by flying line abreast, 4000' - 6000' apart, 350 - 400 KCAS (Figure 9.5). Each aircraft will call
"ready." The flight lead will call "Begin maneuver." The defender will then make a 3 - 4 G, 90º level turn away from the
attacking aircraft. The attacker will attempt to achieve a valid AIM-9 shot during this turn. After the defender has
completed 90º of turn, he may continue or reverse his turn, allowing the attacker to close for either a tracking shot, or a
snapshot/separation, as briefed. The exercise will be terminated with a valid gun shot or after the pre briefed objective is
attained. Exercise may also transition into cine track exercise as briefed. This exercise forces the attacker to practice
weapons switchology while maneuvering to achieve firing parameters first for the missile and then for the gun. This skill has
application in all phases of air-to-air but is particularly useful for teaching defensive two-ship "sandwich" situations. While
rapid lock radar acquisition is nice, no-lock self-track shots are definitely a combat-oriented objective with the "sandwich"
in mind.
DCS F/A-18C Combat Aircraft Fundamentals 113
With the defender flying straight ahead, the attacker obtains 50 to 75 knots of overtake and pulls up to a line
abreast position, about 3000' out (Figure 9.6). Once obtaining this position, the attacker pulls into the vertical to stop his
forward vector. Once the defender is moving forward on the canopy, the attacker rolls to the defender's high six. The last
portion of the roll is unloaded. Once behind and above the defender, the attacker settles into a guns tracking position,
ideally 1000' - 1500' behind the defender. This maneuver allows practice of rolling maneuvers and the use of combined G
and roll rate to maneuver from a neutral to an o ensive position.
DCS F/A-18C Combat Aircraft Fundamentals 114
The exercise starts with a line abreast formation, wingman 5000' - 7000' out (Figure 9.7). The flight lead initiates
the exercise by calling "cross turn" and a normal, MIL power, 3 - 3.5 G cross turn is performed, except that at approximately
120º of turn the leader calls "cleared to maneuver." At the cleared to maneuver call, the attacker attempts to attain an
entry to Fox II or guns parameters while the defender continues his 3 G turn. The attacker attempts to get his shot prior to
the defender completing 360º of turn. KIO at the shot call. The attacker basically has three avenues to arrive in shot
parameters:
1. An immediate pitch to point and drive inside the defender's predictable turn circle, followed by a slice into
weapons parameters (high to low entry);
2. An immediate slice to point and drive inside the defender's turn circle, pitching up into weapons parameters
(low to high entry);
3. An unloaded extension for lateral turning room (approximately 3 seconds) followed by a pull to point at the
defender in weapons parameters (belly entry). This exercise teaches the prediction of a bandit's turn circle
and recognition of su cient turning room and lead turning.
DCS F/A-18C Combat Aircraft Fundamentals 115
This exercise (same as roll-slide) is designed to allow the latitude of "playing the piccolo." While the defender may
go straight ahead or randomly turn into you or away from you, you will need to quickly evaluate which weapon to
use, Guns or Missiles. Each pass normally starts from 6000' line abreast. Turn in and take whatever shot(s) are
available. Once the pass is complete, you simply float to the other side and begin again. Be constantly aware of the
min-range bubble and maneuver as necessary to abide by it.
The flight begins from a perch setup. The attacker calls "in" and the defender should enter a level turn at 3 - 4 G's
using power to maintain 400 KCAS. The attacker will perform various o ensive maneuvers. The defender maintains the turn,
maneuvering as necessary to keep sight during overshoots and practices defensive ranging. After one or two complete turns,
the attacker calls "cleared to reverse." At this time, the defender reverses and varies G-loading as necessary to maintain a
visual.
DCS F/A-18C Combat Aircraft Fundamentals 116
An F/A-18C is capable of rapid kills from an o ensive start. Consequently, the role of the supporting fighter is not
the same when his element mate is o ensive as when the other F/A-18C is defensive. This Adjustment in priorities resulting
from the other F/A-18C’s positional advantage/disadvantage requires focused, concentrated training in the visual
environment. There are four cornerstones to e ective element employment: communications, formation integrity, flight
discipline, and weapons employment.
10.2. Communications
Calm, clear, and concise communications are vital for e ective element employment. Each pilot must firmly
understand brevity terms, unit standard terminology, and be able to use the correct terms at the correct moment in a fight.
If the situation cannot be addressed brevity or unit standard phrasing, use clear text to accurately describe your intentions
or maneuvers. Proficiency in one's communications skill is gained only by daily practice and constant critique. The time to
start improving your comm is not after the first "Break right" call. The planned cadence, comm procedures, and brevity
terms that are expected to be used during the flight should be reviewed in the flight briefing to enhance their e ectiveness.
Shortening communications too much is a bad habit that fighter pilots need to avoid. Nonstandard radio terminology (i.e.
lack of proper call sign), and excessive verbiage can cause confusion and misinterpretation at a critical time. This could
result in fatal consequences. Use full call signs when beginning radio transmissions to gain the attention of flight members
requiring the information you have and allowing non involved flights to "tune out" your transmission. All missions (not just
air-to-air) should focus on communications discipline!
As part of a fighting team, you will see situations develop quickly as you maneuver. As the bandit maneuvers you
will have to communicate what you see in the most e cient way. As the wingman, you may have to tell lead what to do if
you have a tally and he doesn't. If your information isn't critical, your radio call should be descriptive and the lead will use it
to make decisions while maintaining control of the flight. When the flight is definitely threatened, a directive transmission is
called for.
DCS F/A-18C Combat Aircraft Fundamentals 117
Directive Transmissions - A directive call is required when a threat warrants an immediate reaction for survival.
Directive radio transmissions must be prefaced by the call sign of the aircraft being addressed, i.e., "Hornet One, break
right!" After making the directive transmission "Hornet One, break right," pause, look and see if the lead is doing what was
directed. If not, re-transmit the directive call. The priorities need to be placed on the execution of the directed action. All
other mission tasks are secondary until the threat has been negated or defeated. The supporting fighter may be required to
make a series of directive calls due to limited time. "Hornet One, break right," "Hornet One, jink now," "Hornet One extend,"
if the supporting fighter has the tally and there is no time to describe the bandit's position without jeopardizing the safety of
Hornet One.
Descriptive Transmission - Descriptive transmission are normally prefaced by the call sign of the aircraft doing the
talking, (i.e. "Hornet One, tally bandit, left 10, 5 miles, level.") When a directive action is required the descriptive comm must
come after the directive transmission and action is taken. Then, describe why you made the directive call. The bandit
descriptive call is important for it will allow Hornet One, in this example, to acquire the tally and perform the proper BFM to
defend himself. The bandit call has been standardized into the following format, which should always be used:
● Call Sign.
● Clock position.
● Range.
● Amplifying remarks.
Here’s an example of the above format: "Hornet Two, bandit, right 2, 3 miles, high." A modification of this format is
used to follow up a directive call if your element mate is under attack. Here’s an example: "Hornet One, break, right," pause,
as the directive action being taken, then continue with the descriptive comm: "Bandit, right, 5, 9,000’, level." In this case,
the position of the bandit is described with reference to the aircraft under attack. Continue descriptive comm until the
engaged fighter is tally.
Sometimes subsequent descriptive calls may include the word "continue." This informs all flight members that the
only reaction required is the maneuver that is being performed. For example Hornet One Calls, "Hornet flight, hook right,"
"Hornet One, bandit, right 4, 5 miles, slightly high, continue right."
Engaged Fighter - During o ensive maneuvering there can only be ONE actively engaged fighter (fighter that is
maneuvering specifically in relationship to the bandit) at a time. While defensive, the bandit will choose who is the engaged
fighter. In a dynamic environment, such as air-to-air, the roles may change rapidly from one to the other several times.
Flight members MUST fully understand their responsibilities and how they will be handed o , (whether by radio calls or
aircraft maneuvers).
● Maneuver to kill the bandit (o ensively) or negate the bandit’s attack (defensively) in the minimum time. Fly your
best o ensive/defensive BFM.
● Clear the supporting fighter to engage if he is in a better position to shoot, or if defensive and the engaged fighter is
not safely outside the supporting fighter’s weapons FOV or target debris would be factor, again clear the supporting
fighter to shoot.
● Keep the supporting fighter informed of intentions, capabilities, and future tactical plans.
DCS F/A-18C Combat Aircraft Fundamentals 119
Supporting Fighter - As the supporting fighter you may have to perform two or more tasks/ responsibilities at the
sametime. Time sharing between the tasks at hand is required to e ectively support the engaged fighter. The Time allowed
to perform a given set of tasks will be scenario dependent. As a rule of thumb (ROT) the supporting fighter needs to first
maneuver to sanitize the area about the fight through visual (tally/visual)and electronic means (radar, GCI, RWR). Next be
prepared to commit against any bandit that threatens the element, whether o ensively or defensively. Lastly, maintain a
high situational awareness to direct the egress in a safe direction.
● Inform engaged fighter of posit (potential for mid-air in the ACM environment makes this extra comma important)
● Sanitize the area about the fight through visual and electronic means (check your own six).
● Maneuver to avoid the fight and gain or maintain entry parameters on the bandit.
● Employ ordnance if the bandit is in a WEZ, consistent with the flight leads game plan, and without compromising the
engaged fighter’s safety.
● Engage other bandits that are a factor to the element and keep the engaged fighter informed.
● Maintain overall situational awareness to include area orientation, fuel, and exit avenues.
The engaged/supporting responsibilities work e ectively in most 2 v 1 situations; however, when the contract
breaks down, the flight may present a danger to itself. Confusion of roles is the most common problem. Two fighters, each
thinking they are engaged, can easily end up occupying the same airspace. For this reason, flight and element leads will
brief engaged and supporting responsibilities, maneuvering deconfliction, role changes and desired engaged
communications prior to any flight with the potential forACBT maneuvering. Element or wingman deconfliction subsequent
to a blind call or planned loss of sight tactic will be briefed for any planned intercept or ACBT flight where more than one
element or more than one fighter may be maneuvering against the same bandit or bandits. Elements/wingman will not begin
visual o ensive maneuvering against an adversary unless cleared to engage by the flight/element lead. Formal
squadron/wing standards covering this requirement are adequate if all flight members are fully aware of the standards.
DCS F/A-18C Combat Aircraft Fundamentals 120
The termination of the intercept phase is when the element arrives in position to begin visual maneuvering against
the bandit. It is imperative that the element establish roles ASAP. The flight leadshould transmit his intentions (i.e. "Hornet
1, engaged, nose 3 miles.") This not only anchors the fight but establishes the engaged and supporting roles. If the bandit
detects your attack and maneuvers to counter it, the tactical wingman may be in a better position to engage. If so the flight
lead should direct the wingman to engage, (i.e. "Hornet 2, cleared to engage bandit nose 3 miles, press.")
The engaged fighter needs to perform his best one versus one BFM, place the bandit in a WEZ as quickly as possible,
and employ ordnance to kill the bandit. If the bandit negates your attack, continue to perform BFM forcing the bandit to
react defensively and remain predictable. If you lose the o ensive (i.e. neutral), due to bandit reaction, communicate this to
the supporting fighter ASAP.
The supporting fighter needs to pick-up the supporting role, perform supporting fighter responsibilities, and set up
the support structure. To set up the support structure the supporting fighter needs to o -set himself from the fight both
horizontally and vertically. Fly BFM through the bandit’s TCwhile lagging the engaged fighter. Then extend past the fight.
Ensure the afterburner has been selected to maintain 450 knots or greater and extend through the fight arena quickly build
needed separation. Nomatter which plane you merge with the fight, stay there and continue to split plane in that direction,
to visual constraints (i.e. if already high above the fight, stay there and not on or near the horizon).
Maintain sight of the fight by placing it at your 7 - 9 o’clock or 5 - 3 o’clock whichever way is easiest to maintain
sight with the fight once to the outside of the fight. Roll out wings level and extend for about 5 -10 seconds and then check
back into the fight with 4 - 6 G's. Be sure not to arc in a climbing turn since this will not allow you to gain the desired
separation from the fight and will highlight you to the bandit.
Fly straight lines and check turns to achieve your goal range of 2 to 3 miles with at least a 4000 foot altitude split
between you and the fight. This range and altitude split from the fight will allow the supporting fighter time to radar and
visually sanitize, and preserve maneuvering room for a shot of opportunity or a role change. Additionally, this position will
make it hard for the bandit to acquire the supporting fighter and threaten him. Bandit maneuvering, visual acquisition, and
environmental conditions must be taken into consideration.
