D13-th Flying Cadets'
Manual

Pilot Elementary
Training
Authors:
Oberst D13-th_Mytzu
(Part I, II)
Oberleutnant D13-th_RhynO
(Part I, II)
Stabsfeldwebel D13-th_Toppy
(Part I: adds to Gunnery and Navigation)
Feldwebel D13-th_Korn (Power Plant
General)
Feldwebel D13-th_electric (Part I,
II)
Credits:
PE_Mosor & Sidermax - (Cockpit Reference)
Oleg, 1:C & Ubisoft -
(Il2 Sturmovik, Forgotten Battles, AEP, Pacific Fighters)
D13-th
Flying Cadets' Manual Contents:
D13-th Flying Cadets' Manual Contents:
0. INTRODUCTION TO THE PILOT ELEMENTARY TRAINING
1. THE AIRCRAFT AND ITS COMPONENT PARTS
1.2. AIRCRAFT
COMPONENTS AND AIRCRAFT COMPONENTS OPERATION
1.3. SECONDARY EFFECTS OF CONTROLS
2. RADIO COMMUNICATION PROCEDURES AND RULES
3. INTRODUCTION TO BASIC FLIGHT PROCEDURES
3.12. MOVING
ON TO SHORT LANDINGS
4.8. BASIC
STALL AND SPIN RECOVERY
5. FORMATION FLYING AND NAVIGATION BASICS
6.6. FIRING RANGES AND
CONVERGENCE
6.7. AIR TO AIR GUNNERY :
AIMING, DEFLECTION, POSITION
8. GLOSSARY, LINKS AND REFERENCES
GLOSSARY: Units of measurement
9. TEAMS, TRAINING SCHEDULE AND EXAMINATION TOPICS
TEAMS / D13-th Training (Subject to
Change)
Part II - Basic Fighter Training
Part III - Basic Bomber/Ground Attack (Assault)
Training
0.
INTRODUCTION TO THE
PILOT ELEMENTARY TRAINING
Welcome,
Officer Cadets, to the D13-th Pilot Elementary Training program. First of all
let’s have a run-down of what we are going to do here, what we require of you
and what we expect of you.
The
Pilot Elementary Training program will consist of 3 modules, split into
lessons. An exam is to be passed at the end of each module.
The
modules are as follows:
We
will cover all the basic aspects of flying in the virtual skies of Forgotten
Battles/Pacific Fighters and we aim to give you the opportunity to either
acquire the skills needed to flying a combat simulator or to shape your flying
skills up to standard.
All
the training materials, manuals, tracks and references are provided together in
the D13-th Training Package.
From
you we expect to be serious about this training: attend classes, read the
provided documentation, follow the flight instructor's directions at all times,
and of course, have fun!
Following
completion of Basic Knowledge Module and passing the exam, you could choose to
take one (or both) of the advanced modules, which are: Basic Fighter Training
and Bomber/Ground Attack (Assault) Training.
Ok,
now it is time for Part 1: Basic Knowledge.
Part I - Basic Knowledge
1.
THE AIRCRAFT AND ITS
COMPONENT PARTS
The aircraft is fitted with a number of
instruments, which provide the pilot with information about his speed, height,
direction, the state of the engine etc. The cadet need only concern himself
with certain of these instruments, the most important being:
·
The Airspeed Indicator
This is calibrated in Kilometers per hour, miles
per hour, or in knots; it does not record the speed of the aircraft over the
ground, but the pressure of the air which the aircraft is encountering, which
is equivalent to the speed of the airflow past the aircraft.
·
The Altimeter
This records the height of the aircraft, either
above sea level, or above the airfield from which the aircraft took off,
according to the way in which the pilot set the instrument. It is calibrated in
meters or 100's of feet.
·
The Turn-And-Sideslip
Indicator
There are two needles on the face of this
instrument. The lower one records the rate at which the aircraft turns. The
scale is marked to show Rate-1, 2, 3 and 4 turns. A Rate-1 turn means that the
aircraft is flying on the circumference of a circle at a speed of 3° per
second. Thus a Rate-1 turn of 360° takes 2 minutes. The upper needle records
'side slip' or 'skid'. These terms will be explained at a later stage in this
manual.
·
The Artificial Or Gyro
Horizon
This instrument tells the pilot what the
attitude of his aircraft is in relation to the horizon. Naturally its use is
only necessary when the real horizon cannot be seen.
·
The Compass
This shows the direction in which the aircraft
is flying.
·
The Direction Indicator
The direction indicator is a device to permit
the pilot to steer any given course. It is set by the pilot to the course
required, from the reading given by the compass, and is easier to watch and to
follow than the compass itself.
·
The Rate-Of-Climb
Indicator
This instrument shows the rate, in meters/second
or in 100's of feet per minute, at which the aircraft is gaining or losing
height, when it is climbing or descending.
·
The Fuel Gauge
This instrument shows the pilot the remaining
fuel amount.
·
The Engine-Revolution
Counter
This instrument records the speed at which the
engine crankshaft rotates, in revolutions per minute.
·
The Engine Temperature
Gauge
This instrument shows
the engine cylinder head temperature, in Celsius or Fahrenheit degrees.
·
The Oil-Pressure Gauge
This records the
pressure, in kg/cm2 or in pounds per square inch, of the oil in the circulation
system of the engine.
Since primary aircrafts flown by the D13-th
squadron are Axis planes, the cadet must have a perfect knowledge on cockpit
instruments for following planes: Bf-109 E/F/G, FW-190A, IAR-80/81, Ju-87 and
He-111. All mentioned plane cockpits are
pictured and described in Training Manual Annex A, The Cockpit Reference Guide.
The cadets must read and learn this material (Cockpit Reference Guide by
PE_Mosor), in-game experience being a plus.
1.2.
AIRCRAFT COMPONENTS AND AIRCRAFT COMPONENTS OPERATION
1.2.1.
AIRCRAFT COMPONENTS
An aircraft
consists of the following principal components (observable in Figure 1. Aircraft Components):
·
The Fuselage. The fuselage is that part of the
aircraft stretching from nose to tail, which contains the cockpit or cabin in
which the pilot and passengers take their place, and in which the controls are
mounted. In the case of single-engine aircraft, the engine is also mounted in
the fuselage, normally in the nose. The fuselage consists of a framework of
wood or metal, covered with fabric or metal sheeting. The sides of the fuselage
are known as the keel surfaces.
·
The Wings. The wings also consist of a
framework of wood or metal covered with fabric or metal sheeting. They are built
horizontally into the fuselage towards its forward end, that point joining the
fuselage being known as the root, and the extreme end, as the tip. In the case
of a biplane, a second wing is mounted above the first and joined to it by
struts.
·
The
forward edge of the wing is called its leading
edge and the rear edge its trailing
edge. Forming part of the wings are the ailerons and, in the case of most aircraft, the flaps. Both ailerons and flaps are
built into the trailing edges, and are hinged at their own forward edge, so
that they can be lowered or raised by the pilot. The ailerons, one in each
wing, can be moved both above and below the wing surface; when one is raised
the other is automatically lowered. The flaps move only below the wing surface,
and both move at once in the same direction.
·
The Tail Unit. The tail unit consists of the tail
planes, the elevators, the fin and the rudder. These are of similar framework
and sheeting construction to that of the fuselage and wings.
·
The tail planes are set horizontally in the
fuselage in the same manner as the wings; the fin is set vertically in the fuselage (or, in the case of twin
fins, in the tail planes).Attached to, and forming part of the tail planes, are
the elevators. These are hinged to
them in the same way as the ailerons are hinged to the wings. Attached to the
fin is the rudder; this is hinged to
it, so that it can be turned to right or left,

Figure 1. Aircraft
Components
·
The Controls. The principal controls are the control column or stick, the rudder bar and the throttle; other subsidiary controls will be referred to later. The
stick is so placed that it comes between the pilot's knees. Movement of the
stick away from and towards the pilot controls the elevators; movement of the
stick laterally controls the ailerons. The rudder bar is placed so that the
pilot's feet rest upon it; pressure with the left foot pulls the rudder round
to the left and pressure with the right foot pulls it to the right.
·
The Throttle. The throttle controls the power
output of the engine, which is delivered to the propeller. If the pilot eases
the throttle lever away from him, the engine gives increased revolutions per
minute, thus more power; if the pilot eases the throttle lever towards him, the
engine gives less power.
·
The Undercarriage and the Tail Skid or Wheel. The undercarriage consists of a system of
supports mounted below the forward part of the fuselage or below the wings. It
carries the wheels on which the aircraft moves on the ground. In most aircraft
the pilot can retract the undercarriage into the wings or fuselage, so that it
presents less resistance to the air. The tail skid or wheel is mounted at the
extreme rear of the fuselage; it supports the tail part of the aircraft when it
is on the ground.
·
The Engine and Propeller. Aircraft may be fitted with one or
more engines, each with its propeller. In the case of a single-engine aircraft,
the engine is normally mounted in the nose. In the case of multi-engine
aircraft, the engines are usually mounted in the wings. The engines are of the
internal-combustion type, generally using petrol as fuel.
1.2.2.
PRIMARY
EFFECT OF CONTROLS
Before
we go on to consider the effect of the controls, be careful to note this point:
we are describing the action of the controls on the aircraft without any
reference to the horizon, or any point on the earth. The controls always have
the same primary effect on the aircraft, no matter what its position may be in
relation to the earth, except when the aircraft is stalled. When you have
thoroughly mastered their effects, we can go on to consider how to use the
controls to change the attitude of the aircraft in relation to the earth.
The Ailerons. As we said in the first chapter,
the ailerons are part of the wings, and are hinged along their own forward edge
like this.

