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  • Demo

    by Published on 04-29-2012 06:53 PM


    =Lead In Fighter Training (LIFT)=

    The Lead In Fighter Training course is the only training program that all members are required to complete. The purpose of the course to confirm all new members have read and understood our multiplayer Standard Operating Procedures (SOPs) and have the basic skills to participate in our online flights. The first 3 sorties of the LIFT program are not a test but instead more of a tutorial flight. Even if you are an experienced (v)pilot in Falcon 4.0 we still require you complete this course so you can get familiar with how the 294th operates. Details for the LIFT program including flight briefings are provided in the New Pilot Package. There are 4 flights required to complete the LIFT program:

    LIFT 1 -Basic ferry flight from Kunsan to Kimpo airbase. The goals of LIFT 1 are to confirm the new pilot has read and understood our Multiplayer SOPs, has set up BMS according to our wing standard, has IVC up and running correctly, and can ramp start the jet and communicate via the radios in the jet. During LIFT 1 we will also cover basic operational brevity and takeoff/landing procedures for the 294th.

    LIFT 2 - Basics of Air-to-Air Engagements/Air-to-Air Weapons Employment. During LIFT 2 we will discuss important brevity calls for air-to-air engagements (both beyond visual range, within visual range, and mutual support). We also discuss how to use the radar in the F-16, important HUD symbology, and the use of Datalink during air-to-air engagements. LIFT 2 will consist of a Combat Air Patrol (CAP) north of Kimpo that will require defending the airspace against various threats. During LIFT 2 the pilot will employ radar guided missiles, heat seeking missiles, and guns.

    LIFT 3 (Consists of 2 Parts):
    1. Part 1 - Range Operations/Unguided Munitions - During part 1 of LIFT 3 the new pilot and IP will depart to the 294th weapons range to employ inert (practice) bombs using CCRP and CCIP. Important topics during part 1 will be instructions/procedures for range operations, air-to-ground brevity, and flight rules. It is critical that the trainee follows are flight rules, such as the foul altitude, range airspeeds, radio calls, and release profiles.
    2. Part 2 - Guided Munitions - During part 2 of LIFT 3, the instructor pilot will teach the trainee how to employ guided munitions, such as AGMs (Mavericks), LGB (Laser Guided Bombs), or JDAMs. Part 2 of LIFT 3 is a life fire sortie and therefore strict adherence to flight rules are required.


    LIFT 4 - LIFT Check Ride - The final flight for the Lead In Fighter Training course is a check ride - a sortie to test that the new pilot can apply the lessons learned during the previous three sorties. The details of this flight are classified and only provided to pilots who have completed LIFT 1 thru 3. However, the new trainee will lead a flight during a combat mission to demonstrate he/she is ready to join the 294th.


    294th LIFT Graduate Patch


    ==============================================

    =Air-to-Air Refueling Qualification=


    AAR Check Ride - Long combat missions require a lot of fuel. Therefore, to ensure that all 294th pilots are capable of air-to-air refueling, we have a air-to-air refueling check ride to:
    a.) Make sure all 294th pilots understand the procedures for air-to-air refueling
    b.) Can refuel efficiently (within 90 seconds).

    If a pilot is unable to refuel within 90 seconds, the check ride turns into a tutorial flight and the pilot will have another chance to earn his/her qualification at a later date. Pilots who complete the AAR check ride will earn their AAR qualification. The AAR qualification is required to enroll in the 294th Fighter Weapons School.

    294th Air Refueling Qualification Patch



    ==============================================

    = 294th Fighter Weapons School=

    The 294th Fighter Weapons School is a very in depth course that includes IQT (Initial Qualification Training) material and topics, and MQT (Mission Qualification Training) material and topics. Pilots who graduate from the Weapons School will earn their Instructor Pilot wings and Flight Lead qualifications. The Weapons School is a series of several Instructor Pilot lead flights and Check Rides - It is the 1st VFW version of Top Gun. Pilots who enroll in the course will be required to specialize in one field. For example, a pilot can choose to be an expert on SEAD and learn everything there is to know about SEAD. Each Weapons School pilot will be required to create a "thesis" or guide on their field at graduation. For example, if a pilot chooses SEAD, he will need to create a training document or thread in the forum providing tips and what he/she learned about SEAD in the forum for other 294th members to benefit from. In that way each graduate of the Weapons School will make the course better for the next trainee. It can take on average 2 to 3 months to complete the course as it requires at least 8 sorties (or as many as needed). Therefore, the Weapons School is not for everyone. It's only for pilots who are committed to completing the entire course and who are willing to do their own research on the field they choose to specialize in. Weapons School graduates are the leaders of the 294th by helping develop our training programs, teach best practices, and disseminate lessons learned to other 294th pilots.