Never place yourself in a position where you could become defensively engaged with the bandit that your flight
member is engaged with (i.e. allow the bandit to point at you aft of your 3/9 line). That will not support killing the bandit
and may get you killed. To avoid this, put yourself in a position that will make it hard for the bandit to acquire you (split
plane). Continue to maneuver away from the fight and sanitize the area for as long as the bandit's turn rate will allow.
Visually confirm that the area around the fight is free from other bandits. A good technique is to first focus on an object at
range (such as a mountain, or cloud). From there do a sector scan looking not for a specific aircraft, but movement. Force
Yourself to search not only along the horizon but high 12 and deep 6 o'clock as well. The radar should be in ACM with
Slewable selected and biased to the outside of the fight or 20-mile scope minimum, with theel-strobe biased in the
DCS F/A-18C Combat Aircraft Fundamentals 121
direction of the expected threat. After that volume of airspace has been sanitized, you are going to have to change the
el-strobe to sanitize the remainder of the airspace. Listen closely to GCI for threat calls and sanitize that avenue of
approach accordingly. Do not lose sight of the fight in the process. Time share between the supporting tasks is a must. As
the bandit's extended 3 - 9 line approaches your jet (beam plan form), start a turn back into the fight to place it at left 10 or
right 2-O’Clock, whichever way is easier to maintain sight. A bandit that is aware and maintains the tally on both fighters
may fight the fighter in front of him as opposed to defending against the fighter at his 6-O’Clock. As the supporting fighter,
you must ensure that the bandit doesn't engage you and force you to react defensively. The bandit's nose generally will
telegraph his intent. The engaged fighter can also helpby informing the supporting fighter of bandit maneuvers. If the bandit
stops turning and points at you, maneuver to deny a WEZ. The range you are from the bandit will dictate either staying in the
beam or checking into him to make it a 180 degree pass. Avoiding the engaged fighter with an altitude delta, as you extend
through the fight, cannot be overemphasized. Power should be back and you should expend cha and flares as needed. The
bandit's extension towards you should provide a shot opportunity for the engaged fighter. If not, then continue with your
supporting duties. However, if the bandit continues to turn defending himself against the engaged fighter, it should, based
on range and aspect, o er a shot of opportunity, or a position from which an entry into the fight can be made if the engaged
fighter needs your help.
Areas to Avoid - The supporting fighter must avoid three areas in order to fulfill his responsibilities: staying directly above
or below, and within 2 NM of the fight.
Flying directly above or below the fight forces the supporting fighter to focus his attention on the fight instead of
clearing the area for other bandits. If an entry is attempted, the supporting fighter must fit histurn into an already tight and,
most likely, slow turning fight. Although possible, this maneuver is very di cult and often results in an overshoot because of
the inability to slow down in a very nose low attitude or extend away from the fight after being extremely nose high.
Trying to stay inside 12,000 feet of the fight may allow the bandit opportunities to employ ordnance against the
supporting fighter. This range may also not provide the supporting fighter with the needed turning room to employ ordnance.
This causes (at best) rushed shot opportunities and (at worst) missed shot opportunities due to minimum range.
DCS F/A-18C Combat Aircraft Fundamentals 122
Fly BFM to meet the bandit with high-aspect(Figure 10.4) and split plane to extend through the fight. Once to the
outside of the fight the
supporting fighter should turn in
the direction that is easiest to
maintain tally/visual with the
fight. Whether your turn places
you Co-Flow, same turn direction
as the fight, or Counter-Flow,
opposite turn direction as the
fight, it doesn't matter. The point
is your position away from the
fight will o er you an entry if the
engaged fighter needs your help.
Advantage of this is it allows the
supporting fighter to unload and
extend gaining knots while the
bandit is bleeding down energy
due to the defensive turn. Also, if
the bandit blows up, the element
is in an excellent position to
egress the fight with good mutual
support.
Lag The Fight - This option has the supporting fighter point at the lag entry window (as you did in o ensive BFM) andflying
behind the engaged fighter. This will place the engaged fighter and the bandit on the same side of your canopy and place
you in lag with the fight. A high tactical airspeed is required to fly the larger circle about the fight. Ensure to select the
afterburner at the beginning of the maneuver. Again attempt to split plane in the opposite direction as the fight. This
position will allow the supporting fighter to visually check the six of the engaged fighter and radar sanitize the supporting
fighter's soon to be six as he turns to keep the fight on the beam. A Co-flow/Fan geometry is set up from this maneuver.
Bracket - Bracket is similar to the break away turn away initial move however, a vertical split is definitely required. Simply
check away from the fight to place the bandit between the engaged fighter and you.
Once the bandit's nose rotates through you are outside the fight and can maneuver accordingly based on flight
status. Advantage of this is if the engaged fighter is denied an o ensive position due to e ective bandit reactions the
supporting fighter is in a good position to engage quickly for a shot of opportunity or an exchange of roles. The disadvantage
to this maneuver is that without a vertical split the supporting fighter can find himself in the bandit's WEZ and possibly have
to defensively react to survive.
DCS F/A-18C Combat Aircraft Fundamentals 124
2. When the engaged fighter is in a high aspect hence neutral fight that may take a long time to resolve.
Both entries require vertical turning room to be tactically sound. During an engagement where the engaged fighter
is o ensive the supporting fighter should not be primarily concerned with shots of opportunity unless the engaged fighter
either requests it or survival requires it. A survival issue occurs when the engaged fighter has lost the o ensive, hence
neutral, or as in a high-aspect pass, or a greater number of threats are inbound that the supporting fighter can't split to
engage o ensive (i.e. the motherload is 10 miles away and heading your way). The reasonable amount of time the engaged
fighter now has to maneuver to achieve a kill has been constrained and the flight needs to communicate this to each other.
If the engaged fighter cannot immediately place the bandit in a WEZ and shoot, then the engaged fighter should ask for help
and clear the supporting fighter to shoot.
The supporting fighter has set up the support structure and is in a position of advantage, usually high to the inside
of the fight. This out of plane position, not normally seen in the BFM phase, o ers an entry from above. The entry from below
is di cult since most turning engagements go downhill very quickly taking away any turning room you’ve gained. If the
bandit elects to take it up, an entry from below may be available. Vertical entries are fleeting opportunities and must be
accurately timed in order for an o ensive entry to achieve a WEZ on the Bandit.
The other type of entry is from the outside of the Bandit's TC. The supporting fighter gets to this position either
because he is outside the Bandit's TC at the initial merge or because he passed through theTC once the fight started. There
are two types of outside entries Co-Flow and the Counter-Flow.
DCS F/A-18C Combat Aircraft Fundamentals 125
In this case Hornet One called o with “Blind”, therefore as Hornet Two assumes the engaged role he has to provide
Hornet One with the visual. The role change is complete only when the previously engaged fighter transmits either, “Press,”
or calls “Tally/ Visual, press”, whichever was briefed as “standard.” The Previously engaged fighter can't simply disregard
the bandit during this phase, he must still maneuver in relation to the bandit until the bandit either blows up, or is no longer
a factor (i.e. the bandit sees the supporting fighter attacking that attack, or disregards the disengaging fighter and attempts
to extend from the fight). The flight members must thoroughly understand these roles and, most importantly, how to change
roles, especially in a degraded communication environment or if the visual can not be maintained.
The following is another example:
“Hornet 2, Press.”
2. “Hornet 1, Neutral.”
“Hornet 2, Engaged. Your visual 10 o’clock, high, 1 mile.” NOTE: In this situation, eventhough Hornet 2 is
now the engaged fighter, he is still responsible for element deconfliction until Hornet 1 is visual. If the
rapidly changing situation prevents this, call blind.
10.14. Egress
When the bandit has been destroyed, the fighter who has the highest situational awareness should initiate the
egress. Normally after a turning engagement this will be the supporting fighter's responsibility. By listening to GCI (real
world) and maintaining overall situation awareness choose an avenue to egress. Getting the flight moving in the same
direction away from the expected threat is the priority (In the MOA/TRA pick a heading, any heading just get the flight
moving to the egress). Remember to use directive then descriptive comm ("Hornet 1 reference 180," . . .pause. . "Hornet 1
visual right 3 O’Clock slightly high" ). Have the afterburner in and get low to isolate the threats above you. It is not
imperative that the element be in perfect 6-9,000 LAB formation, but at least visual and heading in the same direction. The
fastest fighter will be the one to adjust the formation to regain visual mutual support. Don't have the slow fighter doing
excessive maneuvering close to the fireball. Wait until you are3 - 5 miles away from the fireball and then maneuver the
formation to achieve line-abreast. If the slowfighter is out front, the fighter with the higher airspeed will be able close the
range and simply fly into position. Get the radar in ACM Slewable or Range While Search (RWS) mode and visually check 6
o'clock. Once you are assured there are no threats within 10 miles, then resume pre-briefed search responsibilities. GCI
should be queried for a new picture to start building your situational awareness outside of 20 miles. Now continue with your
mission objectives.
When the flight finds itself under attack, the obvious concern is survival (negating the bandit's initial attack).
Because fractions of a second are very important, the flight must have some preplanned initial moves; actions that they are
very familiar with and have thoroughly practiced. As you would expect, these moves will be based on defensive turns. Once
the initial attack has been negated, the immediate concern of the flight should be to go o ensive or separate. Reestablish
visual and positional support and maintain tally on the bandit to be sure he is out of range. If the separation is not going to
achieve su cient range, the element will need to continue defensive maneuvering to deny the bandit weapons parameters.
The element should use cha /flares as appropriate. If it is apparent from the beginning that the flight cannot separate, we
have to sandwich the bandit and kill him or force him to separate. Engaged and supporting fighter tactics are now in order.
In this case, however, the bandit determines who is engaged (the one he attacks); the other fighter then maneuvers to
sandwich the attacker and bring ordnance to bear. If both fighters are tally and blind, it is imperative that roles be
established. Positive communication and e ective maneuvering must be accomplished by both fighters to ensure friendly
flight path deconfliction. The flight lead is ultimately responsible for establishing these roles, element survival, andtraining
rule compliance. References o the bandit and/or separate altitudes to ensure deconfliction will help both fighters achieve
the visual while increasing SA.
DCS F/A-18C Combat Aircraft Fundamentals 129
Your highest chance of being engaged defensively is with loss of situational awareness. This may occur due
performing other tasks and not realizing the fact that you're detected. Prevent this by performing a good cross check of the
radar, RWR, and visual lookout. Detecting the threat at range (out of a WEZ) is a lot better than noticing a MiG at missile or
jinking at gun range reacting defensively for survival. The use of good formation position, visual search, on-board and
o -board sensors are required to provide the needed detection of the threat early enough to avoid a defensive situation. As
a member of a flight you must make it a priority to maintain the briefed formation, visual and radar search responsibilities
within the formations.
Line abreast formation is desired. The formation flown will provide a common reference forcommunications,
targeting, and firepower. The lateral distance between the two fighters depends on several factors (turn radius of the
fighters, WEZ of the fighters, and depth of visual coverage needed for"threat" detection). There are known "blind" zones and
human factors that come into play here. The"blind" zone is the area at your extreme deep six that you just can't see due to
cockpit field of view. By Being in a line abreast formation at least one of the fighters can see into the others "blind" zone and
provide the necessary warning when the "threat" is detected. Visual lookout or search must be disciplined: the guns area, IR
missiles area, and the All-Aspect Missile area. These areas must be searched using a timeshare approach. Start with
formation position. A look at your flight mate will do three things for the visual search right away. It will assure you are in
formation position, correct your"biological" limitation of refocus, and search the area beyond the flight mate for a threat.
Next check your flight mate's deep six for a threat in guns range first, then IR missiles. Don't just look for an aircraft. Look
for apparent motion, canopy glints, cons, and angel hair. Don't forget to check high 12, low (Belly checks), and level 3 - 9 as
well - a BIG TASK ! If during a look inside the cockpit a "spike" is observed, don't keep it to yourself, communicate that fact
to the flight ("Hornet Two, Spiked, 10 o'clock). Now start a dedicated search in the avenue of attack. But, don’t' forget
everywhere else like inside the formation, 6, 12 o’clock and outside the formation. That "spike" at 10 o'clock may be 20 or
30 miles away and the real threat that is going to kill you is at your 3 o'clock for 2 miles attempting a silent intercept.
Disciplined radar search will ensure that a specific airspace out to a specific range has been sanitized. Through
overlapping of elevation and azimuth coverage early detection of the threat is permitted. However, expect the unexpected.