Figure 2. Ailerons
They
can be moved up and down, and the movement is effected by moving the control
column-or stick-from side to side. The ailerons in the left and right wings are
linked together, so that when one moves down, the other moves up. There are a
number of different types of ailerons, giving different degrees of downward
movement of the down-going aileron for a certain degree of upward movement of
the up-going aileron. There is no need for us to go into the technical reasons
for the different designs at present.
Movement
of the stick to the left raises the left aileron and depresses the right aileron.
Now what is the result? The left aileron, having been raised, presents a
reduced angle of attack to the airflow, and therefore has less lift. The right
aileron, having been lowered, presents an increased angle of attack to the
airflow, and therefore has more lift. The natural result is that the left wing
drops and the right wing rises, and the aircraft rolls to the left round a line
drawn through the fuselage from nose to tail. This is called movement in the
Rolling Plane. So long as you hold the stick to the left, so long will you
continue to roll. If therefore you want to put the aircraft in a different
attitude in the rolling plane, you move the stick until the attitude is reached
and then centralise it once more. When the aircraft lies at an angle in the
rolling plane to the normal position, it is said to be 'banked.'
The Elevators. The elevators form part of the tail
plane, being hinged along their own leading edge. They can be raised or
depressed by the stick by a movement to or from the pilot. When the stick. is
pressed backwards, the elevators rise and they offer resistance to the airstreams
striking their upper surface. The pressure of the air results in the tail of
the aircraft falling in relation to the nose or, as it is usually thought of,
in the nose rising and trying to 'chase the tail'. Similarly, when the stick is
pressed forward, the elevators are depressed, the tail rises, and the nose goes
down. This is known as movement in the Pitching Plane, the aircraft pivoting
about its centre of gravity.
The Rudder. The rudder is hinged to the
trailing edge of the fin; it can move to either right or left, and is
controlled by the rudder bar. When the rudder bar is pushed forward by the
right foot, the rudder moves out to the right-hand side, and therefore offers
resistance to the airflow. As a result, the tail of the aircraft is pushed
round to the left, the aircraft pivoting on the centre of gravity. The nose,
therefore, is pushed to the right and moves round in the direction of the right
wing tip. When the rudder bar is pushed with the left foot, the reverse
happens. This is known as movement in the Yawing Plane. The way to think of the
action of the rudder is that it causes the nose to move round in the direction
of the wing tip-to the left if the left foot is pushed forward on the rudder
bar, and to the right if the right foot is pushed forward.
Remember,
no matter what the attitude of the aircraft in relation to the earth, the
controls always has the same primary turning effect on the aircraft (except
when the aircraft is stalled). The ailerons give control in the rolling plane,
the elevators in the pitching plane, and the rudder in the yawing plane.
Tabs and Trimmers. An aircraft is fitted with certain
subsidiary controls known as tabs or trimming devices. These take several
forms, sometimes a spring loading which tends to pull the rudder or elevator in
a certain direction, sometimes a separately movable part of the ordinary
control, like this:

Figure 3. Subsidiary Controls
It
should be noted that the tab and the control surface move in opposite
directions. If the tab is moved down, it will force the elevator up, and that
in turn will force the tail down. These trimming devices are usually under the
pilot's control, though on some aircraft the rudder trimmer may be adjustable
only when the aircraft is on the ground. Training aircraft are not usually
fitted with aileron trimmers. The most important trimmer from the point of view
of the elementary pupil is the tail, or elevator trimmer. Its effect is the
same as that of the elevator, and the object of the trimmer is to relieve the
pilot of work in keeping the attitude of the aircraft in the pitching plane to
that desired. If, for example, the pilot wishes to climb, he presses the stick
back to effect the necessary change of attitude of the aircraft in the
pitching, plane, and then adjusts the tail trimmer until the aircraft maintains
that attitude without any need to keep pressure on the stick. The trimmer is
also adjusted whenever any change in engine speed is made, since this change
the air speed over the tail and consequently the effect of the elevators.
Slats. A slat is a subsidiary aerofoil
fitted in some aircraft in front of the leading edge of the wing, like this:

Figure 4. Leading Edge Slats
The
space between the slat and the wing is called the Slot. The slat is so set that
its angle of attack is much less than that of the wing. When the wings are at
normal angles of attack, the slat lies flat against the leading edge of the
wing, but when the angle of attack of the wing approaches the critical angle,
it comes away from the leading edge, opening the slot. The air rushes through
the slot and is deflected by the slat over the top surface of the wing, and
prevents the flow becoming turbulent. The effect is to postpone the stall, and
to permit the angle of attack of the wing to be increased beyond that at which
it would normally stall if the slat were not fitted. In most training aircraft
the slat can be locked back against the wing by means of a control lever in the
cockpit. The only point about the slat with which you need concern yourself in
your elementary training is that when you are about to engage in spinning or
aerobatics you should put the controlling lever to the 'locked' position. Don't
forget to return it to 'unlocked' when you have finished your aerobatics.
Flaps are fitted to most aircraft. They
are control surfaces incorporated in the trailing edges of the wings, between
the ailerons and the fuselage; sometimes they also extend below the fuselage.
There are many different types of flaps, but in essence the flap consists of a
surface, which is hinged at its forward end to some part of the wing, so that
it can be lowered below the line of the wing by means of a control in the
cockpit. It can be lowered through different angles at will. The flaps in both
wings go down evenly together. Here are illustrations of two types of flap:

Figure 5. Flap Types
When
the flaps are lowered, the angle of attack to the airflow is increased, and
consequently the lift and the drag from the wings, of which they form part, are
also increased. Whether the lift is increased more than the drag, or vice
versa, depends partly on the design of the flap and partly on the angle through
which it is lowered. Since the angle is under the pilot's control, he can
either obtain a greater increase in lift than in drag by lowering the flaps
through a small angle, or a greater increase in drag than in lift, by lowering
them through a large angle.
Flaps
are used principally in the approach to land and landing, and sometimes at the
take off. In the approach to land, the flap has two effects; it makes it possible
to glide down to the ground at a steeper angle, but at a slower speed than is
the case if flaps are not used. During the latter part of the landing (the
'hold-off' as it is called), when the aircraft is just skimming above the
ground, the drag from the flaps helps us to lose speed quickly and reduces the
length of landing field we need. In the same way, the drag assists us to pull
up more quickly after we have touched down and our wheels are running along the
ground.
In
the take off, the additional lift is valuable but the drag is a serious
disadvantage. Consequently, for taking off, if used at all, are only lowered
through, a small angle, so that more lift can be obtained at the minimum cost
in added drag. The effect is that takeoff speed is lowered. Acceleration of the
aircraft is also reduced.
You
will understand this note on flaps better when you come to learn about landing
and taking off.
Wheel Brakes. Most aircraft are fitted with wheel
brakes, although some elementary training aircraft have no brakes. Tail-skids
fitted with shoes help to bring them to rest. The brakes are used to assist in
controlling the movement of the aircraft on the ground; to keep it stationary,
to reduce its speed arid to help in turning it.
It
is common for the brakes to be linked with the rudder bar, so that when you
wish to turn to the left and therefore push your left foot forward on the
rudder bar, the left wheel brake is applied if you wish. This holds back the
left side of the aircraft while the right side is free to turn.
Always
use the brakes very moderately and apply them gently. If the brakes are applied
harshly, there is a tendency for the aircraft to tip forward on to its nose.
1.3.
SECONDARY EFFECTS OF
CONTROLS
When
the ailerons are used they have a secondary effect beside that of moving the
aircraft in the rolling plane. This is due to the resistance they offer to the
airflow; that is, to their drag. This drag acts in the same way as the
resistance encountered by the rudder when it is moved; it turns the aircraft in
the yawing plane. If you think of it carefully, you will see why.
The
aileron which is depressed, and has therefore more lift, so that its wing
rises, has also more drag, because we can only get increased lift (when we
increase the angle of attack) at the expense of more drag. Now drag is
resistance to the airflow ; this resistance tends to turn the aircraft in the
yawing plane in the opposite direction to that in which the bank is applied:
i.e. if the stick is moved to the right, the aircraft yaws to the left; if the
stick is moved to the left the aircraft yaws to the right. This is known as Aileron Drag. This effect is much more
pronounced at low than at high speeds.
Yet
another effect follows from the use of the ailerons, a movement in the yawing
plane which is in the opposite direction to that produced by aileron drag. With
modem aircraft of clean design, this movement cancels out that produced by
aileron drag, except at low airspeeds. When the aircraft is banked, it tends to
slip in towards the lower wing. When this happens, the pressure of the air on
the fin and on the keel surface turns the aircraft in the yawing plane, since
there is more effective keel surface behind the centre of gravity of the
aircraft than in front. The turning movement is in the direction of the lower
wing.
The
rudder also has a secondary effect; when an aircraft is turning in the yawing
plane, the outer wing is naturally moving rather faster than the inner wing.
The greater speed of the airflow past it gives it more lift; so it rises,
giving a movement in the rolling plane, or bank.
Note
that any movement in the yawing plane will tend to bank the aircraft.
The Stability of the Aircraft in
Flight. An aircraft
is designed to be stable in flight ; this means that it should tend to keep the
same attitude in which it is set, and to return to it if it is displaced by
local air disturbances. Since the aircraft, as already described, moves in
three planes, so far as it is concerned, ignoring the earth, stability has to
be provided for in each of these three planes. The great advantage of stability
is that it saves the pilot much effort and tends to make the aircraft 'fly
itself'.
Stability in the Rolling Plane. This is achieved by setting the
wings into the fuselage at a slight upward angle known as the Dihedral Angle.
All, or part of the wing, may be set at a dihedral angle like this:

Figure 6. Dihedral Wings Angle
Why
does the dihedral angle give stability in the rolling plane? Should the
aircraft, by reason of some air disturbance, become banked when flying straight;
it will begin to slip through the air, down towards the lower wing, like this:

Figure 7. Aircraft Sideslip
In
consequence, as you can see, the lower wing will meet the airflow at a greater
angle of attack than the upper wing, and will therefore have more lift. This
greater lift restores the aircraft to the normal level position.
Stability in the Pitching Plane. This is provided by the tail plane,
and is achieved on the same principle as stability in the rolling
plane.
If
an aerofoil while moving forward is also moving downward, its effective angle of
attack in relation to the airflow is increased. Similarly, if the aerofoil is
moving upward as well as forward, its effective angle of attack to the airflow
is reduced. In the first case, the aerofoil will have more lift, in the second,
less lift.
We
can consider the tail plane to be set in the fuselage at a zero angle of attack
to the airflow and, since it is symmetrical, this means that it has no lift at
this angle. Now if, as the result of some air disturbance, the tail plane is
displaced downward from the line of level flight, it will have positive lift,
and accordingly rise again to the level position. Similarly, if it is displaced
upward, it will have negative lift, and therefore fall back to the level
position. In each case, as it returns to the level position the lift also
returns to normal zero and stability results. The fact that the tail plane is
well behind the centre of gravity permits it to control the stability of the
whole aircraft in the pitching plane.
Stability in the Yawing Plane. Stability in the yawing plane is
provided by the fin and by the sides of the fuselage (called the keel
surfaces). Should the aircraft be moved in the yawing plane, the fin and the
keel surfaces offer resistance to the movement, and the airflow tends to force
the rear part of the aircraft, pivoting about. the centre of gravity, back to
the former position. This is called Directional Stability.
The Engine and Propeller Effect. The engine, by driving the
propeller provides the power to maintain the aircraft in the air by giving the
air movement necessary to lift and to move it through the air as required. The
propeller drives the aircraft through the air by pushing the air immediately
behind it backwards towards the tail; this air is called the slipstream.
Consequently, the speed of the airflow over the tail and elevators, and past
the fin and rudder is greater than that over the wings. Thus the speed of the
airflow over this part of the aircraft varies with the engine speed much more
than does the air speed over the wings. Consequently the degree of effect of
the elevators and rudder varies with the speed of the engine; the faster the
propeller is rotating, the greater the speed of the airflow over the elevators
and rudder, and consequently the greater the pressure on them when they are
deflected from the normal position and the greater their effect in their
respective planes.
Propeller Reaction. A slipstream from a propeller does
not flow straight back past the fuselage, but twists round in corkscrew
fashion. With a propeller which turns clockwise when viewed from the front, the
aircraft will yaw to the right due to the slipstream striking the upper fin
surface on the starboard side. This is compensated either by offsetting the
fin, or by some form of rudder bias so that at cruising speed the aircraft will
fly straight without any pressure on the rudder bar. This means that at full
throttle the aircraft will tend to swing to the right, and when gliding with
the throttle closed it will tend to swing to the left.