    Examples of the topics included are:

    • Formation Flying/TacForm
    • HARTS
    • TACAN/ILS/Instrument Flying
    • Advanced approach/departure profiles
    • Emergency Procedures
    • Advanced BVR Tactics and Intercepts
    • Mutual Support
    • Close Air Support / Forward Air Contoller (FAC) Qualification
    • SEAD Tactics and Weapons
    • Advanced Air-to-Ground Tactics and Profiles
    • Flight Lead Qualifications & Responsibilities


    Note: The 294th Fighter Weapons School will start enrolling students on June 1st 2012. Initially there will be one class for every 2 months. Once we have the initial cadre of Instructor Pilots qualified we will reassess the schedule based on demand. See our forum for details on the next upcoming course.



    A few of the patches earned during Weapons School
    by Published on 04-29-2012 06:29 PM
    Article Preview

    I was going through my photobucket account and wanted came across of couple of funny memories from the wing.

    This one is an account of one of our events - Operation: Swift ...
    by Published on 04-29-2012 05:36 PM

    We have some talented (part-time) artists at the 1st VFW. From skins to patches, our members create a lot of custom art for the wing. If you click on the "Medals" section on the top menu of this site, you will see our members can earn patches, ribbons, or medals for achievements or qualifications at the 1st VFW. This idea originally started when we wanted to recognize members who reached certain flight hour benchmarks. One of our members, "Hawk" came up with the idea to create custom patches that would be named after the pilot to first reach that flight hour benchmark. Below are the first patches "Hawk" created:


    Some of "Hawk's" original work


    Then over time we expanded the idea and started making patches to recognize when a member completes a training course. Some examples of those are below:


    Some training qualification patches by Hawk and Snoopy (Ret.)

    We also have the utmost respect for our active and retired military servicemen and woman, so we created medals to recognize those members who have served:


    By Hawk

    Also, 1st VFW Members are able to recommend a fellow member for a medal. And to recognize each member's anniversary, we created some "markings" similar to those you would see on a aircraft after a combat mission:




    We also create custom skins for the airbases we operate out of... for example, here are some shots of Kimpo in South Korea:



    Or custom skins for our aircraft:


    10th Anniversary Falcon 4.0 Custom Skin by Jammer


    For our A-10 drivers, we also provide custom nose/door art:


    "Bramage's" WarHog


    And members can request their own custom signature to represent on other site's forums:





    Signatures by "Hawk"


    The above is just a small sample of our member's work. And we want to thank "Hawk" for coming up with the idea for the custom patches and for doing most of the work. You may have seen some other wings copy our medals section with the custom flight hour patches, but now you know where it started. . Like our About Us page says, "Often copied, but never matched... Welcome to the 1st VFW".


    by Published on 04-29-2012 03:39 PM
    Article Preview

    =Northern Lights=

    Below are the updates of our ongoing campaign in Korea. Most recent update at the top.

    -------------------------------------------------------------------------

    Updated 4.28.2012


    Pre-Plan CAS

    Pilots:

    • Demo
    • Corsair
    • Jammer
    • WarDemo
    • Elf
    • D3mon
    • Manolis


    Pre-Plan CAS along the FLOT.

    BDA
    4 x MIG-29
    2 x Q-5
    7 x BTR-60
    5 x KrAz F 255B
    6 x T-55
    2 x SA-19
    3 x 2S19
    1 x BMP-CMD
    1 x ZSU23-4
    3 x ZIL-135
    1 x BRDM-AT
    1 x M-1992

    Losses
    2 x F-16C-50 - Shot down by a MIG-29
    1 x F-16C-50 - Downed by AAA
    1 x F-16C-50 - Damaged

    Current Situation = Excellent

    Lessons Learned WATCH YOUR ALTITUDE WHEN OVER FLYING ENEMY FORCES. We have lost more jets to pilots breaking the deck than anything else.

    -----------------------------------------
    Updated 4.27.2012 - Second Flight


    4.27.2012 Strike

    Pilots:
    • Demo
    • WarDemon


    Struck Taean Air Defense Center with WarDemon as well as an HQ battalion near the target. While air refueling we got jumped by MIG-29s so we had to land quickly. ...
    by Published on 09-29-2011 10:23 PM
    Article Preview

    The first 1st VFW has a history of great online flights and events. In this section we'll post stories and some of those events and sorties. Here's one of those events...

    While searching through our files, I found 2 briefing packages that brought ...
    by Published on 09-11-2011 04:14 PM



    F4-BMS Multiplayer Standard Operating Procedures



    Before You Can Fly:


    Before you can fly online with us in BMS, you MUST do the following (we will check):
    1. Ports
      Forward port UDP 2934-2937 and ports 9987-9989
    2. Anti-Virus / Windows Firewall
      Disable your anti-virus and turn off Windows Firewall
    3. BMS Config File
      In your Falcon BMS folder -> User folder -> Config Folder -> Open the file Falcon BMS.cfg with Notepad
      Add these lines to the top of the config file (copy and paste) then save the file:

    set g_bShareMpClouds 0
    set g_bMessageStatistics 0
    set g_bEnableRakNetPacketLogger 0

    The “set g_bShareMpClouds” is required for all pilots because of that feature causing connection issues. The other two are optional but recommended because they result in saving very large text files and take up hard drive space. Do not edit anything else in your config file. After adding the lines above, save and close the file.