The radar doesn't paint all targets that are out there; in any case, it can’t see what's behind rocks and so forth. Early
detection allows you the ability to prosecute the attack o ensively rather than reacting defensively to the unseen attack,
thus increasing your chances for survival. When a "contact" is observed on the radar, again communicate this to the flight
(Hornet 2, contact 5 Southeast Bullseye, 15 Thousand, Head). Together all three of these, formation position, visual and
radar search provides for immediate positional awareness of the other flight members.
When the bandit is located (dependent on range and relative position), either split the element laterally and
vertically and increase your airspeed, or perform a hard turn or break turn into the bandit. Hard turn is used when the
Bandit is not yet in range to employ ordnance. A "Break" turn is used when you locate the threat and someone is in a WEZ. If
you are unsure, call for a "Break" turn. The directive call for a break turn implies that on board counter measure will also be
automatically employed, (i.e. cha and flares are expended). Never do anything with two that you wouldn't do by yourself, i.e.
dragging the bandit at your 6 , holding him o , using yourself as bait, - DEFEND YOURSELF NOW! Radio calls will normally
initiate any move the formation takes. The key to e ective communication is to spit out the information IN ORDER using
directive then descriptive comments, as discussed earlier.
DCS F/A-18C Combat Aircraft Fundamentals 130
Attempt to assess which fighter the bandit is trying to attack. Avoid flying too close together or level, allowing the
bandit to simultaneously detect both fighters in the formation. Adhere to the briefed formation and perform split plane
maneuvering. You must negate the threat by employing sound defensive BFM. If Your flight mate can assist you by killing the
bandit, that’s great but never depend on assistance from the outside to SURVIVE an attack!
Maintaining Flight Integrity/Mutual Support and Role Execution - Remember what was briefed by the flight lead as
"The Contract" and adhere to it. Fulfill your formation responsibilities (Formation position, Visual and radar search), Engaged
and Supporting roles, and use proper radio communications. Survive First, then provide all the support you can. Understand
the rendezvous/reform plan your flight will use ifstripped (i.e. outside of briefed formation parameters) and use them to
regain mutual support as quickly as possible.
The basis of our successful two-ship defense is a system of well thought out initial moves. The movie must
e ectively negate the initial attack, so they must be aggressive and designed to rotate our vulnerable come away from the
threat. There is no room for error, so the moves should be simple and easy to remember. Lastly, the moves need to become
almost second nature; only practice will help here.
The Main principles to follow in accomplishing initial moves when the bandit is sighted in the aft quadrant
approaching missile range are:
● When defensive, avoid putting both aircraft in the same area at the same time. When possible, utilize split
plane maneuvering
If you are the supporting fighter while your flight mate is defensive, you must maneuver immediately for a shot of
opportunity. Attempt to obtain a radar lock by using Bore Sight or WACQ. A radar lock is not required to employ an AIM-9.
Ensure the range, angles, and tone are satisfied then shoot the bandit. Don't forget all the BFM skills you've learned.
Remember to assess the range and aspect, andmaneuver accordingly. Remember the lessons learned in O ensive BFM
regarding WEZ management and the recognition that the Bandit is in a WEZ. Now is the time to utilize those skills.
DCS F/A-18C Combat Aircraft Fundamentals 131
If the flight is in a WEZ then "break" all flight members in the direction that will allow the best defensive BFM to
defeat the attack (i.e. if you see the bandit break the formation so you can maintain sight). Now the task of the defensive
fighter, the "engaged fighter," is to fly his best BFM to survive the attack. The supporting fighter needs to maneuver to a WEZ
to employ ordnance quickly.
A bandit shows up (Figure 10.8) at your flight mate's 6 O’Clock ("Hornet break left"). If the bandit continues to
attack the initially engaged fighter (in this case your flight mate), the bandit should quickly become sandwiched by the
supporting fighter. The "sandwich" is an ideal defensive maneuver and should allow the supporting fighter an opportunity to
achieve weapon parameters and kill the bandit. Attempt to obtain a radar lock by using Bore Sight. Do not allow the lack of
a radar lock hinder you from employing the AIM-9. Ensure the range, angles, and tone are satisfied, then shoot the bandit,
especially if the bandit is in close and employing ordnance against your flight mate. Flight path deconfliction with the
defensively engaged fighter is the responsibility of the supporting fighter just as in an o ensive engagement.
DCS F/A-18C Combat Aircraft Fundamentals 132
● Each element member can isolate the threat axis on the same side of their respective aircraft.
The element is in a position to establish engaged and supporting fighter roles based on bandit reaction. Hornet One
can devote full attention to his best 1v1 BFM against the bandit. He does not have to be concerned with a flight path conflict
with his wingman. Hornet Two starts with the bandit's nose in lag and may be able to rotate his vulnerable cone completely
through the bandit before the bandit can bring his nose to bear.
DCS F/A-18C Combat Aircraft Fundamentals 134
Disadvantages are:
● Hornet Two may lose tally as he kicks the bandit across the
tail.
Advantages are:
Disadvantages are:
● The bandit is able to meet one fighter at high aspect and isolate
both fighters on one side of his aircraft.
● If both fighters perform hard turns in the bandit's plane of motion, the potential for flight path conflict increases.
● If both fighters maneuver to isolate the threat axis on one side of their aircraft, their flight path vectors are in
Opposite directions.
10.37. Cross-Court
10.38. Re-Entry
Re-entry into a fight where a fighter is defensive is the highest priority of the supporting fighter. Place the fight at
your 10 o'clock or 2 o'clock and strive to have at least a turn radius and a half of room(around 1 NM) between you and the
bandit. Split plane maneuvering may allow you to get outside the bandit's FOV. If the bandit doesn't point at you and
continues his turn a shot of opportunity should be available. Be ready to employ ordnance as soon as possible. If the fight
has gravitated to a scissors you can expect extremely slow airspeeds. The AIM-9 is the weapon of choice. Allow the fight to
drift aft to about 7 or 4 o'clock and then turn in to the fight looking for a low-aspect missile shot as the distance between
the bandit and the engaged fighter increases and is greater then the HUD FOV. The entry is just like a Co-Flow or
Counter-Flow entry. If winchester missiles and the only ordnance available is the gunthen maintain at least over-the-top
airspeed as you enter the fight and anticipate a high angle gun attack to a high reposition. You don't want to be co-airspeed
with the fight and get anchored in the scissors. But being greater than 400 KTAS is also not advantageous to entering a
scissors. It doesn’t allow enough time for the shot. Refer to the section on role exchanges for additional information and
comm procedures.
As the flight lead analyzes the aspect of the bandit and continues to the merge performing a single side o set
intercept, the wingman maneuvers away from the flight to obtain turning room. If the aspect between the bandit and the
flight lead remains high the flight lead should clear his wingman to engage the bandit. The fighter who meets the bandit
high-aspect assumes the supporting role. As he approaches themerge he should still attempt to achieve a front quarter shot
and then pass the bandit as close aboard as possible, preferably placing the bandit between himself and the engaged
fighter. This should force the bandit to turn belly up to the engaged fighter. The engaged fighter maneuvers o ensively to
employ ordnance or pressure the bandit to make him predictable. Any fighter the bandit engages post merger should allow a
shot of opportunity to the other.
O axis bandits pose additional problems. We want to avoid letting the bandit meet both of us closeboard and then
maneuvering to place both of us ahead of his three-nine line. The solution here is to have one fighter engage and get the
bandit turning while the other maneuvers to a supporting position and subsequently into a shot of opportunity or a role swap
when clearly able to be o ensive.
DCS F/A-18C Combat Aircraft Fundamentals 137
The BVR game is usually won even before the missile leaves the rail. A successful BVR setup allows to, for example:
● Achieve an advantageous firing position leads to a much greater chance to score a hit, and lowers the odds to be hit
in return;
● Improve the possibility of maintaining the initiative (e.g. follow-up shot, degrading the target’s SA, etc.);
● Transition to WVR
● Ensure proper sorting (no missiles are aimed to the same targets, unless specifically requested);
11.1. Terminology
Explanations of some terms and acronyms used in BVR, plus others you may run into at some point. I added the
source of the definitions. Some meanings may vary depending on the age of the document and the military branch (id est
navy vs air force).
● DR = Decision Range: “The minimum range at which a fighter can execute the briefed notch maneuver, remain
there for a pre-briefed period of time in an attempt to defeat spikes, and then execute an abort maneuver. This
maneuver will kinematically defeat any missiles shot at the fighter and momentarily keep the fighter outside the
threat’s maximum stern weapons employment zone (WEZ) once the abort maneuver is completed.
● FR = FR (factor range)—During merge tactics, the minimum acceptable distance between the group being
merged with and the next nearest group. Groups outside of this range are unlikely to a ect the merge with the
targeted group. FR should allow engaging and killing the targeted group, egressing tail aspect to the second group,
and remaining outside that group’s maximum stern WEZ. FR is driven by threat weapons capability, fighter weapons
capability, closure, and proficiency.
DCS F/A-18C Combat Aircraft Fundamentals 138
● MAR = Minimum abort range (MAR) – The range at which an aircraft can execute a maximum performance
out/abort maneuver and kinematically defeat any missiles and remain outside an adversary’s WEZ.
● DOR = “DOR (desired out range)/MOR (minimum out range)—Range from the closest bandit where an
aircraft’s “out” will defeat any bandit’s weapons in the air or still on the jet and preserve enough distance to make
an “in” decision with su cient time to re-engage the same group with launch-and-decide tactics. This also gives
trailing elements a “clean” picture, reducing identification problems when targeting.
● LAR = A three dimensional volume of space around a hostile aircraft into which the fighter must fly in order to have
a chance to successfully employ its weapons. The fighter will maneuver in altitude, airspeed, and heading in order to
achieve the best weapon solution for his opponent. The LAR is largest (i.e., longest RMAX) with 0 TA, at high
airspeed and high altitude and is smallest (i.e.,shortest RMAX) in the rear quarter at low altitude and low airspeed.
Missiles like altitude, airspeed, and closure to achieve maximum kinematics.
● Out (w/direction)= Informative call indicating a turn to a cold aspect relative to the known threat.
● Abort (w/direction)= Abort is maximum performance, 135 degree overbank, nose slicing turn to put the threat at
the6 o’clock position and accelerating to .7 IMN
● Crank (w/direction) = A maneuver in the direction indicated. Implies illuminating the target at or near radar
GIMBAL limits.
● Notch (w/direction) = Directive (informative) for an all-aspect missile defensive maneuver to place threat
radar/missile near the beam.
● Pump (w/direction) = A briefed maneuver to low aspect to stop closure on the threat or geographical boundary
with the intent to reengage
● Bugout (w/direction) = Separation from that particular engagement / attack / operation; no intent to
reengage/return.
● Extend (w/direction) = Short-term maneuver to gain energy, distance, or separation normally with the intent of
reengaging.
● A-Pole = The distance from the launching aircraft to the target when a missile begins active guidance.
● E-Pole = The range from a threat aircraft that an abort maneuver must be accomplished to kinematically defeat
any missile the bandit could have launched or is launching.
● F-Pole = F-Pole is the separation between the launch aircraft and the target at missile endgame/impact.
● N-Pole = Notch-Pole.
● WEZ = Weapons Engagement Zone. The three-dimensional volume of airspace around a fighter into which the
hostile aircraft must fly to employ weapons.
● Group = Defined as two or more contacts within 5 NM range, 5 NM azimuth and within 5,000 feet in elevation
DCS F/A-18C Combat Aircraft Fundamentals 139
2. Take an O set: Once you hit 20 nm, take an o set that takes you to about 40-50° ATA. Which direction to go is a
common question. You take an o set away from the bandits flight path. The reason to take an o set is because in
the baseline, you start at high aspect, and are attempting to reduce it to 120° AA (60° TA). This means you need to
fly away from a collision course and away from his flight past, as you learned in the intercept section.
3. Control Aspect: Once you have o set, you need to monitor the target aspect. The goal is to reach 120° AA (60°
TA) before reaching 10nm. If you reach 120° aspect, switch to a CATA intercept.
4. Go Pure Pursuit: Regardless of aspect, at 5nm, transition to pure pursuit. This step is known as a stern
conversion. If you executed the above steps correctly, you should arrive in his rear quadrant, with a VID, and ready
to employ weapons.
DCS F/A-18C Combat Aircraft Fundamentals 140
During Step 4 and after is when you begin to employ ACM tactics and considerations. From the moment you go pure pursuit
you must already be implementing the ACM game plan.
Vertical o set, or vertical turning room, can actually be obtained as soon as you know the target altitude. You don't have to
wait until 20 NM. Vertical turning room should be at least several thousand feet, weather/terrain permitting.