Figure 8. Propeller Slipstream
Compiled by Korn & Electric from Viper (http://www.il2flying.com/content/view/53/38/)
and
There are three things that a pilot can use to
control the rate at which altitude and/or airspeed are gained and drag is paid
for: the engine, the propeller, and the control surfaces. Engine management is
concerned about the first two. Here are the main jobs of engine management:
1.
Controlling the engine power output
2.
Keeping the engine in good condition
3.
Controlling the rate of fuel consumption
The main engine control is the throttle. In most
combustion engines, the throttle works by moving a little stop that blocks to a
greater or lesser degree the intake manifold of the engine. The intake manifold
allows the pistons to suck air into the combustion chamber. Opening the
throttle (pushing the control forward, away from 0% in FB) causes the stop to
block the intake less, thus allowing the pistons to suck more air. Closing the
throttle blocks the intake more, hindering the air flow into the engine. The more air that the engine can suck, the
more torque it can deliver for the production of power.
There are of course other factors that influence
torque and rpm. The fuel has to be burned explosively in the right way, so the
mixture of fuel and air must be in the right ratio. The mixture control helps
this at higher altitudes, where the second stage of the supercharger (if
present) also crams more air and fuel in. The engine works best in a certain
temperature range, so if it is too cool or too hot you won't get the best performance.
(If things get too hot, you can also kill the engine.) The engine has the job
of turning the propeller, and this is what actually converts the engine output
power into altitude and/or airspeed. The propeller pitch can load or unload the
engine, allowing it turn faster or slower, and this also changes the power.
These are the main controls besides throttle, and although they may be
considered secondary, they are unquestionably necessary in their own way.
For many Il2 pilots throttle control is simply a
matter of setting the engine either at full throttle or at some point at which
they know the engine won't overheat. Although this is a valid approach and
certainly the fastest way to build energy and maintain high speeds, it isn't
always tactically sound. It is important to have a reserve of higher engine
output at critical moments. Part of this reserve comes in the form of engine
temperature: keeping your engine cool enough prior to an engagement that in a
pinch you can have maximum power output for a short time. You might therefore
consider using throttle in conjunction with radiator flaps and lower rpm’s to
keep a temperature reserve.
Remember that IL2 FB comes with the
“AdvancedPDFmanual.pdf” file, which contains a lot of important
information. You will find there the
best rpm settings for combat or economy cruise and the supercharger settings
for your aircraft. These are things you
will need to now not on a dogfight server maybe, but definitely in any virtual
war or campaign you might participate in.
Propeller Pitch
A propeller is an
airfoil, just like a wing. An airfoil has lift and drag based on the angle
between the airfoil (its chord) and the relative wind (motion of air relative
to the airfoil). The relative wind is
less straightforward for a prop than for a wing, since the relative wind that
any point on the prop sees is dependent on both the aircraft airspeed and the
prop rpm. Angle of attack (AoA) is therefore not so trivial to know, and not
equivalent to blade pitch. However, we can say that AoA decreases as the
aircraft airspeed increases, and AoA increases as rpm increases. Take a look at this highly simplified
diagram; the AoA (µ) is equal with the propeller pitch when
the aircraft speed is zero and it is decreasing as the aircraft speed (and the
speed of the air coming towards the prop blades) increases.
Figure 9. Propeller Pitch
In older airplanes, the propeller pitch is fixed,
meaning it cannot be changed in flight, but in most FB aircraft the pilot has the
option of changing propeller pitch, thus changing the AoA of the blades. As the AoA changes, the lift produced by the
prop and the drag of the air on the prop also changes. (It has much the same
effect as the wing when the elevator is used to change the wing's angle of
attack.) Now here's why that is important: the propeller lift is equivalent to
thrust, and propeller drag loads the engine. So, since it affects AoA, changing
prop pitch has two basic effects:
1.
Loading and unloading the engine through drag, so
that it and the prop turn slower or faster (rpm)
2.
Producing more or less lift (thrust) at the blades
Propeller pitch determines how efficiently the engine
output power is used. It also directly affects engine speed (rpm). What we as pilots have then is the ability to
control both the engine and the the way its energy is used to push us through
the air. Engine control and prop control. But they affect each other and so
they're used together.
What you need to remember is that changing the prop
pitch is pretty much like changing gears.
Increasing the pitch angle is going in a superior gear.
ATTENTION! The information provided with the label
"Prop pitch" in the heads-up display in Forgotten Battles is not a
direct indication of propeller pitch.
For the variable-pitch props (most Luftwaffe aircraft) a setting of 100%
corresponds to the lowest (flattest) blade pitch, that is, the smallest pitch
angle allowed by the low-pitch mechanical stop, while for the constant speed
props (most common in game) the pilot uses this control to give rpm settings to
a governor that uses a measurement of engine rpm to adjust the blade pitch, so
you should not think of making "prop pitch" settings, but rather rpm
settings.
While the automatic prop control of the Bf109 seems to
work good enough for most people, the experienced FW190 pilots seem to favor a
manual prop pitch control for extra speed and acceleration. In high-speed dives you might want to
increase prop AoA (lower the in game prop pitch % setting) to avoid windmilling
(the airspeed turning the prop and the engine faster than provided power); in
engine failure situation you must manually feather the prop (if a feather
mechanism is not available) by setting the prop pitch to 0% to avoid
windmilling (which absorbs a lot of energy).
Never set your prop pitch at a
percentage lower than your throttle settings, e.g. it would seem that you can
set for a "higher gear" by setting your throttle at say 95% and the
prop pitch at 90%. But, by doing so you simply waste fuel and overstress your
crankshaft, as well as generate alot of heat by "loading" your engine
thus putting engine rpm at odds with mixture and fuel intake settings with no
gain in performance, as the overloaded engine is not burning fuel efficiently
due to reduced rpm under pressure. In an actual aircraft you would immediately
foul all your sparkplugs by fuel wetting and crash, although mercifully it
seems oleg didn't include that here. The proper setting for a 90% prop pitch is
about 90% throttle( I tend to set about 87% or so) and on down the line.
Logically, one can see that top throttle is designed for top rpm and so on and
so forth. All later Me models from the F models onward,and the Dora-9 as well,
have automatic pitch control, which is proper in 99% of situations.
Mixture
Mixture is simply how much oxygen and how much
evaporated fuel are present in the combustion chamber. It takes a lot more
oxygen than fuel, and air is only about 21% oxygen, so it takes even more air.
Il-2 FB features a simplified model of mixture
control. In aircraft with automatic
carburetors, the pilot is unable to make any mixture settings. Such is the case of all Bf109 and FW190
models. Lucky you :). For non-automatic carburetors however it is
possible and necessary to modify the mixture settings. The possible mixture settings in FB range
from 0% to 120%. Zero corresponds to full leaning and cuts off the engine, and
100% corresponds to "auto rich" for normal low-altitude flight. 120%
represents "full rich," and apparently models running the mixture
extra rich in order to cool the engine. According the FB manual, page 17:
"While the nominal position of this control (Auto Rich [100%]) should
provide normal engine operation in all flight configurations, some input may be
required at high altitude or when the engine has taken damage in battle. It is
common to use increased (Full Rich [120%]) set up during takeoff or as a means
of Emergency Power."
The principal use of mixture controls for the
non-automatic carburetors in FB (primarily in early-war and Soviet-designed
aircraft) is to compensate for the effects of altitude. Above 3000 m (varies
with aircraft type), these aircraft will start to lose power if the mixture is
not adjusted (reduced). At some higher altitude, a thin plume of unburned fuel
will become visible behind the aircraft.
Although these vary slightly
from aircraft to aircraft, these are some general guidelines for german planes:
Lower mixtures than 50% are
usually for economizing fuel burn for long range cruising.
War Emergency Power (WEP)
An engine is normally designed to run at a certain
normal level of operation for prolonged periods of time without damage. WEP is a way for pilots to get extra power
out of their engine at the cost of engine wear
Since WEP costs you in terms of engine degradation,
use it only when it will give you maximum gain in return. You will get the best
gain from WEP when you are slow, because it provides better acceleration at low
speeds than it does at high speeds. Most WEP types provide you with extra power
for a short time only before crippling or frying your engine, so you get the
most benefit when you need to accelerate back up to a good maneuvering speed or
to climb quickly. It is also best saved for those tight moments when the extra
power will save your neck, whether it be boosting turn performance at a
critical point, catching someone at the end of a vertical climb, and so
on. WEP will also bring you a small
increase in top speed if you are desperate to catch someone or leave them
behind, but again since it quickly overheats the engine this is of minimal
benefit. Long chase scenes are more often won by whoever can keep their engine
running at maximal long-term performance.
The WEP system of many aircraft simply allowed the
pilot to advance the throttle beyond its normal "full" power setting.
That means that the throttle (the stop in the intake) could simply be opened
even further, allowing a still greater air intake and boosting manifold
pressure significantly. The engine would burn hotter and produce more torque
and thus more power. The result is as described, the increase in engine stress
and temperature degrades engine performance if run very long. Most aircraft in
FB have this feature, it is the 101–110% setting.
Some aircraft have special WEP systems that inject an
especially combustive fluid somewhere that increases engine output, and some
use water to cool the engine to allow even higher output for longer periods.
This fluid has to be carried in the aircraft and is in limited supply, so in
most cases you only have a few minutes of operation. For Luftwaffe aircraft, this systems are the
MW50 and the GM-1.
MW50 (water-methanol 50/50) is a system that injects
water-methanol into the air intake. It cools the engine from the inside and
provides more fuel and air for combustion. Its performance is limited by the
supercharger and decreases as rated engine altitude is approached (rated
altitude typically is above 6km). Many Bf-109 types and the 1945 FW-190D-9 are
equipped with this system
109 and Dora pilots beware! You should not run an
engine equipped with a MW50 above 100% or high rpms without the MW50, and you
should always engage and disengage the MW50 system at low power and lower rpm,
otherwise you risk damaging the engine. First engage the MW50 with throttle
below 100%, then advance the throttle into the emergency power range (above
100%). To leave the WEP setting and return to normal operation, first reduce
power below 100%, let rpm drop and then turn off the MW50.
GM-1 (Göring Mischung 1) is a system that injects
nitrous oxide into the supercharger at high altitudes. It provides dramatic
increases in performance but is best used above rated altitude. It was used as
of 1941 and is present on the Bf-109E-7/Z.
Things to remember
IMPORTANT NOTE
Extensive Flight and Operation Instruction for
some of the planes are described in Training Manual Annex B, The Aircraft
Flight Operation Manuals. The cadets must at least read and understand those
original or translated materials, in order to have an idea about the real plane
operation.
2.
RADIO COMMUNICATION
PROCEDURES AND RULES
During this lesson we
will cover the issues of basic Radio Communications usage (abbreviated COMMS or R/T). Radio communications are a vital part to online combat flying.
They provide the vital link between members of the squad, and are one of the
most important skills for a virtual combat pilot. Many people use COMMS, but
very few know how to use them RIGHT.
The
most important thing you have to keep in mind about COMMS is to SHUT UP! Yes,
you heard me right. Think twice what you are going to say before you say it.
Restrict your COMMS usage to the absolute minimum, as COMMS cluttering is the
leading cause to confusion in a fight. COMMS are most often the first thing new
people judge you and your squad by. Be professional about it and you will get guaranteed
instant respect. Squeal like a pig and you might be kindly invited to
"Shut the fsck up!".
RULE 1. You never speak over somebody that
is already talking!
RULE 2. The first word to ever leave your
mouth must be the call sign/id of the person you are speaking to, and the
second your call sign/id. This saves the other people in the channel from a few
seconds of confusion.
Example: BLUE1,
this is RED09, Bogeys at 3 o'clock
high!OVER!
This
is the perfect example. In a real fight, when split second decisions are in
order, your identification can be left out, shortening your message.
Example: BLUE12,
Break Right!
Also
when flying with people you know, your call sign can be left out since the
person you are talking to already knows your voice.
RULE 3. Always end the communication
message with OVER/TERMINAT/ENDE;
RULE 4. Always acknowledge a communication
that is addressed to you. Don't say : "Yes" or "Ok". We are
not in a jeep or in the field, we are in the sky. Here we use the terms:
"Roger", "Copy”, “Acknowledged", or "Victor".
This lets the person calling you know you got the message, a vital issue to
cooperation.
RULE 5. Whenever you do not understand what it’s said to you,
request the message sender to repeat;
Example: Tower,
this is BLUE104, Please Repeat!OVER!
RED09,
this is RED16 / NEGATIVE!
RULE 6. Convey only the most pressing
issue, in the shortest amount of time and with the least possible COMMS usage.
Use your situational awareness and best judgment to decide which issues are the
most pressing and only convey the information which is necessary at the present
moment. In other words, don't talk unless you absolutely need to. Ex: your
wingman is engaged and you spot some bogeys in the horizon. He doesn't need to
worry about it now; he probably has his hands full already, so why distract him
for such a small issue? Instead try to keep track of the bogeys yourself, asses
the situation and inform when he is free or when it becomes a pressing issue
(they are closing in fast, you id them as bandits in a threatening position
etc.).
RULE 7. Always try to give easily
"digestible" info. When giving a position ALWAYS specify the map grid
and altitude( the best you can judge). When calling a contact always try to
give a relative bearing, instead of the usual clock code. Keep in mind that you
need to convey the info in the most useful way for the person you are giving
the info to. If he is 4 km away from you saying "Bogeys 3 o'clock
high" will do no good unless you know for sure he is heading roughly the
same heading as you, at roughly the same alt as you. But, if you say
"Bogeys bearing/heading 40, Alt 3k" it gives him a much better chance
of spotting them with little trouble.
These
are the basics of COMMS usage. Of course, while flying online with friends
chattering over the COMMS is inevitable, but proper use of the COMMS in a
combat situation often means the difference between new stars on your engine
hood and having your buddies search the fields trying to find all your teeth.
Advanced COMMS will be covered later in the training program. Now, let's move
on to Basic Flight Procedures.
3.
INTRODUCTION TO BASIC
FLIGHT PROCEDURES
In
this section, we will study the Basic Flight Procedures, such as: Take-off, Holding
pattern, Landing and emergency procedures.
This is the flying
equivalent of the first baby steps. During this lesson we will try to teach you
to get airborne with style and confidence, instead of weaving all over the
runway like a drunk going home from the local pub.
Usually
following hitting fly you will find yourself on a parking spot near a runway. We
call this spot TARMAC, and here are the rules to obey when on it.
What
most people frequently forget to do is the pre-flight check. Since in this
virtual simulator every time we refly, we get a factory fresh airplane, and the
pre-flight heating of the engine and control surfaces checks are not necessary,
most people just skip this phase. What you need to do is establish a routine
that you will forever do automatically upon refly. This also prevents extending
joystick and peripherals problem into the game.
Step 1. Check that your Freelook / TrackIR
/ HAT device works;
Step 2. Check the controls by moving the
stick and trying to watch the outside moves. Order is Elevator, Rudder and
Aileron. (In some planes you don’t see them very well);
Step 3. Check that your throttle is set to
0%. Apply brakes. Start the engine ONLY on Instructor/Commander order;
Step 4. Check fuel level, engine RPM,
engine temperature, ammo supply (if indicators available);
Step 5. Open the cockpit, lower flaps to
take-off position;
Following
engine startup and set-ups (as required by the Instructor/Commander), we start
the taxiing to the runway, in order for take-off alignment. Here are the steps
that must be followed:
Step
1.
First thing to do is to request permission to
taxi to the runway. Permission is asked from ATC (Control Tower), Instructor or
Commander;
Example: TOWER,
RED16, allow rolling and alignment!OVER!
Rolling
on the taxi-way is done in the order indicated by Instructor or Commander. If
no order was specified, the taxiing is to be done in order of the squad ID
numbers;
Rolling is done
with the control column (stick) pulled toward; this helps increasing ground
stability of the plane, anihillating undesired lift efects (from wind,
propeller, speed). This also increases wheel brakes eficiency;
After permission to roll is received, one MUST be sure that
the path forward is clear. This is done as described in following steps:
Step 2. Keeping pressure on the brakes,
slowly increase your throttle to 15%. Use full left/right rudder and slowly
release the brakes, then reapply as needed to make your plane turn on the spot.
Turn until you can check in front of you for any other planes/obstacles;
Step 3. Look around, spot the runway.
Release the brakes, throttle up to 25-30% and start taxiing. Watch your speed
and DO NOT EXCEED 30 km/h;
Step 4. Weave left and right while taxiing,
always checking in front of you. Go easy on the rudder and brakes or you might
nose over or lose a wing;
Step 5. Before leaving the taxi-way and
entering the runway, we request permission to enter the runway;
Example: TOWER,
RED69, allow enter and alignment!OVER!
Step 6. After you receive permission, align
yourself center runway, keeping a safe distance from the planes in front of
you. It's best that you stop in a position that allows you to see in front.
Throttle to idle;
Align
on runway in the order and formation specified by indicated by Instructor or
Commander. If no order was specified, the taxiing is to be done in order of the
squad ID numbers;
Step 7. Check your flaps as you need them in
the takeoff position;
Step 8. Check the prop pitch, mix and
supercharger (if available). Set to stage 1 supercharger, 100% pitch/auto and
full rich mix: 120%;
Step 9. Radio in to the flight
leader/control tower that you are in position, and await further instructions;
Example: TOWER, BLUE22,
ready for take-off, awaiting instructions! OVER!
This is the place that supplementary instructions are to be
received, such as: flaps, radiator, elevator , rudder
or aileron trim settings, wing unfolding or canopy position recomendations etc.
First
of all you must know your airplane. Know your minimum takeoff speeds at
different load outs/fuel loads, and most of all know the torque pull. Torque is
generated by the spinning propeller which is trying to spin your aircraft in
the opposite direction of the spin direction.
This
result in the aircraft veering left/right upon throttling up, and is the cause
for many accidents. To counter this you need to apply opposite rudder to the
torque pull, which in turn is opposite to the prop spin direction. Confused?
Don't be, it's quite simple.
All
you need to do is watch which way the prop starts spinning when you start your
engine and on takeoff apply rudder in the SAME direction. Ex: prop turns to the
right, use right rudder on take-off.
All
German aircraft, US/RAF and most Japanese planes have right hand prop spin,
which causes them to veer to the left on take-off. Use RIGHT RUDDER to
compensate. Most Russian planes have left hand prop spin, which requires LEFT
RUDDER to compensate. More on this veering will be learned on SECONDARY EFFECTS
Lesson.
RULE
NO.1: ALWAYS use the runway for take-off. Do not use taxiways or just throttle
up across the fields. You have discipline, show it. It is a matter of respect
to your squad mates, and to all the other pilots. (The ONLY exception from this
rule is during a scramble and only with express orders/permission from your
flight leader).
Take-Off
may be done solo, in line or in formation. This is to be specified by the
Instructor or Commander.
Upon
receiving permission to take-off, do the following:
Step 1. Check in front of you;
Step 2. If the Take-Off is solo, the cadet
must ask tower take-off clearance;
Example: TOWER, RED16,
requesting take-off clearance! OVER!
Step 3. While holding the brakes, slowly
throttle up to full power. When you reach full power or the airplane starts to
move, release the brakes. Be careful as the aircraft at full power will tend to
veer. Use compensating rudder to keep it on the center of the runway;
Step 4. After some speed built up (usually 2
seconds), radio in your status;
Example: TOWER, RED16,
rolling! OVER!
Step 5. Throttle up to Emergency power (110%
throttle/ WEP) Keep your eyes on the sped indicator. When it reaches 60 km/h
start applying gentle forward pressure on the stick, to lift the tail and level
the nose. Be very gentle with the controls as this is one of the most critical
stages of take-off;
Step 6. Upon reaching the optimal take-off
speed (usually between 150-200 km/h), gently pull the stick towards you. This
is the most critical part of take-off. Any sudden movements and you will die.
Imagine yourself floating inside a jar of jelly, and move the controls in slow
motion. The moment the wheels left the ground, start maintaining a shallow
climb to gain speed. Retract your landing gear and set the flaps to combat.
When you have achieved sufficient speed for level flight, raise flaps, close
the cockpit, power back to 100% (disable WEP if engaged), set mix to 100% and start
looking around;
Step 7. Some seconds after take-off, after
the gear is up and the flaps are in, radio in the airborne status;
Example: TOWER, RED16
airborne! OVER!
Step 8. Follow the orders given by the
Instructor or Commander. If none, try to form up with your wing or assume
holding pattern around the airfield;
The Holding Pattern is a left hand (or right hand) circle
over an airfield, at the altitude of 500 meters. Its purpose is establishing
order in the airspace around an airbase and reduces the risks of accidents by
having all the aircraft moving in the same direction, at the same altitude,
with a wide space separating them. Please refer to the attached picture for a
visual aid (Figure
10. Left Hand Holding Pattern). As you can see, the pattern is not so much a circle,
it is a rectangular shape.
To fly the
Holding Pattern is to follow this rectangular shape arround the runway, on all
it’s four sides, two of them being parallel to the runway and the other two
perpedicullar to it.