    Notes:
    You can use this tool to check if ports are ok: PORT CHECKER UTILITY

    To use that application to test your ports:
    • Be sure BMS is not running
    • You need to have at least one other user to test your ports with you
    • Both of you launch F4PortTest.exe
    • Exchange your IP and enter it in the label "To IP" (for example, I would enter another pilot's IP here if he was checking his ports with me)
    • Enter your callsign in the *Message* section
    • Push to "Send"
    • If your ports are ok the other user will get a message with your callsign in it. Both users should do it. The host of missions will require you to send him a message to check ports before we fly.

    Teamspeak/IVC/Communications

    • Make sure you are not using voice activation for Teamspeak, and make sure your Teampseak push –to-talk is not the same as your IVC Comm1 or Comm2
    • Make sure you have a key binding to mute your Teamspeak mic to ensure you don’t transmit on both TS and IVC.

    Multiplayer Connection SOPS

    1. Prior to beginning the connection process, the Host will direct the rest of the pilots to the TS channel he/she has reserved in the ATO.

    2. Prepare to Fly
    - Before you fly online in any simulator, make sure you sure all of your hardware is ready to go and you have done a quick test flight in the game. For example, you make sure your flight stick profile is loaded (the push-to-talk is setup for IVC or Teamspeak depending on the flight), your Track IR is loaded, etc... Then go into BMS, click on Setup => Controllers and make sure they are set up and function properly. Then go launch one of the training Tactical Engagements (i.e. Basic Flight) and make sure everything is working. Once you confirm everything is operational, you can back out and you are ready to fly.

    3. Be on Time
    - If you sign up for a flight, be on time and be ready to fly (you've already done the required step above before the scheduled flight time). Please remember to respect other member's time. They may only have a few hours to get their flight in, and if someone holds up the flight, they may have to drop out. This applies to the Host of the mission as well.

    4. Connection Information
    - The Host will provide the mission IP, the IVC IP (if you are using IVC), the theater, and the connection bandwidth. At the 1st VFW we use a minimum of 200 and a maximum of 512 for client bandwidth with 256 being ideal. We will use 256 for all our standard flights. In our tests, exceeding 512 or using a bandwidth below 200 caused connection issues. The Host will set his connection bandwidth to 80% of his upload speed (you can test your connection at speedtest.net). The sum of the client's bandwidth cannot exceed the Host's bandwidth setting. For example, if the Host sets his bandwidth to 1,000, he can only host 5 clients maximum at 200 bandwidth (5x200 = 1,000). The Host enters 0.0.0.0 for the "Connect to IP" address section and 127.0.0.1 in the "Dedicated IVC Server" if he is also hosting the IVC. If he's not hosting IVC, he would enter the IVC host's IP under "Dedicated IVC Server". Clients enter the mission IP in the "Connect to IP" section in BMS and the IVC IP under "Dedicated IVC Server". It is important the clients enter the bandwidth in the "Bandwidth" section and press enter to make sure it was entered. If you aren't using IVC, uncheck the IVC green boxes and only enter the Host's mission IP and bandwidt

    5. Connection Procedure: Host
    - If IVC is going to be used, the Host launches the BMS launcher, then clicks on IVC Server. This will open a black window. The Host then launches BMS by clicking on "Launch". Once in the game User Interface (UI), the Host enters 0.0.0.0 in "Connect to IP Address", enters his bandwidth, and then enters 127.0.0.1 in the "Dedicated IVC Server" section. The host reviews the information is correct and then clicks Connect. BMS will minimize to the task bar while it launches the IVC client, then he clicks back on BMS in the task bar to get back into the User Interface. The Host then says "Comms are Up" and that lets the clients know it's time to connect.

    6. Connection Procedure: Client
    - If IVC is being used, the clients launch BMS by clicking on "Launch" and enter the mission IP address in the “Connect to IP Address” section and enter the same IP (if the mission host is all the IVC host) into the “Dedicated IVC Server” field. Clients do not need to connect to IVC before launching BMS. When you click connect, BMS will minimize while it launches the IVC client and you simply click back on BMS in the task bar to re-enter the BMS UI.

    7. Text Check In
    - Once in the Comms window, pilots must perform a text check in. This is simply entering a number for how many clients you see in the Chat Lobby/Comms window after connecting. For example, if you see 5 callsigns in the Chat Lobby, you enter "5" to let the other clients know you see them. This is a legacy Falcon procedure that is used to confirm all pilots see each other.