The following advantages of an altitude split may or may not apply to each tactical situation:
● To get the most favorable background to pick him up visually and/or hide your jet visually.
● To reduce the horizontal turning room required; makes you less susceptible to a maneuvering target.
● If your radar breaks lock, it's harder to re-acquire the target at closer ranges.
Usually the Timeline starts with a Picture call to the Controller (AIC):
At this point, the sensors are configured for covering as much of the sector of airspace indicated as possible. The target
should appear on the radar, if needed by turning into the target, in order to build SA (Point and Assess). The Controller can
also assign a specific target group to the Section and the Section later commits to it.
11.3.2 Commit (~50+ NM)
The commit criteria is the range you begin maneuvering to engage a specific group. Commit criteria is very flexible, and
varies quite a bit between mission types. A sweep mission has much more permissive commit criteria than an escort
mission, as in an escort you cannot get dragged too far away from the group you are escorting. A commit decision usually
has several steps that come with it, adjusting formation and fencing in.
As a general rule, commit criteria should be no closer than missile employment range
or
Missile Employment Range + 15nm for HOT/FLANK aspect targets.
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A consideration that needs to BE kept in mind is to maintain a wide SA during this phase. As the old saying from
the days of the Wild Wild West, “If you see one Indian, there are usually more”. Keep looking and scanning.
Game Plan Development
The flight crew should also start asking:
● What other assets do they have? What other assets do I have?
● What’s my play time? What’s their play time?
● What kind of threat could they present?
By answering these questions you start developing a game plan for the upcoming engagement. There are a number of
di erent options. You start thinking and making the plan now, so the flight knows what to execute later.
● Crank (w/direction) =Maneuver in the direction indicated. Illuminating target at or near radar GIMBAL limits
● Skate = Launch-and-leave tactics and be out no later than desired out range (DOR)/minimum out range (MOR).
● Short Skate = Launch-and-leave tactics and be out no later than minimum abort range (MAR)/decision range (DR).
During this stage, the flight lead will “sort” or assign targets to Flight members in order to e ciently use the
missiles available. There are several questions that need to be answered at this stage in order to plan the next steps, and
know HOW to sort the targets with the flight.
● How many are out there?
● What Formation are they?
● What are they doing?
As soon as each fighter in the flight completes his sort, he must pass the information to the rest of the flight. This
communication serves several purposes. First, you are passing along your radar situational awareness (SA) to the other
flight members, which will build their SA. Second, you are comparing radar pictures of the air battle, which helps you
confirm that you are seeing what you think you are seeing.
Here is an example of the radio calls during a sort.
Voodoo 1-1 (RIO)= Voodoo 1, Contact, two-ship, line-abreast, high-aspect, West target is at angels 22.
East target is at angels 20.
Voodoo 1-2 (RIO)= Voodoo 2, Contact, two-ship, line-abreast, high-aspect, angels 22 & 20.
The flight is now dedicating all of its attention and sensors to the selected targets and target area. No longer
sanitation, now it’s prosecution. If the flight crew has done their job properly, they already have developed an SA picture of
the larger area. As the range closes between them and the contact, so does their SA awareness bubble.
This is where you start “setting the chess board” so to speak and begin thinking about maneuvering for angles
advantage in an ACM engagement. You start maneuvering your flight and flight members for advantageous positions in case
of ACM situation. Level Bracket, High/Lo, O set Left or Right, etc.
11.3.5 STT / Fox 3 or 1 / Crank (~15-20 NM)
At this point you ensure all Targets are locked up and launch a Radar guided missile at the target. As well as
assume they have launched or are about to launch one at you, and begin defensive maneuvering. This is the engagement
range for most MRM’s.
11.3.6 Assess Target Status (~10-20 NM)
Here is where you assess the success or failure of the launch at 15-20 NM range. A choice also needs to be made at this
point.
A. Do you disengage and gain distance or separation?
B. Do you continue to close the distance and risk a BFM engagement? If so, begin game planning the set up for an
ACM engagement.
Fire IR missiles to try and gain early victory or at a minimum put them on the defensive early.
11.3.9 Merge or Bug-Out (<4 NM)
Maintain Formation - A typical deployed formation for a tactical intercept is 5000' to 7000' out, 30° to 45° back with an
altitude stack (see trail formation). If deployed to the inside of the turn, stacking high may cause loss of visual under the
canopy rail during the conversion turn. A low stack solves this problem. If deployed to the outside, strive for the most
forward position possible and maintain an energy advantage by stacking high. As lead converts on the bandit, flying in the
low/inside position requires caution to not be pushed out in front of lead's 3/9 line. On the other hand, the high/outside
position requires anticipation to use altitude to accelerate and avoid being trapped at lead's six o'clock as the merge occurs.
Communicate on the Radio - E cient communications mean a rapid, meaningful exchange of information occurs to
enhance everyone's SA on the problem at hand. When GCI talks to the flight, lead should answer. If all he can say is "Tomcat
One, clean", then at least GCI knows comm is good. When interflight communication occurs, both element members must
say what they know or don't know. "Tomcat One, contact two groups, 10 NM west bull's eye," followed by silence is not
communication. Tomcat Two must respond with "TomcatTwo, clean/same" or whatever he has. As the intercept progresses,
any changes in what the element sees must be communicated and acknowledged. The ability to intercept what is on the
radar is a prerequisite to communicating what you see. Remember, when lead talks or something changes in the radar
scope, a radio call is required. Radio calls should be as complete as possible. "Tomcat Two, contact" tells lead nothing about
the contact's position, altitude, formation, maneuvering, or possible intentions. Often a wingman will only give part of the
information available in an attempt to be brief. An incomplete radio call that begs a question will require extra radio calls.
Weapons Employment - Valid weapons employment is the only thing that will kill threats to the formation. A precise
knowledge of the weapons envelopes, as well as the leader's criteria for engaging, will allow e cient weapon employment.
For example, lead may brief the wingman to shoot any confirmed target within 45° of the nose and 5000' of altitude. This
rather restrictive criteria allows the wingman to engage threats within those parameters while maintaining formation
integrity.
Chapter 12 - AIR–TO–SURFACE
10.1. The Air–to–Surface Mission
The surface attack mission is the "bread and butter" mission of the F/A-18C. "Hauling iron" is a challenging mission
that requires complete knowledge of your aircraft systems, handling characteristics, and ordnance. Given current
surface-to-air and air-to-air threat capabilities, the surface attack role is demanding. This chapter presents discussions on
premission planning, delivery parameters, surface attack checks, low and medium altitude considerations, visual and
non-visual bombing, controlled range patterns, and pop-up deliveries.
12.2. Preparation
Contact the flight lead the day prior to the mission and arrive well before brief time ready to mission plan. The
game plan and subsequent execution is a direct reflection of the e ort put into mission planning. Considerations include but
are not limited to:
● Target and desired objectives.
With this information, the planning phase can begin. It's important that everyone in the flight participates in the
mission planning. Expect duties to be delegated to each member of the flight. Data required to be gathered and produced
include the following:
● Weather. Note winds, ceilings, visibilities, and sun angles for the target area and route. Obtain Tactical Decision Aid
(TDA) for EO weapon planning and employment.
● Takeo data should reflect the increased weight and drag of the loaded aircraft.
● Attack parameters.
DCS F/A-18C Combat Aircraft Fundamentals 146
Delivery parameters must be planned with several factors in mind. The release altitude is based on meeting fuze
arming requirements, avoiding frag damage/ safe escape, preventing ground clobber, and avoiding the threat as applicable,
as well planned escape maneuvers or routes.
Potential adversaries have the capability of employing camouflage, concealment, and deception (CCD) techniques to
confuse the attacker, causing him to miss the DMPI or even abort the attack. These are particularly e ective against visual
attacks where viewing time is very restricted. Typical of inexpensive, easily employed disruptive techniques are toned down,
disruption of geometric shapes and patterns, and the introduction of a false aimpoint in the target vicinity. Expect to
encounter a combination of these techniques protecting fixed or relocatable ground facilities.
Any ordnance delivery requires a proper recovery for two basic reasons: (1) to avoid the weapon frag envelope and
(2) to avoid hitting the ground. Perform the correct planned recovery maneuver on every pass, as described in the Dash 31.
If you release below the planned altitude to compensate for incorrect release parameters, the standard recovery may no
longer be valid. You will have to use more G to e ect a safe recovery, and this is not the right answer. Plan to release at or
above the minimum release altitude or abort the delivery.
DCS F/A-18C Combat Aircraft Fundamentals 147
INS "Swing" Check - When the INS alignment is complete, it is a good technique to run through all the programmed
destinations and compare bearing and distance from present positions with precomputed values on your card.
Ground Speed (GS) Check - GS on the INS should read zero after alignment.
Vertical Velocity Indicator (VVI) - Check Note the position of the VVI in the HUD. Any reading other than zero indicates
a bad vertical accelerometer which will result in erratic twelve and six o'clock errors.
End Of Runway (EOR) Check - After stopping at EOR, conduct Before Take-O Checks.
12.5. Ingress/Egress
12.5.1. Fence Check
Certain items should be checked to ensure that switches and avionics are set up properly prior to entering a hostile
area. This may be just beyond the field boundary, so it may be necessary to do some of these checks prior to takeo . Others
may be delayed until just prior to the push out of the orbit, mission dependent. The following items should be checked as a
minimum. Whether you use the following example is not the point, accomplishing the items is. One way to assure you make
a thorough check of your combat capabilities and are ready to fight, is by using the word FENCE as an acronym:
As you can see, a complex mission will also have a complex FENCE check. Omission of even a single item could
result in a dry pass, a missed shot opportunity, or even risk being shot down due to no flares or ECM. It may be helpful to
write down critical FENCE check items on your mission card.
DCS F/A-18C Combat Aircraft Fundamentals 148
The use of the low altitude structure is one method of target area ingress and egress. How low to fly and how long
to fly there is determined by the objective for using the low altitude structure. Flying low reduces the lethal engagement
zone of some surface-to-air threats. Flying low reduces some early warning capabilities and o ers a degree of tactical
surprise. Selective use of the low altitude structure is an e ective method of getting to and from target areas, when
thoroughly planned and executed. Flying low is not a panacea for every tactical problem. Do not fly lower than the altitude
where you can safely and e ectively perform all assigned tasks. Refer to Chapter 5 for low altitude navigation operations.
Depending on the threat scenario, fly at an altitude that safely balances detection, threat avoidance, and cockpit
operations. This regime allows the flight to avoid the ground, navigate, and conduct visual look out. Maneuvering tactical
formations at low altitude is a di cult task requiring a high degree of skill and proficiency. Checking six, monitoring the
radar, and interpreting defensive systems are di cult and become degraded when compared to these activities at higher
altitudes. The advantages of operating at low altitude must be weighed against the inherent disadvantages when deciding to
maneuver in this regime. Flying at extremely low altitude (100 feet AGL) should only be performed when absolutely
necessary.
● Exposure time to surface-to-air threats is reduced. Threat systems are restricted to line-of-sight. Terrain degrades
the detection and tracking capabilities of many systems.
● Many air-to-air threats have little or no radar and missile capability at low and very low altitudes. Look down/shoot
down fighters provide a low altitude capability, but all weapons systems have reduced e ectiveness at low altitude.
● Proximity to the ground is the most significant disadvantage. Demand on your flying skills is greater than at higher
altitudes.
● Navigation can be more di cult. You see much less of the "big picture" and can quickly become disoriented
regarding your position, or confused by intentional alterations of the target area. Task Saturation, due to low
altitude operations, degrades time available to concentrate on position analysis.
● Fuel flow increases significantly at low altitude. As such, combat radius is reduced. Missions Requiring extended
periods of low altitude operations require thorough mission planning to ensure su cient fuel is available. Tankers
may or may not be available.
● Low altitude operations put you in the heart of AAA engagement zones.
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Flying at medium altitude is another viable option for target area ingress and egress in certain circumstances. The
same planning process must occur when selecting the altitude flown. Threat avoidance, early warning detection and aircraft
performance are but a few considerations.
The same techniques for dead reckoning and map reading at low altitude apply at medium altitude with the
exception of these qualifiers at higher altitudes. It's easier to see the "big picture" in front of the jet. However, the
road/bridge turnpoint may be di cult to see from medium altitude. Turnpoints must be selected on the basis of distinct
identification from higher altitudes. For example, choose the major highway interchange versus the dirt road/railroad
intersection, or the mountain peak versus the small ridge. Weather must be considered as well (for example, low fog).
