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Killercrowder14
In this Phase all aviation recruits will learn how to pilot and control different variations of
helicopter and jets.
From the simple Blackhawk to the AC130.
in a turn can cause stress on the cardiovascular system. One "G" is equal to the force of
gravity experienced under normal conditions, two "G"s would be twice the force of normal
gravity.
Some fighter aircraft regularly accelerate to up to 9 Gs. Fighter pilots also require strong
muscle tissue along the extremities and abdomen, for performing an anti-G straining maneuver
(AGSM, see below) when performing tight turns and other highly accelerated maneuvers.
Better-than-average visual acuity is also a highly desirable and valuable trait.
reversing nose-to-nose turns, while trying carefully to use energy depletion methods, or
using slightly oblique, out-of-plane turns to get behind the enemy. The resulting flight path looks
like scissors in the sense that both fighters approach each other, cross over, and then
separate again, over and over while the scissors continues.
Basic- Chandelle:The chandelle is an aircraft control maneuver where the pilot combines a 180
turn with a climb.
Complex-Pugachev's Cobra: (Complex manuvers will be added to training after the completion
of "Being a Pilot")
Complex-Herbst Manuvers: (Complex manuvers will be added to training after the completion of
"Being a Pilot")
<<<Defensive>>>
Pilots are trained to employ specific tactics and maneuvers when they are under attack. Attacks
from missiles are usually countered with electronic countermeasures and chaff. Missiles like the
AIM-120 AMRAAM,
however, can actively home in on jamming signals.
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Evolution of a Pilot:
Stress test will be given to the pilot in simulation with air manuvering, this means
live/dumb fire excersises will be used to get the job done.
Once the candidate has fully acknowledge the test they will go through chopper piloting
followed by air piloting.
Once all training have been done to chopper and air, candidates will go through a test to
revise the meaning to be a pilot with in the 19th M.E.U.
A test will be performed at the end of the class to ensre success. Candidates must have a
70 or higher on the test to pass. If failed the candidate has the ability to choose to do the test
again. After
the second attempt they will not be given another chance to continue for a period of 3
months.
This is also known as "pitching." Remember, when piloting an aircraft, up is down and
down is up. By pitching the helicopter's nose down, your craft should move forward. Pitching the
nose to point upwards
will move the craft in reverse. Take is slowly, do not pitch up or down to the extreme or
you may lose control of your vehicle. Just remember, point the top of the helicopter's blades in
the direction you wish
to go,and don't forget about throttling up!
LESSON 3: TURNING:
Gain some speed by pitching the nose down, keep the heli airborne by throttling up, roll
the vehicle the direction you wish to turn, and yaw in the same direction to complete the banking
turn. This particular
maneuver will take some practice, but is necessary when piloting a helicopter out on the
battlefield.
LESSON 4: LANDING:
If you need to repair your helicopter, extract, or need to go pee, you can always land near
a friendly engineer. Simply reduce speed and hover over a large flat surface, then slowly descend
to the ground.
Extraction:
In this training you will learn how to use the helicopter to drop off military personel in a
clean area. . When in the air the pilot will call "red light" which means to get ready to get out of
the helicopter.
Once the helicopter has touchdowned the pilot should call ouy, "Touchdown, Green
Light!". Once this has been stated the two lowest ranks that are not on the mini-guns will get out
of the helicopter, lay down,
scan the horizong and state "Left/right side clear!" Depending on your side, call out the
enemy in your view and the gunner will assist you. Once the threat has ben eliminated the
gunners will clear out of
the helicopter. The gunners will both crouch and check forward and sides of the AO,
move away from the helicopter (about 20 meters) so it can take off.