Figure 10. Left Hand Holding
Pattern
The four
sides are named:
To
get a clearer picture, imagine that the takeoff will be carried out from the BASE
line to towards the CROSSWIND line.
Between
those four sides, the Holding Pattern has four turns. These are:
Entering
the pattern starts with the plane following the UPWIND section, at 500 meters.
The pilot announces to the Tower, Instructor or Commander that he is entering
the pattern. The communication must contain the direction from the aircraft
comes, the altitude of the intended pattern and the side (left or right).
He
will then follow the patterns, at 500 meters, using appropriate 90 degree turns
until he receives further orders or is cleared to land.
The side (left
or right) of the Holding Pattern, as well as the altitude, is to be indicated
by the Tower, Instructor or Commander before take-off or during the flight. The
altitude is to be kept constant as indicated, except for the final descent
prior to landing and touchdown.
The
Landing must follow the Holding Pattern, and this allows for air and ground
space observation and for correct evaluation of runway traffic and conditions.
First thing to do when we need to land is
to request permission to land from Tower, Instructor or Commander.
Example: TOWER, this is
RED16 requesting landing permission!OVER!”
All
other kinds of landing requests in other conditions are to be made in EMERGENCY
situations ONLY; the communication must contain exact details on the emergency
situation, emergency level, altitude, speed and heading. This is to be covered
later in EMERGENCY Procedures lesson.
Following
receiving permission to land, the first thing you must do is asses your status.
Check your fuel level, control surfaces response, combat damage or injury and
take all of this into account. Then move on to the landing sequence.
When
the pilot is on the DOWNWIND section and before the third turn, he will radio
in and announce his landing.
Example: TOWER, this is
RED16 I’m approaching BASE, requesting landing permission!OVER!”
TOWER, this is RED16,
on third turn, requesting landing permission!OVER!”
Upon
receiving this second confirmation, the pilot will complete his current
pattern, losing altitude as needed to set up for the landing approach.
As
one approaches the airfield, the pilot will try to put the plane on a shallow
glide slope that ends at the start of the runway. The plane must be kept
aligned with the runway with at least 300m distance and the initial altitude
must not be over 300m.
If
the position is right, we have to announce our position.
Example: TOWER, this is
RED16 on FINAL! OVER!”
Gradually
drop flaps, and reduce power to put yourself on the desired landing slope. Keep
an eye on the airspeed indicator at all times, and just as for take-off, be
very gentle with the controls as you approach the stall limit.
Check
that your flaps are deployed for landing and ALWAYS DOUBLE CHECK THE GEAR. At
200 meters away from the runway you should be at about 100m and doing maximum
220 km/h. The engine must be reduced (~25%), the gear must be out; the flaps
must be on landing.
When
passing the edge of the runway you should be no more than 20 meters off the
ground and speed no greater the 180, nose level. As you drop even lower, gently
pull the stick, raising your nose and lowering the speed of descent. This is
called a FLARE.
Try
to touch down with all 3 wheels at the same time, as gentle as possible to
avoid bouncing on the runway (this is called a 3-point-landing).
Make
full use of the rudder to keep on course, but be gentle with it. As you roll
down the runway, gently apply brakes, using rudder to keep on the middle of the
runway.
Be
careful with the brakes as not to nose over your airplane. Slow down to at
least 30km/h, raise your flaps, pull the stick, get your bearings and get off
the runway as fast as possible (within safe limits).
Taxi
to a parking place following the correct procedures, shut off your engine and
head to the officer's club for a beer and a story.
For
a visual aid on the previous subjects, please watch the Basic Flight Procedures
Track provided for more details (D13-th_BT_Basic_Flight_Procedures.ntrk).
3.12.MOVING ON TO SHORT LANDINGS
Short
landings are normal landings that do require at most half the runway. Basic
requirements are lower speeds (near stall speed), three point landing and good
control over the aircraft’s brakes.
On
the map included in this training pack you will find a weird construction on
runway number 2 (runway 18 left), including some cranes and walls. These serve
for the purpose of short landing training. For more details, watch the Short
Landing Track provided for more details (D13-th_BT_Short_Landing.ntrk).
In
the flight simulator, as in real life, sometimes things happen beyond your
control. Knowing what to do in these situations is CRITICAL. It might be an
engine failure, losing a control surface, running out of fuel, or just entering
a stall. Keep your head clear and you are on your way back to controlled
flight; panic, and you are dead.
For
now we will cover only Engine failures, Emergency Landings and Stalls. Future
training sessions will expand upon these basic notions.
You
are flying along, admiring the scenery, and your engine starts to cough and act
weird. What do you do?
Bailout
like a coward or try to salvage the plane? First of all, asses the situation:
Is
the engine smoking? How dark and thick is the smoke?
If
you are trailing a thin vapor, you are safe for now, but if you are trailing a
thick cloud of pitch black smoke, it means the engine is on the verge of
catching fire. Waste no time in bailing out, as this plane is lost already.
The
second step is to shut off the engine if it is still running, close the
radiator (less air-less risk for a fire and less induced drag), and feather
your prop to reduce drag. In a bomber this is done with a special control key,
but in a single engine fighter you have to do it manually. Use the prop pitch control
keys to turn your pitch to 0%( switch to manual first if you are in a plane
that features auto prop pitch control).
Now
that you bought yourself a little bit of time it is time to look around, find
what is your current position and altitude. How is the landscape below? Do you
have enough altitude to reach a safe area?
It
is imperative that you know the answer to these questions only seconds after
the emergency. Look especially for long stretches of straight roads, and try to
set yourself for wheels down landing.
If
no road is in the area, you must be prepared to ditch. Take a few seconds to
radio in a Mayday signal.
Try
to give your location and a short description of the emergency and what you are
doing to correct it. If you are close to an airfield or in the Holding Pattern
declare an emergency and request landing priority. The communication must
contain exact details on the emergency situation, emergency level, altitude,
speed and heading.
Example: This is RED16
MayDay! MayDay! I’ve lost engine power and this is an emergency! Requesting
priority landing !OVER!”
Ditching
(or Emergency landing) is pretty dangerous and must NEVER be attempted with
gear down. You need a flat, clear area and plenty of space. Your glide path
must be very shallow, and you must be in level flight, to reduce the risk of
tumbling. Airspeed must be no greater than 180km/h, and flaps to Combat or
Take-off setting (never use Landing flaps, as they tend to induce too much
drag, and you cannot compensate without your engine). Then hold on and Pray!
If
a straight approach path is not feasible, use large turns, bleed as little
speed as possible, because you need it. A good and bad approach comparison for
such landings is outlined in the figure below (Figure
11. Emergency Landing Turns).