    8. IVC Mic Check
    - Once a pilot enters the Chat Lobby, he should perform an IVC mic check. This is done by pressing and holding F1 or F2 to transmit. For example, “Demo mic check on IVC, how copy?”. The Host will reply if he hears you “Solid copy Demo 5 by 5” or “Lima Charlie” (meaning loud and clear). If a pilot has issues with communicating on IVC in the chat lobby, he will have a limited time to try and resolve the issue, so be sure to test your IVC before flying online!

    9. Entering the Mission Screen
    - Once everyone has entered the Chat Lobby and a text check-in has been performed, the Host will bring up the mission. The Host will make sure all the settings are set to realistic and allow external views. Once the mission is up and the Host has stopped the clock, he will say "Campaign/TE is up" which means the clients can enter the mission screen. If there are more than 10 people in the Chat Lobby, it's required to enter in Chat Lobby order. This is done by looking at the list of callsigns in the Chat Lobby and going in that order. The first pilot on the list says "[Callsign] is committing" then once in the Mission Screen and the client has stopped the clock he would say "[Callsign is in, clock stopped]". Then the next pilot in the list would do the same until all pilots are in the mission screen. No changes should be made while clients are entering the mission screen. It is very important to note that only the Host should edit steerpoints and flights, and only Flight Leads are allowed to enter the Loadout/Munitions screen.

    10. Assigning Comms/Radios
    – If using IVC (which is the standard at the 1st VFW), the Mission Commander must assign VHF (Tac or Victor) and UHF (Uniform, Area, Broadcast) channels for the flights. VHF or your Tac frequency will be for your flight. Meaning each flight will have their own VHF channel to communicate with each other on. Then all flights will share the same UHF frequency so you can communicate with other flights. The only exception is that during the ramp start, each flight will have their own back up UHF channel. This process will be described in greater detail below. But basically the Mission Commander will say something like the following:
    Let’s say there are 3 flights (Cowboy, Falcon, and Lobo) – (I’m using fake frequencies):
    -If I was the Mission Commander, I would say Cowboy ‘s Tac will be VHF preset 1 or 138.05, Falcon’s Tac will be VHF preset 2 or 138.40, and Lobo will be on VHF 3 or 140.50.

    -Then I assign the UHF channel that we will share… “All flights will be on their assigned Tower frequency (UHF 15) and UHF preset 3 or 297.50 once airborne


    -Then I need to assign back UHF channels for the ramp start – “For the ramp start - Cowboy will be on back up UHF 6, Falcon will be on back up UHF 7, and Cowboy will be on back up UHF 8”


    It’s very handy to write all this down so be sure to have a pen and paper ready.

    11. Briefing(s)
    - The Mission Commander will give a mission overview, assign flight channels (IVC and Teamspeak) and then the pilots will switch Teamspeak channels and discuss their individual flight strategies. Each flight will conduct a flight briefing on their own channel in Teamspeak and plan the flight. Once your flight is ready, your Flight Lead will say "[Flight Callsign] is ready to brief" over IVC using F1 or F2. Once all flights have said they are "Ready to Brief", the flights will then give a concise briefing in takeoff order (the first flight to take-off gives their briefing first) using IVC. So, this means flight briefings and planning will take place over Teamspeak, and the entire mission briefings/broadcast briefings will be done over IVC. The only information you need to pass on to the other flights during the briefing is what altitude your flight will transit out at, your overall strategy, and any other important information the other flights need to know. Briefings have the word “brief” in them because they are supposed to be concise, so don’t waste time telling the other flights what type of munitions your flight is carrying or any other information they do not absolutely need to know. If you are not in the mission screen before the briefing, you are not permitted to fly. So don’t be late and don’t waste time asking if there’s an extra seat.

    12. Entering the 3D World
    - The Host should always set up the mission to be within 5mins of the first flight's take-off time to ensure they clock doesn't have to run at x64 for extended periods of time. But once all the briefings are completed, the Mission Commander will perform a Ready Check and Systems Check, and all the Flight Leads will check with their flights to confirm they are ready (over their own private TS channels) and broadcast "[Flight Callsign] is ready" when they are ready. The Systems Check is making sure all pilots have entered the Setup page of the UI and tested their flight sticks, throttle, etc… to ensure they are working properly. Once everyone is ready, the Host will say "The Host is committing to RAMP/TAXI/Takeoff" and that lets all the clients know it's time to click commit and select Ramp, Taxi, or Takeoff depending on what the Host said. For this point on it's a good idea to keep comms to a minimum.

    13. In the Jet Cold Jet Radio Check In –
    Once in the cockpit in the 3D world, you will do the following.
    -Turn the Power on in the jet
    -Turn the volume knob of Comm1 all the way up
    -Turn the UHF radio on by setting it to Both & Preset
    -Ensure you are on the correct back up channel
    -Check in using Comm1 (ALT+1)
    -For example “Falcon 1-2, checking in”

    Then once all pilots have checked in on the assigned back up channel in your flight, then Flight lead will have you start up your jet and continue the ramp start. At some point during the ramp start, flight lead will direct you to switch to Up Front Controls/assigned VHF channel.