Emergency Evacuations:
During the mists of war even the best pilots have to fight on the ground. Situations like
these only appear when your helicopter is in the brink of crashing. The pilot's responsablity is to
crash land safely
without any nearby casualties. Flying low will cause more fire upon the helicopter and
the personel with in it;the higher you are the less chance you will be hit with direct fire. The
pilot should be ready
to call out "Eject!" if there is any high threat to themselves or others. Once that has been
called out the pilot should make sure everyone has left the vehicle before leaving. The pilot
should always adjust
to a certain "point of scene" to avoid crasing into other allies. The point of scene is the
area where the pilot can predict where he will crash before attempting an evacuation from the
vehicle.
On Foot Duty:
As a pilot you are to report in to the nearest squad available when succesfully getting out
of the broken down vehicle. If there are enemy around the pilot's area, they are responsible for
keeping up with
intel with the responding squad. If there are no squads and or vehicles near the pilot's
location, the pilot is to either wait or sneak around the area until he or she is clear to move out to
a distance far
from the enemy. Once cleared they will radio in to any corresponding squad near the
area once again for an extraction request from HQ. If available the other coresponding pilot will
come for an extraction
to a safer area. If the pilot is within the corresponding rescue squad, her or she, should
move along the squad like an infantryman and provide support until extraction is ready to bring
you back to base.
Jet Training:
In this training pilots wll go over baic manuvers as instructed above. Pilots will learn
speed control and accuracy control with jets.
The absolute most important aspect of dogfighting is speed control, and if you don't care
about speed control then you'll ALWAYS lose a dogfight to someone who knows how to do it.
The reason for this is
that speed control determines how wide your turns are. The faster you go, the wider your
turns. Contrarily, the slower you go, the harder it is to turn at all which ultimately means you're
just an
easy target.This in mind, if your turns are fast and tight then it'll be extremely difficult
for your opponent to follow you and set you up for being shot because he'll have to match your
speed, and
if he doesn't and he loses you, you'll have a HUGE advantage and easily be able to kill
him. That said, the magic speed range that you always want to maintain is 305-315mph because
regardless of
what jet you're using, this speed range will enable you to make the fastest and tightest
turns (if you don't immediately know where the speed indicator is, it's to the top left of your
cockpit in a box).
There are many ways that you can hit this range but for the sake of brevity, I'll cover the
most common ones:
1. Repeatedly alternate between braking and accelerating. This is the easiest to pull off in
both the attack and stealth jets when you fly horizontally in a circular pattern because gravity
really
isn't working against you here (even with that being said, this is the easiest flight pattern
to counter because it's extremely vulnerable to top-down attacks, so never rely solely on this
evasive
maneuver). Just keep your eyes on your speed and tap the brakes if you're going too fast
and accelerate if you're going too slow.
2. Counter gravity. This is most commonly done when making vertical turns, and it's a
tactic used by the more advanced dogfighters due to the high risk of screwing your turns. Not
only is that the
case, but this is where the attack jets and the stealth jets differ tremendously in
maneuverability, so I'll divide the tips between the two as a result. Before I do that though, note
that this specific
maneuver is best utilized when alternating between it and the aforementioned horizontal
pattern.
- Stealth Jets: They have the advantage here because of the afterburner. As you begin to rise up in
your loop formation ONLY TAP YOUR AFTERBURNER NO MORE THAN THREE TIMES
as you pass the horizon of the map.
DO NOT HOLD THE AFTERBURNER because you'll come out of the turn too fast and
leave yourself exposed as a result of having too wide of a turn. When you circle back down
towards the ground, TAP THE
BRAKES NO MORE THAN THREE TIMES as you pass the horizon of the map in order
to avoid coming down too fast, because again, this will make your turn too wide.
Stealth Jets Conversely, the idea behind the stealth jet is to clear the skies. You should
practise on the test range, and rather than worrying about having to lock on to targets, you can
just drop
bombs and see how you fare. Its a very traditional form of combat, but if youre good at
it, there are some really impressive videos of people on YouTube using it, and they mean you can
get in and out
quickly without having to worry about locking on to things.