Medium altitude ingress allows the pilot, based on task load, to look inside for longer periods of time. Radar work
will be easier because more time is available to monitor the display. Medium altitude may be the correct option when the
major threat is AAA.
● More time available to work aircraft systems and to interpret and recognize details from target study.
The F/A-18C, with its sophisticated avionics package, gives the pilot several visual bomb delivery options. The
method of delivery is dependent upon the aircraft systems available. Specifically, the ordinance can be released in the
following ways:
● MAN
Full computed delivery is preferred due to its accuracy and independence from precalculated dive angles, airspeeds,
altitudes, and winds. Computed delivery is dependent, however, upon the following:
● An operable computer.
If the FCC computer is inoperative, there is no choice other than to deliver manually. This can be done with the help
of the HUD, which will still provide airspeed and altitude scales along with pitch lines and TVV.
DCS F/A-18C Combat Aircraft Fundamentals 151
Initiate the CCIP delivery mode by selecting AG Mode, select the correct weapon and on the SMS page under mode
select CCIP. Verify the weapon is programmed correctly, single/pair option, qty, mult, and both mechanical and electronic
fuzing selection. Place the master arm switch to MASTER ARM and check for a RDY indication in the SMS and CCIP in the
HUD. Select the target steerpoint to ensure correct target elevation if the system reverts to BARO.
Use a smooth roll in and roll out, compensating for the wind and turn radius. Disregard the bomb fall line (BFL) and
CCIP pipper during the roll in. Concentrate on rolling out with the VVI on your aim-o point (no wind), for crosswind
conditions, aim slightly upwind of the aim-o point. After roll-out and HUD symbology settles, set the aim-o distance
(AOD) by the target-to-BFL relationship. This will pay o in the tactical environment. Once the initial pipper
placement/aim-o point has been set, hold the TVV on that spot and allow the CCIP pipper to approach the target as you
steer out any azimuth errors. Don't pull the TVV up in an e ort to rush the pass. This “banana pass” will result in a higher
than planned release, and degrades delivery accuracy.
Remember, 3 to 5 seconds on final is fast enough, don't rush it any more than that by "pulling" the pipper up to the
target (Figure 12.1). If you find the pipper
will not get to the target prior to minimum
release altitude, decrease the dive angle by
raising the AOD to ensure pickle by the
minimum release altitude. Once
established wings level with the TVV at
twelve o'clock to the target, the BFL should
be near the target. Fly the aircraft to put
the target under the BFL. Correct as
necessary to keep the BFL through the
target and allow the CCIP pipper to
smoothly track up to the target. Avoid the
common error of allowing the nose to rise
and thus move the TVV beyond the desired aim-o point.
Pickle when the CCIP pipper reaches the target. Pickle and hold your release G until all bombs arereleased. Avoid
the tendency to “quick pickle” as this could inhibit release with a delay cue or result in partial release.
Since the CCIP mode is a computed bombing mode, the e ects of winds are automatically compensated for by the
wind model in the FCC. Your job as the pilot is to get the pipper over the target and to do that, you need to consider the
winds. The headwind/tailwind component is corrected for in the computer by moving the CCIP pipper up or down along the
BFL and thus is not of main concern to the pilot. Most of the crosswind correction is made by drift stabilization of the TVV
and associated symbology. However, with strong winds and/or high drag weapons, there will be additional corrections
required to account for bomb trail. The BFL will be sloped to the downwind side. Under these conditions you may wish to
place the BFL slightly upwind of the target on the initial roll out.
DCS F/A-18C Combat Aircraft Fundamentals 152
Where bombing belivery in CCIP is very hands-on and stick and rudder skills dependent, there’s almost an
art-like quality to it. Auto mode is more about system administration and flying the parameters, and the system calculates
all other variables. The AUTO mode provides computed, automatic release of bombs. It computes release solutions for dive,
dive toss, level, and low angle lofts up to 45°. This mode requires a ground designation point from which to build the
bombing solution. Command steering is provided to the appropriate weapon release point and the weapon will release
automatically at the proper time such that the weapons hit the target.
To calculate a bombing solution in AUTO mode, a target first must be designated. This can be done by:
● Flying to place the HUD/JHMCS reticle pipper over the target and designate it with the TDC button.
● Designating a waypoint location as the target as set on the HSI using the WPDSG option.
When the JHMCS is on, Castle Switch forward assigns the TDC to either the HMD or the HUD. TDC assignment then
automatically switches between the HMD and the HUD until the TDC is assigned to an DDI. When the pilot LOS is within the
HMD blanking area (in other words, generally looking forward towards the HUD), TDC assignment moves to the HUD. When
the pilot LOS is outside of the HMD blanking area, TDC assignment moves to the HMD.
12.6.3.2. Waypoint Designation
The Mission Computer (MC) provides an Azimuth Steering Line (ASL) to provide steering to the designated target
based on a designated waypoint. Designation is accomplished by selecting a waypoint on the HSI and selecting the Waypoint
Designation (WPDSG) option on push button 18. This will in turn set the selecting waypoint as a target (TGT) waypoint from
which the AUTO bomb delivery is calculated.
12.6.3.3. Bombing Delivery
Once the target is designated using either the HUD/JMCS or a waypoint and the SMS page is set for AUTO delivery,
the Azimuth Steering Line (ASL) is displayed on the HUD and provides steering direction to the target as indicated by the
Steering Pointer on the Heading Scale. When within the HUD field of view, the target will also be marked with a diamond
Target Designator that denotes the target's line of sight location. By flying the aircraft to keep the Velocity Vector on the
ASL, the aircraft will assume the correct azimuth steering to satisfy the bombing solution. By flying to maintain the Velocity
Vector over the Pullup Cue, adequate release altitude is also assured to avoid weapon fragmentation and weapon fuzing.
Manual mode is a backup mode for visual delivery. From the A/G SMS page with MAN selected as the delivery mode,
the UFC function allows the pilot to adjust the HUD reticle position in mils. By understanding the bombing table data for a
weapon (release angle, altitude, and airspeed), the manual mode can be an e ective means to place bombs on target.
DCS F/A-18C Combat Aircraft Fundamentals 153
This type of delivery is flown when the weather or threat precludes steeper dive angles. Ingress the target area at
low altitude, terrain masking and constantly jinking until just prior to weapon release. It can be done in either CCIP or AUTO
modes. Since your approach to the target is a random flight path, good planning is required to arrive at an action point
where target acquisition is initiated and weapons delivery commenced. If a level delivery is planned, simply arrive at the
target on your proper altitude with the CCIP pipper properly positioned. If a 5o diving delivery is planned, initiate a 10°
pull-up followed by a pull-down/bunt approximately 500' below planned apex. Pay particularly close attention to precise
release parameters and to the fuze arming/pull-up anticipation cue to ensure adequate fuze arming time-of-fall,
fragmentation clearance and ground avoidance. The recovery portion of this delivery must be emphasized to ensure safe
escape criteria from your munition!
The delivery is designed for low-angle delivery of low-drag weapons. Exercise care in computing release altitudes to
assure fuze arming and safe escape. Planned angle-o for this type of delivery can vary from 15°-90°, although optimum
angle is approximately 2 x climb angle. Accomplish pull-up to the planned climb angle (15°+5° and 20°+10%) and
pull-down at the preplanned pull-down altitude. Take care to properly monitor the altimeter to determine the proper
pull-down point since the apex altitude for a LALD delivery is considerably higher than for a LAHD delivery and visual cues
can be deceiving. For CCIP deliveries roll out with the target approximately halfway between the TVV and CCIP pipper. For
DTOS, roll out with caged symbology slightly short of the target. Monitor slant range to ensure proper release parameters.
Pay special attention to the altimeter to assure you deliver at or above the planned altitude.
This delivery is designed for high angle delivery of low-drag weapons in a high threat environment. During mission
planning, aircraft configuration must be taken into account to ensure this type of approach is feasible. The approach to the
target is normally at 450 KCAS (minimum) to an action point 4–5 NM short of the target. At this point, a check turn
between 20°—30° is required to obtain the necessary o set. At the desired pop point, a 4 G pull-up is initiated to the
planning climb angle (usually dive angle plus 159) in full AB. Once the pop-up is established, time should be devoted to
target acquisition which can be di cult since you will be looking down over the canopy rail. Monitor the altimeter as the
pull down altitude approaches due to the rapid climb rate to ensure correct parameters. At the apex, the aircraft will be at
or nearly inverted, so care must be taken to roll out with the proper AOD. Attacks should be planned to provide 5 seconds of
tracking/designate time prior to arriving at the release altitude. For CCIP deliveries, roll out with the target approximately
two thirds of the way down between the TVV and CCIP pipper.
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If the parameters are bad or you have doubts about continuing the pass, either abort the pass or reposition. After
releasing weapons, the threat will dictate the type of recovery, but for peacetime training recover with a 4–5 G pull until
the nose is above the horizon then execute the egress plan.
● Mk-82 Snake Eye, that is a Mk-82, 500-pound class bomb that has the option for four, fold-out air-brakes to slow
the weapon. The SMS code is 82XT.
● MK-82 with BSU-49 ballute is a Mk-82, 500-pound class bomb that uses an inflatable bag that retards the weapon.
Its SMS code is 82YT.
High drag weapons can be delivered in CCIP, AUTO, and MAN modes. When DRAG is set to RET, guidelines for an
accurate delivery are as follows:
● Maintain flight path marker on or just above the horizon line on the HUD. Letting it dip below the horizon line will
result in a Break X.
This attack maneuver is very similar to that of low-angle strafe. It is designed for low-angle delivery of high drag
weapons. The approach to the target is normally planned to be made from a run-in heading o set 150–30° from the attack
heading at a minimum of 450 KCAS. At the desired pop point, a 3–4 G pull-up is initiated to the planned climb angle
(usually dive angle plus 59). At the preplanned pull-down altitude, the aircraft should be rolled towards the target and the
nose pulled down to roll out just as you would in any low angle bomb delivery. Normally, this type of delivery is planned to
allow 3–5 seconds of tracking/designate time prior to arriving at planned release altitude. For CCIP deliveries, roll out with
the target approximately one-third down between the TVV and CCIP pipper. For manual deliveries, roll out with the flight
path marker on the correct aim-o point or plan the roll out to place the standby reticle the precomputed number of mils
short of the target/upwind aimpoint.
Since the computer merely presents a continuous prediction of bullet impact in the HUD, the fundamental
techniques of manual strafe must still be applied. The primary advantages of computed strafe over manual strafe are the
automatic calculation of an upwind aimpoint and the freedom to fire at any range within the e ective gun envelope. These
features permit reliable impacts even in high or changing crosswinds. When in CCIP mode and the gun/rocket is within
maximum slant range of the pipper’s aim point, the “IN RNG” cue is provided. If, however, there is a designated ground
target, the “SHOOT” cue will be displayed if the gun/rocket is within range of the target.
On downwind Select gun mode and strafe option on the SMS. Check master arm to MASTER ARM and ARM in HUD
(local restrictions permitting). Verify air-to-surface gun symbology and declutter theHUD as necessary. Fly the base leg and
roll in as described for low angle bomb. One technique is to roll out with the bottom of the gun cross on the target. Lead the
roll in to final in order to line up on the run-in line (if applicable) of your target. The following steps are a technique used by
many Hornet pilots to achieve maximum strafe hits:
This delivery is used tactically much more frequently than low-angle strafe to avoid small arms fire and allow bullet
penetration into revetted or entrenched positions. Open-fire slant range is slightly more than two times that of low-angle
strafe (6200'). Consequently, computed impact prediction greatly improves results in an environment of unknown winds and
extreme slant range.
Perform the roll in from 8000' AGL as you would for a 30º dive with point-blank aiming. The VV should initially be
short of the target with the CCIP pipper some 50 plus mils below it. This roll in is significantly more nose low than it is for
DB because your AOD is actually a negative value (short of the target). Using the gun cross as an initial aiming reference
will help until the VV and CCIP pipper become stabilized.
Note your altitude and set power for release airspeed at open-fire range (normally idle). Monitor your descent rate
toward open-fire altitude. Control the rate of CCIP pipper movement toward the target with back stick and bank so as to
have it there as you arrive at 4000'–3500' open-fire altitude. Since the in range cue does not appear until 4000' (6000’ for
PGU-28) slant range, it may not be above the CCIP pipper at open-fire altitude.
DCS F/A-18C Combat Aircraft Fundamentals 156
This delivery profile is essentially a level delivery or very shallow dive similar to that used for high drag weapons.
However, parameters for adequate fuze arming and safe escape become much more critical due to the weapon time of
flight. F/A-18C ballistics tables have minimum release parameters for various fuze settings. CCIP is the recommended
delivery mode.
