Toggle menu
17
60
31
548
SOURCE DCS WIKI
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

MTTP/ACC/Training Range Communications: Difference between revisions

From SOURCE DCS WIKI
Niknam3 (talk | contribs)
No edit summary
Niknam3 (talk | contribs)
No edit summary
Line 1: Line 1:
== Entry / EXIT ==
== Entry / Exit ==


== TRAINING ADMIN ==
Prior to entering the training area, the flight lead directs a '''FENCE IN''' check. Wingmen must manage this carefully as the formation will likely already be manoeuvring. The correct technique is to identify the required switch, make a quick glance inside to confirm selection, and actuate it while continuously cross-checking formation position. Wingman priorities during FENCE IN remain unchanged: '''visual, formation, radios'''.


=== FIGHTS ON ===
On exit, the '''FENCE OUT''' follows the same principles. Pilots should anticipate simultaneous direction from the flight lead covering the FENCE OUT, a rejoin, and a frequency change. Chair flying the sequence on the ground beforehand and task-prioritising once airborne prevents saturation.


=== TERMINATE ===
----


=== KNOCK IT OFF ===
== Training Admin ==


== SURFACE ATTACK PATTERNS ==
Radio discipline is the foundation of all training communication. All transmissions must be prefaced with the complete flight call sign, with the exception of wingman acknowledgements. Standard radio calls are structured as:


== BfM SETS ==
: '''Call sign → Directive transmission → Descriptive transmission'''


=== BUTTERFLY SETUP ===
This ensures the most critical elements — who the call is directed to, and what action is required — are received first. Brevity codes per AFTTP 3-2.5 will be used to the maximum extent possible. Conversational dialogue has no place in fighter cockpits. Wingmen acknowledge with their call sign and repeat any specific data required. All flight members transmit only information essential for mission accomplishment or safety of flight.
 
Visual signals are standardised per AFPAM 11-205. Non-standard signals may only be used when specifically briefed by the flight lead.
 
----
 
=== Fights On ===
 
'''FIGHT'S ON''' initiates a training engagement. It may also restart a scenario following a KNOCK-IT-OFF, once all issues are resolved and verbal clearance is obtained from the flight lead, mission commander, or exercise director.
 
The call is made by the offender at the briefed range, typically the flight lead. The offender monitors closing range and modulates power to arrive at the correct airspeed at the fight's on range.
 
'''Range countdown format by setup type:'''
 
{| class="wikitable"
|-
! Setup !! Countdown Method !! Call
|-
| 3,000-foot perch || 500-foot increments || ''"4,500 feet... 4,000 feet... 3,500 feet... FOX 2, FIGHT'S ON"''
|-
| 6,000-foot perch || Held under gun cross until range || ''"FIGHT'S ON"'' at 6,000 feet
|-
| 9,000-foot perch || Tenths of miles || ''"1.8... 1.7... 1.6... FOX 3/2, FIGHT'S ON"''
|-
| Butterfly / HABFM || Called by flight lead at approximately 3–4 NM || '''"Turn in, Fights On"'''
|}
 
----
 
=== Terminate ===
 
'''TERMINATE''' ceases all tactical maneuvering with the terminating aircraft or within a specific portion of a larger scenario. It is used '''when safety of flight is NOT a factor.'''
 
==== When to Call Terminate ====
 
* Reaching BINGO fuel
* DLOs are met or unattainable for a local engagement within a larger scenario
* Training rules or other limits are met (e.g., a 180-degree turn limit)
* Area boundaries have been exceeded, '''where safety of flight is not compromised'''
* Below minimum altitude or within minimum range, but safety is not compromised
* Below 5,000 feet AGL, airspeed below MDS minimum, and within visual range (less than 5 NM) of adversary
 
==== How to Call Terminate ====
 
Initiate with a '''wing rock''', or transmit verbally when a wing rock is not appropriate (night, weather, or own-ship parameters prevent it). Anchor the call geographically or with a BULLSEYE reference:
 
: ''(Callsign), TERMINATE south fight''
: ''(Callsign), TERMINATE fight, BULLSEYE 180/10''
 
Add amplifying information — altitude, aircraft type, geographical feature — when necessary.
 
==== Actions on Terminate ====
 
All aircraft within visual range (less than 5 NM) of the terminated fight will:
# Cease tactical maneuvering with the terminating aircraft, group, or as specified
# Deconflict flight paths and climb or descend to a safe altitude, blocks, or as briefed
 
In a large scenario, radio acknowledgements in roll call fashion are '''not required''', but all affected element leads must ensure compliance.
 
{{Note|Wingmen calling TERMINATE for reasons other than safety of flight will preface the call with '''"REQUEST"''' and await flight lead direction before acting.}}
 
----
 
=== Knock It Off ===
 
'''KNOCK-IT-OFF (KIO)''' is a directive call to cease '''all''' air combat maneuvers, attacks, and activities. KIO ends the '''entire scenario''' and is used when safety of flight is, or may become, a factor. It is the appropriate call any time a developing situation carries a safety implication — including where a boundary violation is '''about to occur''' and the situation could compromise safety.
 