Figure 11. Emergency
Landing Turns
On
the map included in this training pack, on the hill north of the airbase you
might notice some pylons. They mark the course required to setup for a short
landing. The small island holds an area designated with fires for Emergency
landing practice. Watch the Emergency Landing Track provided for more details (D13-th_BT_Emergency_Landing.ntrk).
4.8. BASIC STALL AND SPIN RECOVERY
It
is vital to know the signals the airplane gives you when approaching a stall or
a spin. These include heavy buffeting, airframe stress sounds and loss of lift.
Usually
it is one wing that stalls first, "dropping" out of the sky. If you
are quick enough and take the necessary measures, you can stop the airplane
from further loss of linear flight. If not, hold on because it's going to be a
bumpy ride!
First
of all, throttle back to 0%. Engine torque can aggravate a spin. Next, center
all controls. Some easy-going airplanes will reestablish themselves, but don't
count on it. The most important part in a spin is realizing which way you are
spinning. It may sound simple, but it's not. Look around or look at the
gyrocompass, and apply full opposite rudder immediately, until you regain
controlled flight.
Also
you can try and apply power to the engine to try and get some airspeed, but be
warned it might make things worse. Any spin requires altitude to pull out of;
how much altitude depends on the plane, the type of spin, the skill of the
pilot and many more factors.
Just
remember this: the higher you are, the safer you are. Stall on the deck and you
are dead. Also be careful immediately after the spin ends, be very gentle with
the controls or you might find yourself right back where you started.
5.
FORMATION FLYING AND NAVIGATION
BASICS
Now
let us move on to more advanced procedures. First let’s have a short
introduction into Formation Flying and Basic Navigation.
Formation
flight is inherently more dangerous than most other forms of flight. The
following suggestions have been abstracted from the T-34 Formation Flight
Manual, personal instruction and experience.
A good formation flight begins
with a good briefing. Thus, cadets will be instructed on what we want to
accomplish, engine start time, taxi, take-off position, who will be lead,
take-off power, gear speed, landing and taxi back. Leader/Instructor will brief
the cadets of the moment when gear will be raised adjusting for various plane
speeds as well as emergency landing areas and return to airport procedures.
Formation
flying requires you to keep close to your leader. Keep a distance no smaller
than 100 meters and no bigger than 500m.
At
first you will not be required to do anything other than follow, later on you
will be required to keep a lookout for bandits and navigate at the same time,
but we will get to that in due time.
BASIC FORMATION RULES
Wingman always has his wings
parallel to lead. According to the T-34 Flight Manual, closeness “is controlled
by coordinated use of aileron and rudder (mostly rudder)." In most of our
training sessions we have stressed keeping wings parallel to flight lead and
using primarily rudder to slide in and out. It is uncomfortable for lead to see
an inexperienced wingman making gross corrections banking towards or away from
him. While "mostly rudder" is not coordinated flight, it works adequately.
As skill improves and corrections become more minor, truly coordinated flight
is preferred. A one-degree difference in coordinated bank angle will adjust
position a few feet per second. There is no need to correct more rapidly.
Wingman assumes a step-down position. He should be able to see the
undersurface of the lead airplane wing and the belly. This is the safety
position and is used in almost all formation flying.
Wing overlap is avoided. You are practicing "en route"
formation flying, not air show Blue Angel or Thunderbird formation.
Stay as far as lateral as you feel comfortable and safe, but
maintain sufficiently forward position that lead can always see you easily.
Avoid a deep "V".
The closer you are, the easier it is to see change in position and
make adjustments. Again, being comfortable and safe is more important than
being close.
Lead is responsible for the safety of the formation. His is the
responsibility for avoiding other aircraft, towers, etc. A second pair of eyes
is helpful.
The wingman banks
only to follow lead in a turn. Wingman never turns his/her belly to lead.
With experience comes fine
throttle adjustment. When learning, large throttle movements are often needed.
When necessary use them and forget the vernier. If falling behind (getting
"sucked"), you will need a large throttle movement to catch up. As
you catch up retard throttle an inch or two to stop acceleration so you do not
pass lead ("acute"), then immediately come back in slightly less than
before to avoid getting sucked again. With experience comes anticipation and
smaller throttle changes.
Anticipate throttle changes in
turns. If you are on the inside of a turn, immediately back off on power; don't
wait until you are in front of lead. If on the outside of a turn, immediately
add power; don't wait until you have fallen behind.

Figure 12. Formation Turns
The
basic formation is Line astern, which means you follow your leader by staying
directly behind him. Other formation types are presented in the image below.

Figure 13. Formation Types
a. Echelon Right b.
Line Abreast c. Line Astern
On
the other hand, the most used D13-th formation is known as Finger Four,
presented below.

Figure 14. Finger Four Formation
REMEMBER
Lead
is responsible for communicating, navigating and safety avoidance.
At
first, wingmen should not monitor moving maps, or any cockpit instruments.
Formation flight is a wonderful stick and rudder exercise. Consider turning off
these distractions. Talks and COMMS must be kept at a minimum!
More
on formation flying will be inoculated to cadets in advanced training lessons,
IF THEY PASS THE FIRST EXAM!
We
all intuitively know what Aviation Navigation means: it means knowing where you
are, where you want to go, and having a good idea of how much time and fuel it
will take to get there. Navigation means finding your way.
The
two most fundamental methods of finding your way in an airplane are pilotage: the identification of present
position and direction of flight by seeing features on the ground, and Dead
Reckoning.
Dead
Reckoning—an intriguing title. I was once told that the name stems from
"You're Dead if you don't Reckon properly," but I think they were
pulling my leg.
Dead
reckoning is the navigation procedure to plot and fly (in this case) a course
based solely on mathematical calculations.
To
correctly navigate, you need a good situational awareness (SA). Some things as
simple as getting from point A to point B often requires passing through some
additional points, depending on how good you are at locating your current position.
To
correctly establish your position, set your plane on a basic heading (0, 90,
180, or 270) open your map and start looking around. Look for easily
recognizable landmarks, such as rivers with particular bends, cities, roads or
railroads.
While
doing this remember to ALWAYS HEAD
TOWARD FRIENDLY LINES.
At
the beginning of the mission, you will be told what your final destination is,
and the flight leader will choose the best path to get there. Usually, you will
be given a certain heading to the target, or, if you are to follow an indirect
route, you follow some specific headings up to certain key points, that are
easier to locate.
The
easiest way to locate your position is to LOOK AROUND. Unless you find yourself
in some terribly disorienting area, it’s impossible not to recognize a certain
river, a certain forest, a small town… Anything will do!
Always
keep in mind the general direction of friendly troops and the general direction
of the enemy… in case of need, just go towards friendly lines until you
recognize anything that could help you pinpoint your location.
So
you find yourself desperate, trying to locate anything useful…. In this case
you have lots of chances to be captured. Why? Because despair can make a forest
look different, it can make a river go East instead of North, it can make you
read 300 on your compass instead of 030.
Whenever
lost, DO NOT DESPAIR. As long as
your fuel tank still has fuel in it, or you have some altitude, you can always
reach friendly lines, or at least get as close as possible, so that you might
be rescued.
First,
you must turn your plane towards friendly lines, and always get some altitude.
This way, any moment that passes, no matter if you locate your position or not,
gets you closer to home, and it will give you a better view of the
surroundings. Then, just look after any sort of particular shape.
If
you can’t se anything else than “generic” rivers, or so, just pick one of them,
watch the direction they have and try to “particularize it”.
Let’s
say, a river going from North to South that passes trough a large forest, would
be a good example. Once you did this, open your map and knowing the “general”
area you are in (like N of seashore, for example), start comparing the shape
spotted earlier, with what you see on the map.
The
positioning of the shape, is very important, since river forming a cross that
has one leg to the North, might be mistaken for an different river, forming and
X, let’s say. Once you found out your
position, locate the place you are supposed to go to, and find out what vector
you have to follow in order to go there.
If
you find yourself over terrain that has no indication, do not hesitate to ask
directions from the ground controller. In all other cases, is preferable to try
and locate your position and the vectors you need, by yourself, in order to
keep the radio silence, and don’t give clues to the enemies that might watch
the radio traffic.
6.
BASIC GUNNERY
No matter how good is your flying style, no matter how good
you can perform any kind of maneuver, it is WORTHELESS if you cannot kill your
enemy when the time comes. Gunnery skills and killing ability makes the
difference between a warrior and an aerobat. So you must use your weapons to
destroy the enemy plane in front of you.
“How?”: Don’t be
afraid asking this question, because you are here to learn. The following
lessons will stuff your brain with all the theory you need. On paper it will
sound too complicate or too simple or a confusing mix of simple and
complicated.
With practice, you will earn that it’s neither one of
these: all you need is time, patience,
practice and gunnery will mix with your blood and will become your second
nature. Common sense, as one instructor once named it.
This
chapter uses small translated portions from of a small booklet issued by the
German Air Force (Luftwaffe) to the fighter pilots: "Horrido ! - des
Jägers Schiessfibel. D(Luft)5001”. The information is mixed together with
precious knowledge from our squadron mates.
6.6.
FIRING RANGES AND CONVERGENCE
Well
- why did you not manage to down your opponent in your last attack? Do not
budge it - this would be too easy! You think this could not be assessed
afterwards? Wrong, at least with a little reflection on the matter.
It
is well known - from gun camera footage and combat reports - that a number of
errors with regard to aiming and shooting are made on a regular basis. It
is likely, you have the same issues:
1.
You
shoot from to far away.
2.
Your
lead is wrong.
3.
You
shoot from unfavorable positions
4.
Your
coordination of the aircraft controls is not smooth enough
5.
You
are not using the weapons control systems properly
6.
You
rely on tracers for aiming
7.
Your
aircraft and guns need proper adjustments.
8.
You
are using inefficient ammunition load outs.
Of
course - there are probably some more reasons for your lack of success - but
these eight well known issues will be discussed here in practical terms.
It
is important for you to consider for each of the issues presented here, what
went wrong in the past with you shooting.
FIRING RANGES AND HIT PROBABILITY
A bullet can pass trough a STEEL sheet when fired at a
certain range, or it could barely go trough a sheet of PAPER, when fired from a
too great range. Each weapon has a certain effective range. Beyond that range,
your bullets will be virtually worthless. Unless you are inside that effective
range, DO NOT SHOOT! You will only give
away your position, without even scratching the paint off your opponent.
RULE ONE: GET CLOSE TO YOUR PRAY!
Assuming
you could - with a single burst of your armament - score a single hit form 600
meters, than for all practical reasons - you would score with the same amount
of ammunition about four hits from 300 meters, nine hits form 200 meters and 36
hits form 100 meters.
Your
probability to score hits grows tremendously, the closer you get to the target.
At half the distance of this example you do not get twice the number of hits
but four times as much. And at one third the distance you score nine times as
many hits! GET CLOSE!
Of
course, out of larger distance flying and shooting seems easier - but the
result will be clear: holes in the air - not your prey. And of course, do not
waist your ammunition from a distance. You will need it later - after getting
close - to score decisive hits. Many pilots regretted to have wasted their ammo
- when the opportunity to score really showed up.

