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Training Hut
All new joiners should report to the Training Officer. The following information should assist new pilots in familiarisation with not only the aircraft they will be flying but also the aircraft they will be up against. This will ensure that they will be able to maximise the advantages of their own aircraft whilst exploiting any disadvantages of the enemy aircraft.








    Combat Intercepts
    Interception of enemy aircraft should not be rushed and should always be conducted with the advantage of height. Here are two Combat Intercepts with full descriptions of the thinking behind the intercepts and the thoughts during execution:

    Here is the 1st Combat Intercept:

    Here is the 2nd Combat Intercept:



    Squadron Procedures
    As 10NS develop procedures to improve our teamwork in the air they will be detailed here.




    Aircraft Recognition
    Although developed during WWII, the use of silhouettes as a method of improving recognition skills is tried and tested. The following gallery highlights key features of each aircraft to allow student pilots to improve their recognition skills.






    Brevity Code Words
    The following code words allow pilots to quickly explain tehir situations and needs during combat. These code words were filtered from a Sim-HQ list here: Brevity Code Words

    • ABORT: Directive commentary to terminate. Applicable to a specific attack maneuver or entire mission.
    • ANGELS: Altitude expressed in thousands of feet. Angels 2 means 2000 ft.
    • BANDIT: Known enemy aircraft. Only used when the contact is confirmed hostile.
    • BINGO / BINGO FUEL: A predetermined fuel quantity that is required to safely return to base.
    • BLIND: Lost visual contact with appropriate friendly aircraft. Generally means that the wingman lost sight of a flight lead. The opposite of this is VISUAL.
    • BOGEY: An unknown visual contact.
    • BOGEY DOPE: A request for information about a specific target or threat. Generally directed toward GCI/AWACS or other flight members.
    • BRACKET: Indicates geometry where aircraft will maneuver to a position on opposing sides of a given point / target, either laterally / vertically/ or a combination of both. Basically, it is a relatively short-range pincer maneuver.
    • BREAK: (Up/Down/Right/Left) –Directive to perform an immediate maximum performance turn. Assumes a defensive situation that requires immediate action.
    • CLEARED: Requested action is approved.
    • CLEARED HOT: Ordnance release is approved.
    • CLOSING: Bandit/bogey/target is decreasing its range.
    • COLD: 1.) Attack geometry that will result in a position behind the target. (lag pursuit) 2.) Pointed away from the anticipated threats.
    • COMMITTED/COMMIT: Intent to engage/intercept.
    • CONTINUE: Continue present maneuver; does not imply clearance to engage or to shoot.
    • COVER: Directive R/T to assume supporting role and responsibilities.
    • DEFENSIVE: (Spike/Missile/SAM/Mud/AAA) – Subject is in a defensive position and maneuvering with reference to the threat. If not explicitly stated, threat is assumed to an air/air threat.
    • DRAG/DRAGGING: (Direction) – Bogey/Bandit maneuvering to 60 degrees or less aspect. Can also describe your own actions.
    • ENGAGED: Maneuvering with respect to a threat or target in order to kill or negate an attack.
    • EXTEND: (Direction) – Directive to temporally depart the immediate "fight" location gain energy, distance, time, situational awareness, or a combination of all. The intent is to reengage as soon as desired parameter is achieved.
    • FLANK/FLANKING: Target with a stable aspect of 120 degrees to 150 degrees.
    • FLOAT: Expand the formation laterally within visual limits. Used to initiate a "bracket" or to force a commit from a trailing bandit.
    • HARD LEFT/RIGHT: Directive call to initiate a High-G, energy sustaining turn. Generally used when entering a fight offensively. A ‘break’ turn is used for a defensive situation.
    • HIGH: Target altitude at or above 3000 feet MSL.
    • HOME PLATE: Home airfield.
    • IN PLACE: (Left/Right) – Simultaneously maneuvering the whole flight in the specified direction.
    • KILL: Commit and kill specified target.
    • LINE ABREAST: A side-by-side formation.
    • LOW: Target altitude below 1000 feet MSL
    • MEDIUM: Target altitude between 1000 and 300 feet MSL.
    • MERGE/ MERGED: 1.) Bandits and friendlies are in the visual arena. 2.) Radar returns have come together.
    • NO JOY: Lost or no visual contact with the target/bandit; opposite of TALLY.
    • POSIT: Request for a position report.
    • PRESS: Continue the attack; mutual support will be maintained.
    • SEPARATE: Leaving a specific engagement.
    • SHACKLE: A weave or a single crossing of flight paths in order to regain formation geometry.
    • SHOOTER: Aircraft that will employ ordnance or "shoot"
    • SLOW: speed of less than 60 knots.
    • SPITTER: (Direction) – An Aircraft that has departed from the engagement.
    • STACK: Two or more groups with a high/low altitude separation.
    • STATUS: Request for an individual’s tactical situation; generally described as "offensive," "defensive," or "neutral."
    • SWITCH/SWITCHED: Indicates an attacker is changing from one aircraft to another.
    • TALLY: Bandit in sight; opposite of "NO JOY."
    • TARGET: Specific sort responsibility
    • TRAIL: Formation of two or more aircraft following one another.
    • TRAILER: The last aircraft in a formation.
    • TUMBLEWEED: Indicates limited situation awareness, no tally, no visual, a request for information.
    • VEE/VIC: Vic formation, single aircraft in the lead and an element in trail.
    • VISUAL: Friendly aircraft in sight; opposite of "BLIND."
    • WALL: Three or more groups in line abreast/side-by-side formation.
    • WEDGE: Tactical formation of two or more aircraft with the single in front and two line abreast behind: Same as a "Vee" formation.
    • WEEDS: Very low altitude.
    • WINCHESTER: No ordnance remaining.



 
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