Advantages:
Disadvantages:
● The minimum altitude for fuze arming and frag clearance is easy to violate.
Dive bomb is a delivery from medium altitude using 20º or steeper dive. Roll-in altitude is achieved through a
pop-up, combat climb, or medium-altitude ingress.
Advantages:
● Increased bomb impact angle with improved penetration e ectiveness over low angle deliveries.
● Increased accuracy due to slower movement of the pipper across the ground and increased radar grazing angle.
Baro bombing system altitude errors have less e ect.
Disadvantage:
12.10.3. High Altitude Release Bomb (HARB) and High Altitude Dive Bomb (HADB)
HARB and HADB are deliveries from medium or high altitude preferably using 30º or steeper dive. Roll-in altitude is
typically achieved from a high altitude ingress. Problems associated with HARB andHADB include high crosswinds, lateral
miss bomb release inhibit (if using CCRP), delay cues, and high Greleases due to delay cues. In addition, weapons e ects
may vary greatly from those expected at lowerrelease altitudes. Increased slant ranges, longer radar ranging, and high
transonic release airspeeds all result in unpredictable bomb separation e ects, cluster munition patterns and unpredictable
weapon impact points. Above 15,000 feet AGL, GPS equipped aircraft with a high navigation system status and accurate
target coordinates, should consider dropping in CCRP in order to minimize visual aiming errors. When dropping GP bombs,
release intervals should be at the minimum, due to increased bomb time of fall, long release intervals, and separation
e ects. For cluster bombs, use the lowest HOB compatible with the ordnance and desired weapons e ects to minimize
dispersion of submunitions due to wind e ects.
Advantages:
● Increased bomb impact angle and penetration.
● Increased time for target acquisition.
● Recoveries may be accomplished above small arms/light AAA threats.
Disadvantages:
● Increased exposure to SAM and air-to-air threats.
● Unpredictable weapons e ects.
● Decreased accuracy with free fall munitions; especially CBU.
● Di cult to maintain visual mutual support during recovery and egress due to large altitude changes.
This profile allows accurate visual deliveries of low drag munitions at stando ranges.
Advantages:
● Provides lateral spacing for frag deconfliction.
● Allows stando from several lethal defensive systems.
● Increased defensive maneuvering time against SAMs in the target area.
● Increased availability of tracking time.
● Allows considerable flexibility in meeting planned parameters.
● Eliminates problems associated with being inside the MAP/PUP.
Disadvantages:
● Accuracy is degraded over a CCIP delivery.
● Long slant ranges can cause di culties with target acquisition.
● Increased exposure time but at longer slant ranges.
DCS F/A-18C Combat Aircraft Fundamentals 158
The pattern activities described here will span approximately 80-90 seconds.
12.11.1.1. Crosswind
When turning crosswind (or any other place in the pattern), realize that you may be turning inside the preceding
aircraft (the "co n corner"). Roll out or ease o momentarily and look outside as well as inside your turn until you are sure
your turn is clear. If you are still not sure who is where, ask! Example: “Stinger 1, say posit”. All other flight members
should stay o the radio except to resolve the situation: “Stinger 1 is turning base”. Once the visual is regained, or SA
confirms there is no conflict, the a ected fighter should transmit “Stinger 2 is visual” or “Stinger 2, continue". If the
situation can not be immediately resolved, a knock-it-o will be called. Maintain altitude separation until the confusion is
resolved to avoid passing or colliding with the preceding aircraft. This will also aid in keeping the pattern from becoming
uncomfortably tight. The preceding aircraft will normally be in your ten or two o'clock position.
DCS F/A-18C Combat Aircraft Fundamentals 159
12.11.1.2. Downwind
The flight leader will establish the downwind leg ground track. This is not a hard and fast position and may be
varied by individual pilots to adjust spacing. Downwind should be wide enough to allow for wings-level stabilization on the
base leg. Plan to arrive at base leg altitude prior to actually turning base. On hot days or with higher gross weights,
afterburner may be required.
While on downwind, prepare armament systems as necessary. Evaluate pattern spacing and analyze delivery errors.
Analyze winds and adjust pattern as necessary to fly the correct ground track. A four-ship is properly spaced when an
aircraft is at each of the four corners of the pattern. Alter the distance a beam the target on downwind as necessary to
adjust pattern spacing.
In low-angle patterns (20° or less), adhere closely to the pattern airspeeds and altitudes. In higher altitude delivery
patterns, climb at an airspeed no slower than the planned base leg airspeed.
12.11.1.3. Base
Base position is one of the most critical positions in the pattern. It determines proper dive parameters and is
normally the largest cause of poor parameters when improperly flown. There are three major conditions required to begin a
successful roll-in. Airspeed, altitude and base position. Two of these are controlled in the cockpit (airspeed and altitude).
Base position can be an ambiguous point determined through calculations done during pre-flight planning. These
calculations can be applied in the cockpit through two sources-eyeballs (visual point on the ground or visual assessment of
the wire) or the HUD. With an accurate INS, the base position calculation can be used in the HUD in the CCRP mode. This
can be an accurate base position range used for not only a box/curve pattern, but also a pop-up and roll-in point for low and
high altitude attacks. A practice of using CCRP with a pre-planned roll-in range could enhance your attack parameters. The
following procedures should be used when flying the conventional range pattern:
● DO NOT vary base leg position to adjust pattern spacing. If you are too close behind the aircraft ahead, turn base at
the normal point and plan to go through dry on final. Adjust your pattern on downwind.
● Delay your base call (not the turn), if necessary, until the aircraft ahead has received clearance from the range
o cer.
● When established on base, make last-minute adjustments in heading to compensate for winds or actual ground
track. Adjust airspeed.
DCS F/A-18C Combat Aircraft Fundamentals 160
12.11.1.4. Roll In
Consider the winds at pattern altitude and adjust the final roll-in point as necessary. As you begin your final turn,
should you determine that you are too close or too wide on base, you may still achieve a proper dive angle by adjusting nose
attitude during roll in. Compensate for being too close by over banking and lowering the nose sooner. Avoid an extreme
nose-low attitude. Abort the pass if the dive angle is over 50 steeper than planned (10° if the planned recovery altitude is
above 10,000 feet AGL). Compensate for being too wide by reducing bank and maintaining the nose level longer in the final
turn. Realize that airspeed on final approach depends largely on power setting. You may choose to set power prior to roll in
or you may wish to use military power throughout the turn, retarding the throttle to the proper setting on final. Most pilots
prefer to use military power for the roll in to preclude an inadvertent slow speed/high AOA situation. Lead your roll in by one
turn radius (usually about 3300' to 4500' depending on TAS) to prevent angling. The amount of allowable angling varies for
di erent ranges, and depends on range o cer judgment. However, up to 10° is normally allowable. Never overfly manned
range towers. If it looks and/or feels bad, go through dry.
12.11.1.5 Final
When rolling out on final during any attack, make certain you know exactly which is your target and release
ordnance only when you are positive of its identification.
12.11.1.6 Recovery
Recover your aircraft above the minimum recovery altitude regardless of whether your ordnance is away or not,
with the appropriate SEM. Recoveries should be flown at or above minimum altitude for AAA, based on the type of munition,
threat, and target area tactics.
Begin the turn to crosswind as soon as your aircraft's nose is definitely above the horizon and power has been
advanced for the climb back to base altitude. Any delay will extend the pattern and present the risk of the following aircraft
turning inside you.
Normally, a climbing safe escape maneuver (CLM) is used for dive angles greater than 20°. After release, obtain 5.0
G's in 2 seconds. As the nose approaches the horizon, apply military power. G is maintained to a 20° climbing flight path
angle and then relaxed until 30°.
For dive angles 20° or less, a CLM or turning safe escape maneuver (TSEM) is recommended.
CAUTION:
There are two types of TSEMs: Level Turn and Descending Turn; ensure you refer to the appropriate one.
DCS F/A-18C Combat Aircraft Fundamentals 161
Curvilinear deliveries are used primarily for delivering ordnance from shallow dive angles at relatively low release
altitudes (Figure 10.3). The use of shallower dive angles and lower release altitudes may be necessitated by the type of
ordnance being delivered, weather in the target area, or other tactical considerations. A curvilinear approach consists of
constantly changing heading, altitude, airspeed, and G loading to arrive on final for a short tracking solution, thus
decreasing AAA hit probability. It may consist of almost any flight path which will allow you to get from roll-in altitude to
wings level on final at the planned track point. The most common technique is a descending turn in 30°-60° of bank using
MIL power initially. Approaching desired release airspeed, retard the throttle as required to hold airspeed. Play the last half
of the turn to arrive on final with the bomb fall line through the target for CCIP deliveries. For TOSS deliveries fly the TD box
to, or just short of, the target. Cross-check your parameters and make any adjustments necessary to meet your planned
release minimums. Designate/pickle and initiate the recovery. This technique is good for LAS, LAHD, LALD, and LLLD
deliveries. Curvilinear deliveries may be flown as follows:
● The crosswind, downwind, and base leg are similar to the basic box pattern.
● Begin the curvilinear approach to final at approximately twice the distance of the basic delivery turn to
● final—6000' prior to an imaginary extended centerline through the target—by lowering the nose slightly,
increasing power, and simultaneously establishing a 30°-60° bank.
● Adjust dive angle, power and bank angle throughout the final turn to arrive wings level on final with the target
approximately two-thirds of the way down the bomb fall line between the TVV and the CCIP pipper for CCIP.
Wings-level tracking time on final should not exceed 5 seconds with 3–4 seconds desired.
Curvilinear deliveries may also be flown by initiating the turn to final from a modified downwind position. The key to
starting the pattern from other than the base leg position is to adjust the downwind altitude and position so that a turn can
be made to put you at or near the curvilinear base leg position. You may fly a higher downwind altitude and make your turn
to final a continuous 180° turn. However you get there, whether a descending turn or a level turn, the desired objective is to
arrive at the planned track point with the proper parameters (Figures 12.3 & 12.4).
DCS F/A-18C Combat Aircraft Fundamentals 162
When recovering from his last pass, the flight lead will climb while slowing to the planned rejoin airspeed. Prior to
rolling in on final for your last pass, attempt to acquire the preceding aircraft. This will make later acquisition easier.
Execute a normal pass and recovery. Report all aircraft you have in sight.
Examples:
If you don't have visual contact with all preceding aircraft, say so immediately. Do not begin a turn until you have
visual contact or until positive altitude separation is assured. Realize that angle-o can be rather high during o -range
rejoins. When coupled with high airspeeds, this situation often requires more judgment and skill than do normal rejoins.
Avoid dropping low during rejoin. Should a frequency change be necessary prior to your rejoin, remember aircraft control
takes precedence over a channel change.
At your earliest convenience, safe all your armament switches. The flight lead will call for an armament safety
check and all wingmen will confirm their switches are safe and acknowledge. Complete an ordnance check when directed.
DCS F/A-18C Combat Aircraft Fundamentals 165
12.11.6. No Release
A no release is most commonly caused by incorrectly set switches, releasing the pickle button early (quick pickle),
malfunctioning SUU/TER's, or an SMS problem. More than likely your first indication of no release will be the range o cer's
declaration of a no-spot. If your switches were correct, you should suspect hung ordnance. On downwind, recheck the SMS
for a RDY indication and note the quantity remaining. If the quantity did not step down, then the SMS never delivered a fire
signal. A "quick pickle" (releasing the pickle button too soon) can cause this indication and will result in a no release.
Continue in the appropriate delivery pattern, executing dry passes if necessary while analyzing the problem. Reattempts to
expend may be accomplished as long as there are no other apparent malfunctions. Use caution not to become so engrossed
in manipulating switches that you exceed pattern parameters.
Refer to pgs 45-46 of the DCS Manual for jettison of external fuel tanks or any unsecure heavyweight/ live
ordnance. Wingmen should notify their flight leader as soon as they think a jettison may be required because it will take
time and fuel to set up for jettison. Bingo fuel is not the time to start jettison procedures. Know the NATOPS jettison limits
for the ordnance/suspension equipment you are carrying. Refer to your checklist, if you are forced to land with
asymmetrical stores.
● Approach Heading — The heading flown during wings-level pull-up and climb.
● Attack Heading — The heading flown during the wings level attack. Also called the attack axis.
● Direct Pop-up —
Angle-o less than 150.
● O set Pop-up —
Angle-o greater than
15°.
● Indirect Pop-up —
Angle-o greater than
90°.