Figure 13. Hit Probability
And of course you will have to shoot and hit, till your
opponent is defeated. The larger aircraft can take a lot of hits before you
destroy them.
ESTIMATING DISTANCES
In combat it is only natural to misjudge distances. Like
your dead reckoning tells you, you are 100 meters away - where using good
judgment or actual measurement would set the distance at 200 meters. You should
not go by dead reckoning. This is why you got a Revi in front of your nose. The
outer ring of your Revi is so designed as to indicate 1/10 of the target
distance at all time. Easy, isn’t it?
If you know about the size of your opponent - like the
wingspan of a fighter being about 10 meters - and the wingspan fits just once
into the outer ring, than you know you are 100 meters away. (since 10 meters
(wingspan) is 1/10th of 100 meter). Would the same opponent fit twice into the
ring, he is of course twice the distance away - i.e... 200 meters.
Memorize the golden rule:
Wingspan in meters x number of times the target would fit in
the ring = distance to target in meters.
With a large bomber - having a wingspan of about 30 meters -
fitting twice into the ring the distance would be 30 x 2 x 10 = 600 meters. If
you repeat the mental exercise of this type of calculation often enough, it
will become second nature.
Now sit down, take pencil and paper and draw a couple of
rings and enemy aircraft at various distances. Memorize the
"pictures" as best you can - since if you do the following issues
will be immediately apparent to you.
1.
Whether
you start shooting from to far away
2.
Whether
it is time to break of the attack
3.
How
fast the target is (how long did it take you to get closer by 500 meters?)
These target pictures must become ingrained in your memory,
for you to assess a situation without thinking or calculation: you will need to
know, when you are 400 meters away instantly, since in a combat situation it is
not likely your opponent will spare you the time to do any calculations. Just
because of lack of mental practicing, the distances are misjudged so very often
with mediocre shooting as a result.
For repetition: All four engine Bombers have a wingspan
of around 30 meters, all fighters have approximately 10 meters of wingspan.
·
four engine bomber filling the ring once = 300 meters
·
a fighter type filling the ring once = 100 meters.
·
Two engine aircraft vary from 16 to 28 meters of wingspan. You need to
learn about this - else you will miss.