The stealth jets are primarily used as anti-air, so theyre useful against helicopters and
other jets, and they have three types of main canon--20mm, 25mm and 30mm. The first two
specifications are great
for taking out other aircraft. When youre using a jet, the rate of fire and accuracy doesnt
really matter, so what I would suggest is try to use the highest calibre of weapon as soon as you
unlock it,
because the next one outclasses the previous one. The 30mm canon can actually damage
land vehicles quite effectively as well, although you start to get into crossover with the Attack
Jets here, which have
the 30mm canon as standard, and cannot use the lower caliber canons.
When using stealth jets, you now start with the IR flares and the heat seekers as standard,
which you didnt on Battlefield 3. This means that if you do come up against an experienced
pilot, you actually
have a chance of staying in the sky. The heat seekers are included as standard--these are
lock-on, fire and forget rockets which do medium damage and mobility damage to helicopters,
which make them easier
to kill. If youre playing on maps where there are a lot of land vehicles, like Golmud
Railway or Lancang Dam on Conquest, you can actually equip the laser-guided missiles on the
stealth jet, which allows
you to be very effective at taking down ground targets. Its also well equipped for taking
down laser-painted targets that arent actually in sight. This combination means you can do a lot
of damage both
on the ground and in the air, which is a powerful combination.
-Attack Jets:The BF4 attack jet (which will be the Su-25TM Frogfoot, Q-5 Fantan, or A-10
Thunderbolt II, depending on which army youre playing as) uses a 30mm GAU cannon. You
sadly cannot change that, but its
specification really highlights its role as an attack vehicle. Using an Attack Jet, youre a
tank killer and an attack boat killer. You can take down the AC-130 commander call-in and you
can upgrade your
missiles to heat-seekers, so the emphasis of the attack jet is this: dont worry about killing
the other jets, but rather focus on taking out the enemies on the ground.
To attack ground targets, jets need to pitch down (or nose down) to bring their
forward facing weapons to bear. Because of the danger of crashing, preparing for a strafing run is
more important
than hitting your targets - once you've properly prepared your run, the attack
should be easy. Prepare by gaining altitude. Height is needed for all the extra yards you're going
to expend while
nosing down and blazing guns. The longer you intend to engage your target, the
more height you will need to line up your shots. A second consideration is range, or more
appropriately, "stretch"
of area that you intend to attack. If your target is a single bunker or hardpoint, you
may only need a single pass to deliver a missile. On the other hand, if you need to blaze away
and destroy a
group of vehicles on the opposing team, you may want to give yourself more
height/time to make your attack.
Lesson 4: Landing the jet is not a good option but it's doable. When landing the jet, the
stretch of land needs to be clear of any obstacles behind and/or forward.
Evacuation/Extraction:
This set of rules go along with Emergency Evacuations and On Foot Duty Training.
--------------------<End of Training
Tests>--------------------------------------------------------------------------------Test
1.
2.
3.
4.
5.
6.
7.
8.
While On Foot Duty what measures should you use before asking for an
extraction/evacuation?
9.
What is ACM?
10.
What are the stealth jets used for? What are the attack jets used for?
BONUS QUESTION: What was Lt. Colonel Yayuro Okami's original gamertag?
NOTE: To pass this test the candidate has to make 70% or more on the test. Failure in this will
be forgiven and the candidate can retake a different test.
If candidate fails to pass tests they will be removed from Zulu Squadron without warning.
Point system is as followed: Each question are worth 10 points. 10/10 = 100, 9/10 = 90, 8/10 =
80, and so on.
-----------------------------------------------------------Last attempt
test----------------------------------------
1.
2.
3.
4.
5.
What is the first thing that pilots need to know while flying a jet?
Point system is as followed: Each question are worth 20 points. 5/5 = 100, 4/5 = 80, 3/5 = 60,
and so on.
CANDIDATE MUST HAVE A 80% OR ABOVE TO PASS.