    14. Fly the Mission as Fragged - From this point on the mission should go on as planned. If a pilot gets shot down or crashes, he/she is not allowed to re-enter the game. Do not ask if you can re-enter the game even if there’s an extra A.I. jet. We strive for realism in the 1st, and therefore, when a pilot is down, he is down. After a pilot is shot down, he/she must exit the game and wait until the mission is over for the debriefing. With the exception of the Mission/IVC Host, a pilot is not allowed to stay in the 3D world switching views. If you a pilot has a CTD or controls issue, he will be allowed one opportunity to re-enter after letting the Host and/or Mission Commander know about the CTD. Multiple exits and re-entrances into the 3D world can also cause problems so under no circumstances are pilots allowed to re-enter the 3D world more than once. We understand things happen, but we have to maintain online stability for the other pilots and therefore you must respectfully back out if you have a second CTD or issue.

    15. Debrief –
    After the flight, we will conduct a debrief. We do not hold back on our debriefings. Debriefings are used so we can be better virtual pilots. Therefore, if you made a mistake and you know it, call yourself out on the mistake. If you saw a mistake another pilot made or something he/she could’ve done better, bring that up as well. Just make sure you are respectful in the way you suggest areas for improvements. Pilots should not take offense to constructive criticism. You may be doing something you didn’t know you were doing. If you disagree with a statement, wait for the pilot to finish speaking then you can explain why you did what you did. But again, always be respectful. Our briefings are always a "what we could have done better" debrief. The debriefing will not be each pilot telling us each step of their mission over and over again. You can give us a brief overview of what happened during the flight, but only cover the important events and lessons learned. Please do not give a debriefing like “We took off, headed towards steerpoint 2, climbed to 25,000, etc…”. Only cover the important stuff. The debriefing is used to discuss how you thought the flight went, tactics that were successful/unsuccessful, brevity, etc... See the Classroom section of the forum for more details.

    16. MOST IMPORTANTLY… HAVE FUN! –
    We try to strive for realism and we do enforce SOPs, but at the end of the day, this is all for fun. So if you’re not having fun, let us know so we can help. And if you have a suggestion to improve our SOPs, please let us know. We are always looking for ways to get better and do things better at the 1st.

    OTHER NOTES BEFORE FLYING


    Before flying:
    • Have a pen and paper. There are a lot of frequencies, tacan channels, IPs, etc... that you will need to know. Pen and paper is very helpful.
    • Test your hardware... do a quick test before a flight and make sure everything is working. Trust me, this will make your flying so much better because you'll never have issues with a stick or something not working.
    • Make you enter the bandwidth and hit enter - If you don't enter the bandwidth, we will get in the pit and not have any models or textures on the ground.
    • Only Flight Lead enters the munitions/loadout screen and/or edits steerpoints - This is so we don't cause problems with syncing everyone up or loadouts. Technically all ships in the same flight should have the same loadout. But this is up to the mission commander.
    • TE/Campaign Hosts - When you host a mission or TE, try to save the mission with the clock about 5 mins before ramp start time (25mins from takeoff). This ensures the clock doesn't have to be on X64 for a long time.

    Radios:
    • Back-Up UHF - This is the frequency you will check in on when entering the pit. Each flight will have their own back-up UHF.
    • Tower Frequency / UHF 15 - This what everyone should set the tower to... UHF preset 15 in their DTC. Remember, this is the frequency you should be on for UHF when doing your ramp start (after the check-in on back up UHF frequency). Flight lead will tell you when to switch to the UFC (Up Front Controls) and check in on your assigned UHF/VHF.
    • Area/Group/UHF (or Uniform) - This is the frequency that all flights in the same package will share once airborne. Generally we assign these as UHF 6-10. You will switch to this frequency after getting takeoff clearance and taking the active runway. Remember that if you ever switch you UHF frequency that you broadcast it over UHF so other flights know you are making the change.
    • VHF (Victor) - Each flight will have their own VHF channel. This is the frequency that you use to communicate within your own flight.
    • When giving radio info - Be sure to include the preset channel and the frequency. That way if they have trouble getting you on the radio, they can switch to the frequency themselves... in case their presets got messed up.

    Ramp Start

    • When you get in the pit. Don't make a "in the pit call" or text check in. Don't start your jet until talking to flight lead on back up UHF and he tells you to start the jet.
    • Simply turn the power (electrical power) on in your jet. Turn Comm1 volume knob all the way up. Switch the UHF radio to Both and Preset. And change the back up channel to you assigned back up channel (using the channel knob).
    • If you have problems getting the radios up or anything. Text your problem SHIFT+T so flight lead can help you.
    • Once you are on the UHF back up radio, check in "Falcon 2-1, checking in". Flight lead will wait until all pilots check in before telling you to start the jets.