Figure 14.
CONVERGENCE
The weapons installed on fighters can be either nose
mounted, shooting trough the propeller arc, of wing mounted, shooting outside
the propeller arc.
The first type is usually synchronized with the propeller so
that the guns will fire only when the propeller blades are outside of their
firing direction. This way, any sort of propeller damaged caused by the nose
mounted guns is avoided.
The wing-mounted guns are usually at some distance from the
longitudinal axis of the plane, and thus, when shooting at targets that are on
the same direction as your plane, you must take into account the distance from
the wing guns to the OX axis of the plane you are flying. Simply put: the
bullets shot from the wing guns must not travel parallel to each other, but
must “meet” at some point, in front of your plane.
The point where they meet must be always placed on the
longitudinal axis of your plane. That particular point is called “convergence point” (since it is the
place where the bullet stream fired from the guns will “converge”).
The “convergence point” has a tremendous importance in
gunnery, be it air to air, or air to ground. “Why is that?” you might ask?
Well, if ONE bullet hits a target randomly... it WILL cause a certain amount of
damage… that damage might or might not bother the target. TWO bullets hitting
the target will cause twice the damage. (DOH! Ain’t that simple?). Now imagine
those two bullets hit the place, not only they will cause damage to that are,
but they WILL DESTROY IT. Burn, rip off, smash, cut whatever; just imagine they
will cause much greater pains than one or even two bullets that hit the target
in different places.
With several exceptions, one hit with your weapons
converging on the target, will give you a kill, or will render the enemy
incapable of continuing the fight, which is just as good.
The distance, measured on the longitudinal axis of your
plane, from the end of your guns, to the point where they converge, is called
“convergence distance”. Quite simple, isn’t it?
Beside the fact that it causes lots of damage, you have to
realize that the “convergence point” is THE ONLY point where your weapons will
have maximum striking force. If you fire from further away, before the enemy
get in that particular range, your bullets will just pass near him, without
causing damage. Even if you are lucky, and some of your bullets will hit, they
will be spread and hitting random areas, so again, no big deal. The same is
true if the enemy is closer to you and between your plane and the convergence
point. It’s exactly the same story.
The nose mounted guns, since they are placed very close to
the OX axis of the plane, require no special attention to the convergence. In
fact there is a slight variation, but due to the small importance, for the ease
of understanding and general use, it can be ignored.
BALLISTICS
All guns, no matter where they are placed have their own
ballistics that depends entirely on the type of gun and ammunition used.
Ballistics: without any sort of boring scientifically
approach can be explained like this: the bullets will FALL. It’s a combination
of factors like drag, weight, spin, speed of the bullet, air density, and
earth’s gravitation field: who cares anyway? The point is that your bullets
will fall no matter what you do; they will travel on an elliptical path, which
after a while will take them on the ground. Period.
As I said, each gun and ammo have typical ballistics, at the
usual firing ranges (100-150m), they aren’t of much importance. But once that
limit is passed, the bullets will fall more and more… To counteract their tendency to go down, you
will have to aim higher than the target, so that the bullets will follow their
own path and will virtually “fall on the target”.
Imagine the things like this: if at 100m, for example the
bullet stream would look like a straight needle that is stuck with one end in
your plane, and the other end hits the enemy, at greater ranges, the same
needle is arced downwards. Thus, the further away you are from your target, the
higher you will have to aim. It’s no nuclear physics and with experience and
practice you will become used to your weapons and all will come naturally.
There is another thing that you should be aware of: maybe at
times you will find yourself behind an enemy flying strait and level, with you at
close range, you having him in the center of your gunsight, a little too close
from the convergence range and what the heck: it’s an easy kill. You push the
trigger and watch how your bullets pass just below his wings. Damn annoying,
wouldn’t it be?
Since the gunsight is placed in front of the canopy, on top
of the fuselage, while the guns are in your wings, a little below: wait, it’s
no little below, it could be as much as one meter! That counts a lot.
The convergence will not only move your guns horizontally,
but it will also elevate them to meet with an imaginary line from your gunsight.
Guess where? Exactly: at the
So: what
did the above text said?
6.7.
AIR TO AIR GUNNERY : AIMING,
DEFLECTION, POSITION
DEFLECTION SHOTS
In real situations, you will rarely find yourself directly
behind your opponent, with him flying straight and level, and waiting for you
to fill his planes with holes. In most of the cases, your attack will be from a
random position.
Your bullets will take some time to travel from your guns to
the enemy, and neither you, nor he, will have the same position one second
later, after you fired your weapons. To be able to hit your target during
different maneuvers, you will have to know how long will take your bullets to
reach mi. Now, during that time, the target will change its position, so,
besides knowing your bullets, you also have to guess his next position, after
that time.
Then you must combine the two, in order to have the perfect
firing solution. Utterly complicated, isn’t so? Nope. “Yeah, right”… No…
seriously.
It’s only my confusing way of explaining that makes it seem
complicated. In fact, you just have to aim in front of your target, in order to
hit him. See? Now, it doesn’t sounds so difficult.
But: how far in front of him? Scientifically explained, it
depends on your speed, his speed, your maneuver, his maneuvers, your G-load,
your weapon types, the ammo you have, you got the point.
Deflection shots are difficult to explain in a simple and
understandable manner. “How much in front of him?” it’s simply a question that
has only one answer: “As much as needed!”.
During a fight, the firing opportunities come sometimes at
unexpected moments, and you ain’t got any time to open a book, get a pen from your
pocket and start calculating the lead you must give. Just pull the stick and
fire.
Just give your best guess. THEN DOUBLE IT! You never give
too much deflection! The moment you are ready to pull the trigger, pull the
stick instead, a little more... then, and only then, open fire. This is how you
learn it … simply there is no material to study this. (OK, there might be, but
who the heck can understand that mambo science, anyway?).
Lots of practice, trough trial and error (especially error)
you will “feel” when it’s the right moment to pull the trigger and see your
target burst in flames, or go down in a spin, with one of his wings floating
above freely.
AIMING
While up to
this moment we discussed about how to hit the enemy plane in as a “generic” target,
you will find out that not any hits, anywhere on the enemy plane will make it
go down. There are planes in which you can pump tremendous amounts of ammo, and
gaze wondered at how they can still fly.
But the
same planes might go down after a short burst… how is that? Simple… like “brrrrr… bang bang bang… srreeeeeeehhhhh
pffff” ok, ok, never mind.
Each plane
has its weak spots. A good hit in there and you got yourself a kill. Most of
these weak spots are the same for each type of plane, but there will always be
exceptions.
A short
list of the “generic” weak spots is:
For fighters:
·
engine
area
·
cockpit
area
·
wing
roots
For
bombers:
·
engines
·
cockpit
area
·
wing
roots
·
fuel
tanks
·
Wings
(since they contain the engines, fuel cells etc.)
A good
example for exceptions is the IL-2, which can take lots of hits from behind,
due to the amour plating, but will go down pretty quick after some hits in the
ventral radiator).
FIRING POSITION
As I said, you won’t get too often the chance of hitting an
enemy directly from behind. Most of the firing opportunities you will get will
depend a lot on the type of tactics you used to engage the enemy and the way he
reacts. For example, if you engaged him in a Turn and Burn kind of fight, you
might have some good firing positions from behind, while if you are doing a
Boom and Zoom attack on him by surprise, you will have an opportunity for a
high angle deflection.
While theoretically is the easiest way, attacking from
behind is not necessarily the best. Usually the planes are well protected
against this type of attack, so if you fire from your opponent’s 6 o’clock,
your burst will probably stop in the amour plating, with few chances of
damaging the enemy’s vital parts.
So in one direct 6, level, attack you can:
·
cut
some control cables
·
injure/kill
the pilot (ONLY if you are LUCKY and you have the right weapon/ammo)
For comparison imagine you are diving on your target from
his 4-5 o’clock high: you can see his engine, his cockpit, his wing roots, and
virtually the rest of the fuselage. Not only you can choose what part to aim
for, but with one consistent burst, you might “brush” all of those areas. So
with one burst, in one pass, you get the opportunity to:
·
kill/damage
his engine
·
injure/kill
the pilot
·
jam
his weapons
·
cut
his wing
·
ignite
it’s fuel tank
·
overall
cause serious damage
See? While you just have to give e little more deflection,
you are presented with a greater opportunity to take your opponent out of the
fight.
To resume, the most important rule is: DO NOT FIRE UNTIL YOU ARE SURE YOUR EVERY BULLET WILL HIT YOUR TARGET! DO
NOT WASTE AMMO!
Got it? This is of great importance in combat, where every
bullet counts and if you waste the advantage of surprise, you won’t get another
one.
The only EXCEPTIONS from this rule are:
As a quick direction, for the Revi gunsights (on the Bf109,
Fw-190, Me-262, etc) you can consider that a fighter-sized plane is at 100m
away when his wingspan fills the gunsight circle. Obviously it depends on the
plane type, but the variations are too small to be of “catastrophically”
importance. So, if you set your convergence at 100m, when the bandit’s wings
touch the margins of the reticule… just APROXIMATE the lead, DOUBLE it and
FIRE.
When
attacking targets on the ground, you will find out the things go similar with
attacking another aircraft. Supposedly, strafing ground targets it’s easier,
since your opponent is moving only in two directions, unlike aircrafts. But
don’t let this fool you. This time you are not diving on a plane you, are
plunging straight into the ground. You
will only have several seconds, to identify the target, aim, fire, try to spot
the damage done trough the cloud of dust your bullets raised, pull up and fly
away. I won’t even mention the far that those on the ground will try to hit you
with literally everything they got, be it AAA, light weapons, or even the
tank’s heavy cannons.
This
is why you should try to locate your target as precisely as possible, before
beginning your attack. According to the
type of target you attack, try to line up in a most favorable manner before
attacking. For example, attacking a
truck on a road, perpendicularly on the road, it will be like attacking a plane
from its 3 or 9 o’clock. And you should know by now that it ain’t that easy.
For this type of attack, a straight 6 o’clock attack, diving on the target is
the most effective, and the easiest to execute. Especially for armored targets,
it is futile to attack from any other side except from behind, due to the
strong armor they have in front.
An
attack for which you have chosen the best position will give you not only the
chance to take out your initial target, but it might also let you
« throw » your burst on some other targets close by.
NEVER,
EVER, push an attack to the point « Oh, let’s try to strafe that little
car there... and the AAA emplacement, and the officers’ latrine, and the ...
blah blah blah... » . THIS WILL ONLY KILL YOU! Your attack should be SWIFT, FAST, ACCURATE,
and above all, KEEP YOU OUT OF DANGER! If you do not destroy your target in the
first pas, no biggie... just get out of the danger zone and make another
attack.
When
shooting at targets on the ground, no matter if they are cars, tanks, bunkers,
whatever, you must respect the same rules you comply with in air to air
gunnery.
Convergence
and ballistics! Beside that it’s recommended that you only use the right
weapons for the job. For example light MG’s are useless when strafing tanks so
you should only use them for EXTREMELY short aiming burst, not at the same time
with your cannon (s) They will only raise the dust around the target and will
make your aim not only difficult or even impossible.
At
the same time, using « overkill » weapons for light targets (like
large caliber cannons, when strafing a car column) it’s just as bad. You might
scare the living crap out of the driver, but that won’t destroy a target, or
even if it will, it is a pure waste of precious ammo. The same rule applies with ammo types. For
example using the four Mk108 cannons against heavy tanks is pure waste of ammo,
due to the HE rounds these cannons use. On the other hand, The MK103, with its
high velocity AP rounds, might have a fair chance of penetrating some armor
types.
When
using wing mounted weapons for strafing, you have to pay SERIOUS attention to
the convergence. Surrounding the target with bullets shot outside or inside the
convergence range, will have ZERO effect. (OK, it will make lots of noise and
dust, but you get the point...).
So,
on short, use light weapons for soft targets and heavy weapons for harder
targets (simple enough?) .Now that you know what weapons to use against what
kind of targets, you should try to remember what we’ve talked about the plane’s
« weak spots ». The ground targets have them too, you know?
Usually
there are the engine area for the cars, and the upper side of the turret and
rear side for the tanks or armored vehicles. A MG burst in the back of a truck,
will chop its occupants (that if they haven’t already ran away, when they heard
the roar of your engine), but it won’t cause much damage to the truck itself. The same bursts aimed at the engines, has
more chances to set it on fire. Again... it’s simple, isn’t it?
·
Use
the right weapon and ammo for each type of target;
·
Pay
huge attention to convergence;
·
Don’t
raise useless clouds of dust with MG fire on armored targets and don’t use
« overkill » weapons;
·
Aim
for the weak spots of the target;
This
concludes the basic knowledge training module. Most of you already know this
part, or think they know. This is not enough. This part you must DREAM at
night. You must be able to do it blind with one hand behind your back. It must
become second nature to you, so when you sit in that cockpit you can focus on
doing your job, knowing that you can get there and back in one piece.
IMPORTANT: You must constantly try to think
ahead of your aircraft. Be as far "in front" of her as you can. Know
where you will be 5-10 seconds from now and you will be on your way to becoming
a great fighter pilot.
Good
Luck Cadets!
8. GLOSSARY, LINKS AND REFERENCES
GLOSSARY: Units of
measurement
Soviet aircrafts:
German aircrafts:
American and British aircraft:
Unit
Conversion
9.
TEAMS, TRAINING SCHEDULE AND EXAMINATION
TOPICS
TEAMS / D13-th Training (Subject to Change)
|
Position |
Pilot |
Team |
ID |
Cadet 1 |
Cadet 2 |
|
Instructor |
Mytzu |
RED |
9 |
Zaelu |
Snupy |
|
Instructor |
Toppy |
RED |
10 |
Freak |
- |
|
Instructor |
TakeOff |
RED |
11 |
Meve |
- |
|
Instructor |
Korn |
RED |
15 |
Arcas |
- |
|
Instructor |
Electric |
RED |
16 |
Tomcat |
- |
|
Instructor |
|
RED |
17 |
Soare |
- |
|
Instructor |
Zayets |
RED |
69 |
Razor |
Adilaz |
|
Cadet |
Soare |
BLUE |
2 |
- |
- |
|
Cadet |
zaelu |
BLUE |
12 |
- |
- |
|
Cadet |
Tomcat |
BLUE |
14 |
- |
- |
|
Cadet |
Freak |
BLUE |
22 |
- |
- |
|
Cadet |
Arcas |
BLUE |
25 |
- |
- |
|
Cadet |
Snupy |
BLUE |
30 |
- |
- |
|
Cadet |
MeVe |
BLUE |
31 |
- |
- |
|
Cadet |
Razor |
BLUE |
32 |
- |
- |
|
Cadet |
Adilaz |
BLUE |
33 |
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Week 1. Cockpit instruments, Radio Comms,
Basic Flight Procedures + REVIEW (weekend)
Week 2. Basic Flight Procedures, Emergency
Procedures + REVIEW (weekend)
Week 3. Basic Flight Procedures, Formation
Flying, Basic Navigation + REVIEW (weekend)
Week 4. Formation Flying, Basic Navigation,
Basic Gunnery + REVIEW (weekend)
Week 5. Examination (teams)
Topic 1. COCKPIT INSTRUMENTS
Topic 2. RADIO COMMUNICATION
Topic 3. BASIC FLIGHT PROCEDURES
·
TARMAC
RULES
·
PRE-FLIGHT
CHECK
·
TAXIING
·
TAKING-OFF
·
THE
HOLDING PATTERN
·
THE
LANDING SEQUENCE
Topic 4. BASIC EMERGENCY PROCEDURES
Topic 5. FORMATION FLYING AND BASIC NAVIGATION
Topic 6. BASIC GUNNERY