![]() ![]() Make your base call 90 degrees through this turn. After your count, the landing spot should be about 45 degrees behind your 3-9 line. Longer is okay as long as you don’t end up wings level on final for more than 30 seconds. Get configured for landing and fly on downwind until abeam your intended landing point. Ideally, at the end of your 180 degree break, you will be at 600-800 feet on downwind leg, at a speed which allows dropping gear and flaps for landing. Configuration speed is the speed at which you can configure for landing. Most aircraft will require idle power and the speed brakes to slow down from the speed of heat to something resembling configuration speed. The farther down the runway you break, the more time you have on downwind you have.īREAK 180 degrees in the direction you stated earlier. Where? Anywhere from the approach end to a mile past the departure end of the landing runway. “Dawger, Initial for the LEFT OVERHEAD, Runway Two-Six, Kutaisi”įly to the BREAK. Never rely on the radio for collision avoidance) “WHO, WHERE, WHAT. (In a game with collisions ON, voice calls are helpful for collision avoidance but remember, SEE and AVOID is the rule in the real world and online. ![]() When you reach your initial point make your radio call. Real world mid-air collisions” patrick Miceli How far out? 1 mile to 3 miles is plenty. Ignore the numbers (Except for the 180 one). Here is the FAA diagram of the overhead pattern. It isn’t hard, looks cool, hones your skills and marks you as the sort of aggressive go-getter all the hot chicks go for. Go fast, pull lots of G’s.įly the overhead pattern. Don’t fly any version of a traffic pattern that resembles anything a tanker, transport or civilian aircraft might fly. Don’t fly a ten mile straight in approach unless doing otherwise would require you to eject. The traffic pattern for landing is the place where everyone is watching you. A primary rule of fighter pilots, real or pretend, is to look cool while doing whatever it is you are doing. No one really cares if you are taxying and if there isn’t a smoking hole in the runway, no one really cares that you successfully took off.Īrriving back at the airfield is a different story. You will hear taxi calls and calls after takeoff but they are not necessary. This is the only call you need to make on departure. An example: “DAWGER, Single F18, departing two-six at Kutaisi”. If you are operating in multiplayer, common courtesy would dictate making a radio call on the published Common Traffic frequency. Once you arrive at the runway, make sure your aircraft is set for departure. Get oriented to where you are and where you want to go. The kneeboard has airport charts but often the easiest method is to use the F2 – Aircraft view, zoom out and look around. Most importantly, we need to determine the route to the runway. Some basic information is helpful prior to taxi. ![]() ![]() This means we should strive to operate in a fairly standardized fashion when on or near the airfield or carrier. In Digital Combat Simulator, we must be concerned with the possibility of collision. If you are having trouble with Taxi, Takeoff, Climbs, Descents and Landings you should arrange private training in these areas prior to beginning the Basic Fighter Maneuvers syllabus The information in this section is here for review only. It is directed forward along the axis of the engine (which is usually parallel to the long axis of the airplane). Thrust is the force produced by the engine or engines. It is proportional to the mass of the airplane times the strength of the gravitational field. Weight is the force directed downward from the center of mass of the airplane towards the center of the earth. This is also referred to as the lift vector in tactical discussions.ĭrag is the component of aerodynamic force parallel to the relative wind. Lift is the component of aerodynamic force perpendicular to the relative wind. This force can be resolved into components, called lift and drag. The relative wind acting on the airplane produces a certain amount of force which is called the total aerodynamic force. It is not necessary for virtual pilots to have a complete understanding of the four forces. The main purpose of this section is to clarify the concepts of lift, drag, thrust, and weight. Primary Maneuvers are maneuvers performed without reference to another aircraft. ![]()
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