    HERE IS HOW YOU SET UP THE BACK UP UHF RADIO WHEN GETTING IN THE PIT

    • You will remain on the the back up radio while starting up the jets. When you get your jet started, tell flight lead you have a good jet "Two, good jet". Once Flight Lead hears everyone has a good jet, he will make the call to switch to UFC and check in on your assigned Victor. You can do this two ways... 1.) If you have your UHF/VHF channels set as the default in your DTC (Data Cartridge), you simply need to use your DTE page on your right MFD and click Load (you can do this while your left MFD is doing the FCR bit test). After your DTE loads, you will automatically be tuned into UHF 15 and your assigned VHF (if you set them to default by checking the default green box next to the channel in your DTC). 2.) You can manually enter in the frequency for the Tower on UHF and your assigned VHF. So after flight lead tells you to switch to Victor, you will do another quick check in. "Falcon, check in Victor 1"... "Two, checking in".... "Three, check in..." "Four, checking in"... (Flight Lead) "Copy, all Lima Charlie". Now you proceed with your ramp start.

    This is the green default box I'm referring to above UHF and VHF:



    This is the DTE page that you press Load on:


    And that will tune my radios to exactly what I set as default... notice it matches my DTC default settings above.

    • Flight Leads need to broadcast their taxi calls. For example if I had a four-ship, "Tower, Falcon 1, flight of four, ready for taxi". Then press T to get the tower menu and select Ready to Taxi.

    IVC

    • When using IVC, make sure you wait for the mic "click" after someone transmits before responding. It's easy to step on each other.
    • Make your calls clear and concise. Don't hog up the radio.
    • If you transmit something and let go of the transmit button, wait until the other pilots respond before transmitting again. We often will transmit something then forget to add something and transmit again which leads to stepping on other pilots.

    Lights

    • When you get in the pit, turn your wing/fuselage lights on and set to flash. Leave landing light and strobe off.
    • When aligned and ready to taxi, turn on strobe and landing light.
    • When holding short preparing to takeoff, set the lights to steady
    • At fence in, lights out
    • At fence out or air refueling, or on weapons range, lights on.
    • After landing and clearing the active runway... lights back to flash.


    by Published on 09-11-2011 04:14 PM



    IAW 25th VFW Handbook:


    1. PURPOSE. The information contained in this document incorporates elements of the 1st VFW Standard Operating Procedures (SOPs), the IQT and MQT Training Material, and miscellaneous resources. Therefore, when those documents are updated, this document will also be updated. To verify that you have the current version, please refer to the following information or visit the Private Downloads section of the 1st VFW website http://www.firstfighterwing.com.

    2. DCS A-10C MULTIPLAYER STANDARD OPERATING PROCEDURES.

    2.1. Server name requirements. To avoid confusion servers hosted by members of the 25th VFS will be named as follows:

    2.1.1. TARS in use.

    2.1.1.1. 25th Draggins - Callsign - Tars XXX.X (example: 25th Draggins - Snoopy - TARS 251.1)

    2.1.2. TARS not in use.

    2.1.2.1. 25th Draggins - Callsign (example: 1st VFW - Snoopy)

    2.2. Multiplayer Options Settings. Click on the wrench next to OPTIONS.


    2.2.1. Ensure Player Name is your Callsign and Network Speed is ADSL 128/64 (click the check next to OK)


    3. Non Air Tasking Order (ATO) mission requirements.

    3.1. For non ATO missions the host will decide how "casual" the mission will be.

    3.2. Briefings are not required but recommended before the launch of the server.

    3.2.1. Briefings can be accomplished in the DCS A-10C Combat - Sortie; Briefing/Debriefing Room within Teamspeak 3 (TS3). If there are members in the Briefing/Debriefing Room that will not be participating in the mission, briefings can be conducted in the respective Flight channel.

    3.2.3. It is up to the host of the mission to decide if pilots can join after the mission has begun. If the host chooses to not allow members to join after the server is launched the standard password (f4ffw) will not be used.

    3.2.4. Strict use of Brevity is NOT required for non ATO missions but recommended. The only way to learn proper Brevity and flight discipline is to train with it as well.

    3.2.5. Prior to launching the server the HOST will notify those participating what TS3 channel to move to.

    3.2.6. Debriefings are not required but recommended after the completion of the mission. If pilots have to leave before the mission can be debriefed or additional analysis is required (ie viewing tacview file) a post in the forums can be made.

    4. ATO mission requirements.

    4.1. Strict adherence to 1st and 25th Operating Instructions will be followed for all ATO missions.

    4.2. ATO missions are a way for the 1st VFW to fly organized mission. They include mission preparation, mission briefing prior to flying and tactical execution of the mission. This way the 1st VFW is able to execute far more realistic missions with the simulation than unorganized missions. The following prescribes the way mission commander(s) and pilots interact prior, during and after an ATO mission.

    NOTE: For ATO missions that required Air-to-Air refueling, participating members must have completed LIFT4.