This is the key distinction from TERMINATE: TERMINATE covers the case where a limit or boundary '''has already been exceeded''' with no safety concern. KIO covers the case where the situation '''is developing''' toward danger.
 
==== When to Call KIO ====
 
* A dangerous situation is developing
* An unbriefed or non-participating aircraft enters the area and is a potential hazard
* Weather drops below minimums required to safely conduct the scenario
* Aircraft malfunction affects safety of flight
* Loss of situational awareness that cannot be regained
* Violation of briefed area boundaries '''has occurred or is about to occur''' in a manner that constitutes a safety concern
* Recognised radio failure
* BINGO fuel inadvertently overflown such that a direct flight to primary or alternate is required
* Over-G or exceedance of briefed flight parameters occurs
* Any flight member calls knock it off
 
==== Format ====
 
: '''[Flight callsign], KNOCK-IT-OFF, [short description of hazard if prudent]'''
 
: ''Example: "Raven flight, knock-it-off, hard deck."''
 
Initiation begins with the flight call sign followed by "knock-it-off." A short description of the hazard may be included if prudent.
 
==== Actions on KIO — all participating aircraft will: ====
 
# Acknowledge in '''roll call fashion''' — flight leads on primary frequency; flight members on interflight frequency
# Cease all tactical maneuvering and end the scenario
# Deconflict flight paths and climb or descend to a safe altitude, block, or as briefed
# Address all problems and obtain '''verbal clearance''' from the flight lead, mission commander, or exercise director before resuming or resetting
 
Controllers and ABMs/WDs must immediately relay all KIO and TERMINATE calls to all participating aircraft, including those on separate frequencies.
 
----
 
== Surface Attack Patterns ==
 
''(To be expanded with SOURCE-specific range procedures and AETCTTP 11-1 Chapter 5 content.)''
 
----
 
== BFM Sets ==
 
=== Butterfly Setup ===
 
The butterfly is the standard setup for '''High-Aspect BFM (HABFM)'''. Early in IFF, the canned setup introduces HABFM in a predictable, repeatable environment. On subsequent missions, the pilot is expected to evaluate the tactical situation independently and determine planned merge geometry before the check away.
 
==== Starting Parameters ====
 
{| class="wikitable"
|-
! Parameter !! Value
|-
| Altitude || 15,000 – 20,000 feet
|-
| Fighter airspeed at turn-in || 420 – 450 KIAS
|-
| Formation || Co-altitude, line-abreast tactical
|-
| Objective airspeed at merge || 380 – 420 KCAS (through Bandit CZ)
|}
 
==== Step 1 — Prior to Check Away ====
 
Determine whether vertical turning room (TR) should be built above or below the Bandit. Use the environment to maintain tally advantage — placing the Bandit against a cloud layer improves your visual; placing yourself between the Bandit and the sun degrades theirs.
 
==== Step 2 — Check Away ====
 
The flight lead calls '''check away''' and both aircraft turn '''30–45 degrees away''' from each other. The fighter selects military power and builds vertical TR through a climb or descent while maintaining awareness of the Bandit. If approaching the limits of visual acuity before the fight's on, begin turning back as directed and call '''"Padlocked"''' to indicate tally is being held at the expense of cockpit lookdown.
 
==== Step 3 — Turn In, Fights On ====
 
At approximately '''3–4 NM''', the flight lead calls '''"Turn in, Fights On."'''
 
The Bandit turns into the fighters and references 90 degrees off the original heading. The fighter executes a maximum-performance lead turn, using the combination of vertical and lateral TR built during check away to decrease HCA and fly to the merge objective. Target airspeed through the Bandit's CZ is '''380–420 KCAS.'''
 
{{Warning|Do not look inside the cockpit during the turn-in. The Bandit will be a T-38 rotating towards pure pursuit at over 2 NM — loss of padlock at this stage will result in loss of tally.}}
 
'''Three possible merge outcomes:'''
 
* '''Inside the Bandit's turn radius''' — surrenders the lead-turn advantage and allows the Bandit a reversal opportunity
* '''Through the CZ at correct airspeed''' — desired outcome, arrives with positional advantage
* '''Too far behind the Bandit''' — range builds, costs time and fuel, risks the Bandit exploiting a separation opportunity
 
==== Bandit Behaviour ====
 
The Bandit will not offer an ideal lead turn to a stern conversion. The Bandit will allow some turning room depending on mission circumstances but will '''not typically manoeuvre until the fighter reaches their 3/9 line.'''
 