DCS F/A-18C Combat Aircraft Fundamentals 166
● Initial Point (IP) — The point where the last leg to the target begins. Normally, the IP is prominent, unique, and
10 to 20 NM out from the target.
● Action Point/Range — The point/range from the target where you take o set for an o set or indirect pop-up
attack.
● Pop Point — A position at which the pop-up attack is initiated. The point where climb is initiated.
● Climb Angle — The angle of climb to be achieved following the initiation of the pop-up. Good rule of thumb is 15°
+ planned dive angle = Climb Angle.
● Pop-to-Pull-Down Distance — Distance from the pop point to the pull-down point. This distance is predictable
for a specific set of delivery parameters.
● Pull-Down Point (PDP) — A maneuver point where you transition from the climbing to the diving portion of a
pop-up delivery.
● Minimum Attack Perimeter (MAP) — An imaginary circle centered on the target equal to the distance from the
target at which tracking begins. The radius of this circle varies with planned delivery parameters.
● Tracking Time — Wings level time from roll out to weapons release.
● Release Altitude
The altitude above the
ground at which weapons
delivery is accomplished.
DCS F/A-18C Combat Aircraft Fundamentals 167
In this maneuver, the pop-up approach course is at an angle from 15° to 90° from the final attack heading. The
approach course angle-o varies with the planned climb angle to permit the pilot to acquire the target as soon as possible
and maintain visual contact until completion of weapons delivery.
The pop-up is initiated over a preplanned pop point at a minimum airspeed of 450 KCAS, with training restrictions
and ordnance loads usually being the limiting factors. The system can help you find the planned pop-up point. The
air-to-surface target locator line helps to confirm desired angle-o . The pop point may be coincidental with this ground
reference, or adjacent to it. At the pop point, select desired power (AB or military) make a 3–4 G wings-level pull to the
desired climb angle and initiate cha /flare program. The target should become visible in the front quarter of the canopy
slightly o to the side of the planned roll-in direction. After popping you must maintain planned climb angle and monitor
altitude gained. Approaching the preplanned pull-down altitude, make an unloaded roll in the direction of the target.
Perform a 3–5 G pull-down to intercept the planned dive angle. Make corrections during the maneuver to compensate for
minor errors in the pop point or unexpected winds in the climb to apex at the desired altitude. You normally achieve your
planned apex altitude about half way through the pull-down maneuver.
Determine how much time you'll need on final. Normally, 3–5 seconds of wings-level time is enough for most
deliveries. Specialized types of ordnance may require you to spend more time on final. Don't try to minimize exposure time
to the point that you won't have time to acquire the target. Compute the MAP distance and then go back to the chart and
choose a prominent and unique IP that will allow you to get to the MAP on an acceptable attack heading. Normally choose
an IP 1 to 2 minutes from the target. There are two basic options you can use to get from the IP to the target.
(assuming the IP-to-target distance is outside the action range). Moreover, at any time, you can put the target on the nose
and at the action range, turn a pre planned number of degrees to the side, go a preplanned distance, pop, pull-down, and
attack. Consider the high-threat CAS situation where you don't know the target location prior to contacting the FAC. In this
case, the simplest way to make a pop-up attack is to depart the IP (if you have one) with the target on the nose and, at a pre
planned action range, turn for o set and execute the attack. Over-reliance on the INS could prevent the safe execution of
the attack. A faulty INS could cause you to action late resulting in attack parameters well in excess of that planned. Use all
available navigation aids to determine the proper action point, i.e., clock, ground reference points, etc.
First, let's look at the maximum bomb fragmentation travel chart in Table 12.3. This data must be used to determine
fragment deconfliction between multiple aircraft attacks. The envelopes present the maximum altitude and maximum
horizontal range anticipated for the worst-case fragment of the bomb case, and the time from detonation until all bomb
case fragments have settled to the ground. Data is provided for sea level and 5000' target density altitudes. Interpolation
between sea level and 5000' and extrapolation up to 10,000' are permissible.
DCS F/A-18C Combat Aircraft Fundamentals 169
UNITARY WARHEADS
CLUSTER SUBMUNITIONS
The classic method to achieve time separation is to space the aircraft in elements 4 to 5 nm in trail. Line abreast to
a trail formation of 4-5 nm can be accomplished quickly using variations of a 90/90 maneuver:
● The wingman turns 90° o the ingress heading for approximately 20 seconds.
● After 20 seconds, the flight leader should have traveled 5 nm and the wingman then turns back to the
target.
● Some visual contact may be lost; initiate close to the target but far enough out to avoid getting jammed.
Advantages:
● The flight strings out, which reduces visual mutual support and complicates post-attack rejoin.
Advantages:
● The wingman will have more time to acquire the target.
● High release enables a direct, radar-fuzed CBU delivery.
● Weapon e ects improve with increased impact angle.
● Allows simultaneous attacks on a point target.
Disadvantages:
● Weather must permit higher-altitude deliveries.
● Exposure time for wingmen is increased.
● Depending on release altitude, puts the wingman in the heart of threat envelopes.
Advantages:
● Visual contact is maintained throughout.
● Simultaneous attack saturates defenses.
● Reduces flight exposure time.
Disadvantages:
● Depending on target separation, planning for the attack must deconflict aircraft within the attacking
element. Types of deconfliction include time, altitude, and horizontal as mentioned above plus attack
geometry.
● The direct IP-to-target pop-up planning approach must be modified for a wingman who's in tactical
formation.
● The flight leader must plan the attack so each pilot regains mutual support after the attack while egressing
the target area as fast as possible.
DCS F/A-18C Combat Aircraft Fundamentals 171
Potential adversaries have the capability of using camouflage, concealment and deception techniques to apparently
relocate visual IP's and DMPI's. If your INS appears to be performing well, and you have confidence in your IP and target
coordinates, you should carefully study INS designated IP's and DMPI's for tone-down or false target insertions.
Redesignating on false targets would cause you to miss the target; updating the INS on a falsified IP would degrade an
otherwise accurate navigation system.
● The flight should use radars to sanitize the target area for airborne threats prior to the fly-up.
● Fly-up at 6–8 NM from the target. The flight lead will check 10°20° away from the target and initiate a climb (use
burner if necessary) to arrive at base altitude in a position to execute a high angle delivery.
● When lead executes the fly-up, the wingman's primary job is visual lookout. Fly-up to place yourself in a position to
visually support lead and execute the planned attack.
DCS F/A-18C Combat Aircraft Fundamentals 172
This option is designed for minimum exposure while splitting the defenses. Deconfliction can be achieved through
altitude, distance, or timing. To achieve altitude separation, the first aircraft can use a level, low angle pop up, VLB delivery,
o setting as necessary for the planned delivery. The second aircraft splits at a predetermined point and pops to a high LALD
or dive bomb delivery and pulls out above the frag envelope (Figure 12.12). To achieve distance deconfliction, the second
aircraft can use LAT or a loft delivery pulling out with separation from the frag (Figure 12.13). For timing separation a split
at su cient distance to achieve the desired spacing is e ective but reduces mutual support after the split. A split closer to
the target requires arcing to remain within visual range and achieve timing separation. This allows the second aircraft to
drop from a low altitude delivery. The distance of the arc from the target depends on the turning room necessary to achieve
delivery parameters. As an example, the second aircraft arcs at 3 NM until the first aircraft's bombs explode, counts 5
seconds, turns to place the target at 10 or 2 o'clock, then executes a LALD, or VLB delivery to give approximately 30 seconds
spacing (Figure 12.14). Timing deconfliction forces an excessive amount of time in the target area. This technique should
only be used for a single point target.
DCS F/A-18C Combat Aircraft Fundamentals 173
WARNING:
Altitude deconfliction may put the wingman into the heart of some threats. Use altitudes that recover above the
threat versus frag to the maximum extent possible.
DCS F/A-18C Combat Aircraft Fundamentals 174
An echelon pop has both aircraft o set to one side of the target. This attack allows the element to maintain visual
contact during the ingress, and allows the wingman to fly a visual formation during the attack. Deconfliction can be
achieved through altitude, timing, and distance. Both aircraft turn away from the target at a predetermined point for o set
pops. The lead aircraft can use a minimum exposure delivery such as VLB. The second aircraft can achieve altitude
separation by popping to a high LALD or dive bomb delivery and pulling out above the frag (Figure 12.15). Timing separation
by distance deconfliction by using LAT (Figure 12.16) or arcing (Figure 12.17)may also be used.
The cover role includes providing visual look-out for air and surface threats. The cover may engage or suppress
pop-up threats according to prebriefed criteria. The cover should maintain overall battle situation awareness to include new
threat locations (to avoid during egress and re-attacks), egress direction, and target location.
DCS F/A-18C Combat Aircraft Fundamentals 180
Advantages:
Disadvantages:
One aircraft may be required to bomb using the computed solution of the other aircraft due to system malfunction
or weather constraints. In this case, the wingman flies within 500 feet of the lead aircraft, matches his pith rate during the
pull-up, and manually releases his own weapons in sequence with the
leader's release.
The wingman is positioned approximately 3 miles in trail. This distance puts ordnance on target for a longer time
period and reduces the potential for conflict between the leader's egress maneuver and the wingman's loft maneuver. Lead
should call the direction of break o after delivery if this has not been prebriefed.
Advantages:
Disadvantages:
Consideration must be given for deconfliction from lofted bombs during their time of fall.
For element lofts, it is critical that the wingman not fly further forward than wedge and the leader must turn away from the
wingman during the egress turn. Failure to do so could result in the leader having a mid-air with the wingman's bombs.
For single-ship loft, following release, maneuver away from the bomb's trajectory. Maintain this lateral separation.
There have been cases where after release, aircraft have turned back toward the target area and subsequently had a mid-air
with their own lofted bombs.
DCS F/A-18C Combat Aircraft Fundamentals 182
12.18. Egress
The target area egress plan must be flexible, simple, and fully understood by all flight members. Reasons for
egress/abort are:
● Target destruction.
● Poor weather.
● Low fuel.
● Battle damage.
Egress priorities should be based on target area threat (type, intensity, lethality), weather, follow-on attacks, status
of follow-on attackers (engaged-o ensive/defensive/neutral). General priorities are:
If a pilot becomes separated from the flight, he should follow the egress plan and provide his own threat lookout
while proceeding to the prebriefed tactical rendezvous point. This point should be relatively free of defenses, allow for
battle-damage checks, and provide possible initiation of a reattack. Most importantly, join with someone as soon as
possible.
Following ordnance delivery, both aircraft should turn toward their prebriefed egress heading. Line abreast formation
provides the most e ective defensive lookout. However, it may be impractical to maneuver in the immediate target area to
gain a line abreast position due to target area defenses. Therefore, adhere to the egress game plan with an accepted loss of
visual cross coverage. A weave back to line abreast is advised when tactically acceptable.
If a three-ship is employed in the target area, the first aircraft o target should turn the shortest direction to the egress
heading and provide his own lookout. The two-ship element provides its own threat detection and maneuvers to cover the
first aircraft's 6 o'clock when possible.
DCS F/A-18C Combat Aircraft Fundamentals 183
When a four-ship is employed in the target area, the elements will normally be separated by time or geographical reference
within the target area for weapons deconfliction. They should maintain element integrity throughout the attack and egress
as an element with visual mutual support. When clear of the target area, both elements should rejoin in an area relatively
free of enemy defenses. Avoid excessive turning in the target area while attempting to rejoin a four-ship flight.
● The egress must be flexible, consider terrain, battle damage, communication, and flight responsibilities.
● In mountainous terrain, an in-trail option may be appropriate to mask defenses. Flat terrain allows for good visual
cross coverage while using a line abreast formation to provide threat warning.
Perform "wounded bird” procedures when egress cannot be flown at the prebriefed airspeed. If the aircraft is
flyable, initiate egress immediately. Prior to the FEBA, RTB. Past the FEBA, if unable to cross back over the FEBA, ejection in
the safe area(s) should be considered. If unable to cross, initiate "wounded bird” procedures.
Pilots should be prepared to fly the entire egress plan without radios due to the possibility of comm jamming and to keep
the frequency clear for other aircraft. Visual is assumed unless wingmen make a blind call. Adhere to prebriefed flight paths
and visual signals to reduce confusion during egress.
The first priority for the wounded bird's pilot is to communicate the aircraft's status. If the level of damage is severe
and the enemy threat is high enough to greatly endanger escort aircraft, the decision may have to be made to leave the
battle damaged aircraft on its own to preclude further and unnecessary losses.