    4.3. Pilots are required to sign up for all ATO missions. ATO missions will be posted at http://www.quasar-49th.de/briefing_t...style=1st&tz=0. A thread in the forums can also be posted to let pilots know an ATO is available for sign-up. Pilots that sign up for the mission will be allowed access to the server. Only the host can authorize additional/replacement pilots to enter.

    4.4. Briefings are required for all ATO missions. If there are members in the Briefing/Debriefing Room that will not be participating in the mission, briefings can be conducted in the respective flight channel. The mission host is responsible for presenting a logical briefing that promotes safe and effective mission accomplishment. Use briefing guides to provide the flight leader/briefer with a reference list of items that may apply to particular missions. When flying dissimilar aircraft in formation, brief proper position responsibilities, and aircraft-unique requirements for each phase of flight. If applicable, brief taxi, takeoff, departure, formation rejoins, emergencies, no radio (NORDO) procedures, and weather contingencies.

    4.4.1. Briefing will begin at least 30 minutes before scheduled takeoff.

    4.4.1.1.Briefing outlines are covered in 25th OI 08-A-10, A-10C Mission Preparation paragraph 8 (page 228).

    NOTE: If a member is not participating in the mission but wishes to listen in on the TS3 channel they MUST mute their microphone so as to not interrupt. This is especially important if TARS is not in use.

    4.4.1.2. If using TARS ensure the respective frequencies are briefed as well as the "check in" time for all pilots to have at a minimum the APU stabilized, APU generator on, and all radios ready for radio checks.

    4.4.1.3. Structure the flight briefing to accommodate the experience and capabilities of each pilot in the flight and include the password to log into the server (f4ffw should not be used to ensure pilots not participating in the mission do not interrupt.)

    4.4.1.4. Mission elements/events may be modified and briefed airborne as long as flight safety is not compromised. Unbriefed missions/events will not be flown. Flight leads will ensure changes are acknowledged by all flight members.

    4.5. Brevity. Strict use of Brevity is required during ATO missions. A-10C Brevity is covered in 25th OI 04-A-10, A-10C Brevity (page 46) and is available for download at the forums.

    4.6. Debrief. Debriefings are required for all ATO missions. An initial debriefing should be conducted as soon as the mission has been completed and all pilots have shutdown their aircraft. If additional analysis is required (ie reviewing tacview file) a post in the forums should be made.

    4.6.1. Debriefing outlines are covered in 25th OI 08-A-10, A-10C Mission Preparation paragraph 9.2 (page 228).

    5. All 25th VFS hosted mission requirements.

    5.1. Launching the Server.

    5.1.1. Prior to launching the server the HOST will notify those participating what TS3 channel to move to.

    5.1.2. The HOST will then notify those participating that the "Server is Up" and what the name of the server is. If the server cannot be found in the server list the HOSTs IP address will be put into the TS3 channel.


    5.1.3. Once logged into the server get, into your respective ACFT (if assigned a specific jet during the briefing ensure you are in the correct jet (Figure 1.5) by clicking on its name and pressing "briefing" then "fly" .

    5.1.4. Once in the cockpit the pilot will state "Callsign in the Pit".

    5.1.5. Once all participating members are in the pit the HOST will ask if anyone has any additional questions. If no one has any additional questions the HOST will state "Unpausing Now" and unpause the sim.

    5.1.6. Once unpaused all pilots (unless briefed otherwise) are clear to start the APU. Once the APU is stabilized set the APU GEN switch to PWR, set up radios and exterior lighting per this OI. Interior lighting should be set up as required. Pilots will use and follow the 25th VFS Normal Operating Procedures Checklist for all ramp starts. Systems can be set up as briefed/required but engines will not be started until authorized by the mission commander and/or Flight leads.

    5.1.6.1. Exterior lighting for all ground operations will be set as follows:

    • Position lights to FLASH
    • Taxi/Landing light to ON when ready to taxi
    • Formation Lights as required (or briefed)

    5.2. Radio Check Procedures.

    5.2.1. The mission commander (normally the host) will inform pilots during the briefing of all radio channels and flight names (for example DRAGGIN Flight, lead would be DRAGGIN1, 2 would be DRAGGIN2, and so on) to include the package common channel. If all pilots are located at the same airfield the ATC channel for that airfield will be the package common channel for all ground operations. A separate airborne package common channel is authorized. When returning to base the radio will be switched to the appropriate ATC channel for all inbound communication.

    5.2.1.1. Example of radio checks. An example of a four ship radio check:

    Flight Lead: “DRAGGIN1, check fwd (or AM)"
    Wingman: "2 (3, 4, etc.)"
    Flight Lead: " DRAGGIN1, check mid (or UHF)"
    Wingman: "2 (3, 4, etc.)"
    Flight Lead: " DRAGGIN1, check aft (or FM)"
    Wingman: "2 (3, 4, etc.)"

    5.2.1.1.1. Forward, mid and aft refer to the mic switch on the A-10C throttle. FWD = VHF/AM, MID = UHF, AFT = VHF/FM.

    5.2.2. If you don't get a response the flight lead will broadcast on the last radio that checked good and ask: "Flight up on "forward, aft, or mid" (whichever was the last good checked radio).

    5.3. Engine Start.

    5.3.1. The flight lead will contact ATC for engine start clearance. All flight members should monitor the proper radio frequency so they are prepared once the flight lead gives the OK to start engines. Once the flight lead gives permission to start each pilot will contact ATC for clearance.

    5.3.2. Once given authorization from the flight lead and ATC continue to follow the 25th Normal Operating Procedures Checklist. Only broadcast on the radio if you have an emergency.

    5.3.3. Once Engines are up/steady and all systems are up and in the green (to include JTRS switch is set to ON) broadcast on UHF "[Callsign], Good jet, ready to taxi". DO NOT taxi until authorized by the mission commander and/or flight lead and cleared by ATC.

    5.3.4. Ready To Taxi. Detailed Ground Operation procedures are outlined in 25th OI 05-A-10, A-10C Formation Flying paragraph 3.6 (page 62).

    5.3.4.1. Once you broadcast "[Callsign], Good Jet, ready to taxi" turn Taxi/Landing light on (both day and night operations) and await further instructions from mission commander and/or flight lead.

    5.3.4.2. The Mission Host and/or flight lead will broadcast "Standby, taxi, words". This means listen out because they are contacting ATC for taxi instructions.

    5.3.4.2.1. SIM ATC used:

    5.3.4.2.1.1. Flight lead/mission commander will contact ATC requesting taxi permission.

    5.3.4.2.1.2. Once flight lead/mission commander has been authorized by ATC to taxi the flight lead and/or mission commander will authorize the flight to taxi.

    5.3.4.2.1.3. In flight order (2, 3, 4, etc) each pilot will request taxi permission from ATC.

    5.3.4.2.1.4. Pilots will taxi out in flight order (1, 2, 3, etc.) to ensure proper lineup on takeoff.

    5.3.4.2.2. Human ATC used.

    5.3.4.2.2.1. If AI ATC is not used, flight lead/mission commander will act as ATC and provide taxi instructions in the following format, “DRAGGIN FLT, taxi runway 1-5 via taxiway Alpha, hold short and contact departure.”
    5.3.2.2.2. Pilots will taxi out in flight order (1, 2, 3, etc) to ensure proper lineup on takeoff.

    5.4. Taxi Procedures.

    5.4.1. Taxi Speed. During taxi, you should never exceed 20kts ground speed (which is accessible through the CDU, refer to page 179-180 of the DCS A-10C Manual).

    5.4.2. Since the A-10’s nosewheel is offset to the right, taxing with the aircraft centered will not put the nosewheel on the yellow line. A technique is to line up the small square between the APU and right engine fire T-handles with the yellow line.

    5.4.3. Taxi Interval. Aircraft should taxi with 150 feet nose-tail separation during the daytime and
    300 feet at night. Taxi spacing can be set at approximately 150 feet by placing the gun bore line (GBL) on the nose tire of the aircraft in front. Blue taxiway lights are normally 75 feet apart and can also be used to monitor spacing. A technique to monitor a trailing aircraft during taxi is to check the rear view mirror. At 150 feet, the trailing aircraft’s wingspan will appear to be no larger than the space between the engine pods.

    5.4.3.1. Spacing may be reduced when holding short of or entering the runway. You may also use the F10 Map to see how far you are behind, until you get comfortable with a visual cue of where you should be.

    5.4.4. Ground Safety. Always look around your aircraft before moving it to ensure it's safe to move the aircraft. Be careful looking down when taxiing because the aircraft in front of you may slow down, or stop and you could run into it. It's very important that you taxi in formation, in the correct order. Do not move the aircraft until you know it's your turn. It's especially important when there's more than one flight taxing.

    5.5. Takeoff/Formation Takeoff Procedures. Detailed Formation takeoff procedures are outlined in 25th OI 05-A-10, A-10C Formation Flying paragraphs 3.8.1 (Two-Ship Formation Takeoff, page 66) and 3.9.1 (Four-Ship formation Takeoff, page 103).

    5.5.1. Before taking the active, flight lead will contact ATC for permission to take the active. Flight Members must be on the proper ATC channel to hear the wind and barometric pressure information. Once approved by ATC flight lead will say "DRAGGIN1 Taking the active": each respective flight member will follow stating "2 taking active," (and so on) taking their respective position.

    5.5.1.1. Before taking the active set lighting as follows:

    • Position Lights to STEADY
    • Anti-Collision Lights to ON
    • Formation Lights as required (briefed)

    5.6. Join-up/Rejoin. Specific requirements are outlined in 25th OI 05-A-10, A-10C Formation Flying (page 62).
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