If the a ected aircraft can maintain a minimum of 400 knots (or .8M at high altitude), then it can be escorted in a
standard formation, even though the escort aircraft will have to throttle back. The escort aircraft and the damaged aircraft
should clean o any nonessential drag. If the damaged aircraft cannot maintain minimum speed, then the supporting
aircraft will have to stand o from the damaged aircraft in a position from which the six o'clock can be protected. Weaves
of 30° to 45° for the egress heading will allow the supporting aircraft to maintain a minimum of 400 knots while
maintaining a protective position on the slow aircraft. Using 400 knots and a 45° weave means that the escorted aircraft is
flying at only 280 knots. Weaves up to 60° will allow escort of a 200 knot aircraft. Weaves can be disorienting and may
highlight the escort and/or the wounded bird. Another pattern option is for the escort to fly a racetrack o set from the
wounded bird, on course. This pattern allows the escort to look both at the wounded bird's 6 and 12 o'clock while giving the
escort time to visually reacquire the wounded bird and check his progress. If the damaged aircraft has avionics, the pilot
can assume the navigation and radar search responsibilities. This allows the protector to concentrate on visual lookout for
both aircraft. o ensive commit criteria will be more constrained than normal On the commit, the escort will take the lead in
the acceleration maneuver and merge with bandit(s) first. The damaged aircraft should use avionics an/or descriptive
commentary to get a tally and possibly some ordnance in the air after it has a positive ID from the escort (engaged) fighter.
DCS F/A-18C Combat Aircraft Fundamentals 184
If at any time during the egress, an active engagement ensues and a bandit approaches ordnance parameters on the
damaged aircraft, the pilot must make the decision either to try a last-ditch maneuver, or to eject. If the capability exists to
spoil an attempted gunshot, the pilot should direct that move above the horizon in order to preserve altitude for a safe
ejection.
In a three-ship formation with a slow damaged aircraft, firepower is improved, but the escorting pattern is more
complicated. Weaving behind a slow aircraft as a two-ship may do more to attract a bandit's attention. A close-tied
racetrack pattern around the damaged aircraft using the radars to sanitize the 6 and 12 o'clock avenues of approach may be
e ective.
In a four-ship, consideration should be given to the threat arena as well ordnance and fuel available. Although you
should never jeopardize all four to save one, the healthy element could be used to sweep for the damaged aircraft while his
element mate escorts.
As the flight approaches the FEBA or any heavily defended surface-to-air arena, the healthy aircraft must
accelerate to penetrate the defenses. If it is any consolation, the pilot of the disabled aircraft can observe the active threats
as they attempt to engage the other flight member(s). This will allow course changes to make his aircraft less vulnerable to
the observed threats.
Once across the FEBA, the flight member should orbit to pick up the damaged aircraft. The enemy's air order of
battle (AOB) is still a threat, so "wounded bird” procedures must continue. Close to the landing base, appropriate emergency
procedures should be accomplished.
12.19. Recovery
Recovery options should be based on factors such as fuel, safe passage procedures, and threat detection.
12.19.1. Fuel
Fuel is a primary concern on recovery. The engagement of an unexpected threat during egress may result in a fuel
state that makes recovery to the primary base impossible. Pilots must have pre-planned fuel states during the entire
recovery profile; know when to climb, when to divert, and when to jettison external tanks or suspension equipment in order
to increase range.
These procedures di er by theater. A knowledge of recovery options is mandatory. Inoperative IFF/SIF equipment,
radio out, etc., may force rendezvous with other friendly aircraft for recovery.
DCS F/A-18C Combat Aircraft Fundamentals 185
Length: 56 feet
Max Rate Instantaneous = .5M with 45K FT/Min Descent @ 25° deg/sec
BUC..................... backup fuel control DDI………………….. Digital Display Indicator (A.k.a MFD)
FCNP................... fire control navigation panel GLOC ................. G-induced loss of consciousness
FEBA .................. forward edge of the battle area GM...................... ground map
FEDS................... firing evaluation display system GMT ................... ground moving target
RTN TO SRCH ...return to search (switch position) TACAN............... tactical air navigation
Attachment 3 - GLOSSARY
ACA (Airspace Coordination Area) A three-dimensional box in the sky defined by grid and/or
land references and an altitude block (AGL). The intent of
an ACA is to allow simultaneous attack of targets near
each other by multiple fire support means, one of which is
air.
ACBT Air Combat Training; a general term which includes (D)BFM, (D)ACM, and
(D)ACT.
Adverse Yaw The tendency of an aircraft to yaw away from the applied
aileron while at high angles of attack.
Aerodynamic Center (A point on the wing chord through which aircraft lift is
directed.) This definition is really for the center of
pressure. The aerodynamic center is usually defined as
the point on the longitudinal axis of the airplane where
the lift vector is centered. The distance between the
aerodynamic center and the center of gravity is static
margin, and is the major factor a ecting the longitudinal
static stability of the aircraft.
Air Refueling Time Planned lapsed time from the ARCT to drop o .
Angle of Attack (AOA) The angle between the mean chord line and the relative
wind.
ARCT Air refueling control time; the planned time that the
receiver and tanker will arrive over the ARCP.
Aspect Angle Angle between defender's longitudinal axis and the line of
DCS F/A-18C Combat Aircraft Fundamentals 194
Center of Gravity (CG) That point along the horizontal axis, fore and aft of which
airplane weight is equal.
Comparison Diagram A chart comparing turn rate, radius, and excess power for
two di erent aircraft.
High Angle (Snap) Shot A gun shot made with a high track crossing angle,
normally attempted because a tracking shot was not
possible or desired.
Lateral (Pitch) Axis A reference line running left and right through the center
of gravity of an airplane.
Lethal Envelope The envelope within which the parameters can be met for
successful employment of a munition by a particular
weapons system.
Line of Sight A line from the pilot's eye to the object (usually target)
being viewed.
Line of Sight Rate An image's rate of movement across the canopy.
Longitudinal (Roll) Axis A reference line running fore and aft through the center
of gravity of an airplane.
Maximum Rate Turn That turn at which the maximum number of degrees per
second is achieved.
Mixed Force
The employment of a single flight of di erent types of
aircraft, performing the same tactical role, under the
direction of a single flight leader.
Mutual Support The coordinated e orts of two or more aircraft to provide
combined firepower and survivability.
Specific Excess Power (Ps) A measure of an airplane's ability to gain or lose energy in
terms of altitude, airspeed, or combination thereof. Also
called energy rate and expressed in feet per second or
knots per second.
TAC-A (Tactical Air Coordinator-Airborne) An airborne agency located far enough away from threats
and jamming to provide a communications relay between
fighters, FACs, and ground agencies. Typically aboard a
FAC aircraft, ABCCC, or AWACS.
Vertical (Yaw) Axis A reference line running up and down through the center
of gravity of an airplane.
The following is a list code and brevity words for use during combat and daily training flights. It is intended to provide
common understanding and minimize radio transmissions. This common understanding is dependent on the following rules:
● Words listed below should be used in lieu of words or phrases with similar definitions.
● Some words are informational in nature while others are intended to direct action.
● When a flight lead makes directive calls, the wingman must respond with the directed action to the best of his
ability.
● If the wingman uses a "directive" term/word, it is a request and the flight lead reserves the right to approve/deny
the wingman's requested action.
● When working with allied nations, remember that some of the terms/words listed here may have di erent
meanings.
ANCHOR Orbit about a specific point; ground track flown by tanker. Information call
indicates a turning engagement about a specific location.
APEX/ALAMO Training term used to denote simulated launch of enemy, all-aspect radar
missile.
APHID/ARCHER Training term used to denote simulated launch of enemy heat seeking
missiles.
BEAM/BEAMER (Direction) Aircraft maneuvering stabilized within 70—110° aspect; generally given
with cardinal directions; east, west, north, south.
BELLY CHECK A momentary unloaded bank to check the blind side of a turning aircraft.
BLOW THROUGH Directive/informational call that indicates aircraft will continue straight
ahead at the merge and not turn with target/targets.
BULLSEYE An established reference point from which the position of an aircraft can
be determined.
DCS F/A-18C Combat Aircraft Fundamentals 202
CAP/CAP (Location) An orbit at a specified location. Establish a combat air patrol at (location).
CHAMPAGNE An attack of three distinct groups with two in front and one behind. The
leading two groups are attempting to bracket with the trailing third group
flying up the middle.
CHECK ( °Left/ °Right) Turn ( ) degrees left/right and maintain new heading.
CHRISTMAS TREE Directive to briefly turn on exterior lights to enable visual acquisition.
CIRCLE ( ) Flight lead directed defensive maneuver in which the flight establishes a
circular holding pattern for mutual support.
COLD In context; attack geometry will result in a pass or roll out behind the
target; or, on a leg of a CAP pointed away from the anticipated threats.
Air-to-surface, dry or no ordnance attack.
COME OFF (Left/Right/High/Low) A directive to maneuver as indicated to either regain mutual support or to
deconflict flight paths for an exchange of engaged and supporting roles.
Implies both "visual" and "tally."
information.
CONTINUE Maneuver for attack; does not imply clearance to engage or expend
ordnance.
CRANK (Direction) F-pole maneuver; implies illuminating target at radar gimbal limits.
CROSS TURN/CROSS A 180° heading reversal by a flight where aircraft turn into each other.
EXTEND (Direction) Directive to gain energy and distance with the possible intent of returning.
greater.
GATE Radio Brevity Code for us MAX power available. i.e. Afterburner
HEADS DOWN Call to inform aircrew that leader/wingman is head down in the cockpit
and leader/wingman is responsible for clearing.
HOT In context; attack geometry will result in roll out in front of the target; or
on a leg of the CAP pointing toward the anticipated threats (air-to-air).
Ordnance employment authorized, expected, or completed (air-to-ground).
JUDY Aircrew has radar/visual contact on the correct target, has taken control
of the intercept, and only requires situation awareness information;
weapons director will minimize radio transmissions.
JUDY ANGLE Aircrew is taking control of intercept in azimuth only; weapons director
continues to provide range information.
MEDIUM Target altitude between 5,000 feet AGL and 25,000 feet AGL.
MERGED Informative that friendlies and targets have arrived in the same visual
arena.
Call indicating radar returns have come together.
MUD (Direction) Indicates RWR ground threat displayed; followed normally by clock
position.
NO JOY Aircrew does not have visual contact with the target/bandit;
opposite of "TALLY."
NOTCH (Direction) All-aspect missile defensive maneuver to place threat radar/missile near
the beam.
OFF (Direction) Informative that attack is being ceased and repositioning in the indicated
direction.
OFFSET (Left/Right) Informative call indicating maneuver in a specific direction with reference
to the target.
specific mission.
POINT Directive for an element to turn towards each other either as a defensive
response or to reestablish a mutually supportive formation.
POST ATTACK (Direction) Weapons director's transmission to indicate desired direction after
completion of the intercept/engagement.
POWER Reminder to set the throttles appropriately considering the IR threat and
desired energy state.
PURE Call indicating pure pursuit is being used or directive call to go pure
pursuit.
RANCH HOUSE (Altitude) Informative or directive indicating subject fighters will/should return to
CAP.
ROGER Indicates aircrew understands the radio transmission; does not indicate
compliance or reaction.
SAM (Direction) Visual acquisition of a SAM or SAM launch. Should include position.
DCS F/A-18C Combat Aircraft Fundamentals 208
SLICE (Left/Right) Directive to perform a high G descending turn in the stated direction;
usually 180° turn.
SORTED Criteria have been met which ensure individual flight members have
separate contacts; criteria can be met visually, electronically (radar) or
both.
SPLIT Request to engage a threat; visual may not be maintained; requires flight
lead acknowledgment (airto- air). Also, directive to begin pre-briefed
maneuver/attack.
SUPPORTING Act of assisting the engaged fighter in killing the bandit while maintaining
overall battle situation awareness.
TARGET Specification of sort responsibility. Directive call that may not necessarily
follow the sort contract.
TRAIN (Formation) Tactical formation of two or more aircraft following one another.
WEDGE Tactical formation of two or more aircraft with the single in front and the
other aircraft laterally displaced on either side behind the leader's wing
line.
ZIPPER Acknowledge radio transmissions with two clicks of the mike button.
DCS F/A-18C Combat Aircraft Fundamentals 211
These speeds and performances are accurate within +/- 5 KIAS, as tested within DCS World version 2.8.3.38090.
DCS F/A-18C Combat Aircraft Fundamentals 212
Subsonic Energy Maneuverability: Diagrams for Selected DCS: World Aircraft, Contact Light | Revised: September 2022
CNATRA P-825 (07-14) BASIC FIGHTER MANEUVERING (BFM) AND ALL WEATHER INTERCEPT (AWI)