==== Aerial Gunnery Butterfly (Two-Shooter Sequence) ====
 
When used for live or simulated aerial gunnery against an AGTS/BANNER tow, the sequence is modified as follows:
 
# '''Check away''' — shooters check 45 degrees away and accelerate; tow maintains 200–250 KIAS and checks 30 degrees away
# '''Arm Hot''' — the RCO calls "Arm Hot" during the turn away; shooters arm hot
# '''Turn In, Fights On''' — called by flight lead at the briefed range
# '''Cleared to Fire''' — called by the tow pilot after shooter(s) pass the tow's 3/9 position and the tow begins its continuous turn. '''This is the only call that authorises weapons employment'''
# '''Attack execution:'''
#* The '''first shooter''' manoeuvres to a high-angle tracking shot, then repositions '''high and outside''' of the target's flight path
#* The '''second shooter''' manoeuvres to a lower-aspect gun attack after the first shooter is clear
#* Each shooter confirms the other is clear before firing
#* After the second shooter's attack, '''initiate KIO''' or continue with sequential attacks as briefed

Revision as of 17:22, 19 June 2026

Entry / Exit

Prior to entering the training area, the flight lead directs a FENCE IN check. Wingmen must manage this carefully as the formation will likely already be manoeuvring. The correct technique is to identify the required switch, make a quick glance inside to confirm selection, and actuate it while continuously cross-checking formation position. Wingman priorities during FENCE IN remain unchanged: visual, formation, radios.

On exit, the FENCE OUT follows the same principles. Pilots should anticipate simultaneous direction from the flight lead covering the FENCE OUT, a rejoin, and a frequency change. Chair flying the sequence on the ground beforehand and task-prioritising once airborne prevents saturation.


Training Admin

Radio discipline is the foundation of all training communication. All transmissions must be prefaced with the complete flight call sign, with the exception of wingman acknowledgements. Standard radio calls are structured as:

Call sign → Directive transmission → Descriptive transmission

This ensures the most critical elements — who the call is directed to, and what action is required — are received first. Brevity codes per AFTTP 3-2.5 will be used to the maximum extent possible. Conversational dialogue has no place in fighter cockpits. Wingmen acknowledge with their call sign and repeat any specific data required. All flight members transmit only information essential for mission accomplishment or safety of flight.

Visual signals are standardised per AFPAM 11-205. Non-standard signals may only be used when specifically briefed by the flight lead.


Fights On

FIGHT'S ON initiates a training engagement. It may also restart a scenario following a KNOCK-IT-OFF, once all issues are resolved and verbal clearance is obtained from the flight lead, mission commander, or exercise director.

The call is made by the offender at the briefed range, typically the flight lead. The offender monitors closing range and modulates power to arrive at the correct airspeed at the fight's on range.

Range countdown format by setup type:

Setup Countdown Method Call
3,000-foot perch 500-foot increments "4,500 feet... 4,000 feet... 3,500 feet... FOX 2, FIGHT'S ON"
6,000-foot perch Held under gun cross until range "FIGHT'S ON" at 6,000 feet
9,000-foot perch Tenths of miles "1.8... 1.7... 1.6... FOX 3/2, FIGHT'S ON"
Butterfly / HABFM Called by flight lead at approximately 3–4 NM "Turn in, Fights On"

Terminate

TERMINATE ceases all tactical maneuvering with the terminating aircraft or within a specific portion of a larger scenario. It is used when safety of flight is NOT a factor.

When to Call Terminate

  • Reaching BINGO fuel
  • DLOs are met or unattainable for a local engagement within a larger scenario
  • Training rules or other limits are met (e.g., a 180-degree turn limit)
  • Area boundaries have been exceeded, where safety of flight is not compromised
  • Below minimum altitude or within minimum range, but safety is not compromised
  • Below 5,000 feet AGL, airspeed below MDS minimum, and within visual range (less than 5 NM) of adversary

How to Call Terminate

Initiate with a wing rock, or transmit verbally when a wing rock is not appropriate (night, weather, or own-ship parameters prevent it). Anchor the call geographically or with a BULLSEYE reference:

(Callsign), TERMINATE south fight
(Callsign), TERMINATE fight, BULLSEYE 180/10

Add amplifying information — altitude, aircraft type, geographical feature — when necessary.

Actions on Terminate

All aircraft within visual range (less than 5 NM) of the terminated fight will:

  1. Cease tactical maneuvering with the terminating aircraft, group, or as specified
  2. Deconflict flight paths and climb or descend to a safe altitude, blocks, or as briefed

In a large scenario, radio acknowledgements in roll call fashion are not required, but all affected element leads must ensure compliance.

Template:Note


Knock It Off

KNOCK-IT-OFF (KIO) is a directive call to cease all air combat maneuvers, attacks, and activities. KIO ends the entire scenario and is used when safety of flight is, or may become, a factor. It is the appropriate call any time a developing situation carries a safety implication — including where a boundary violation is about to occur and the situation could compromise safety.

This is the key distinction from TERMINATE: TERMINATE covers the case where a limit or boundary has already been exceeded with no safety concern. KIO covers the case where the situation is developing toward danger.

When to Call KIO

  • A dangerous situation is developing
  • An unbriefed or non-participating aircraft enters the area and is a potential hazard
  • Weather drops below minimums required to safely conduct the scenario
  • Aircraft malfunction affects safety of flight
  • Loss of situational awareness that cannot be regained
  • Violation of briefed area boundaries has occurred or is about to occur in a manner that constitutes a safety concern
  • Recognised radio failure
  • BINGO fuel inadvertently overflown such that a direct flight to primary or alternate is required
  • Over-G or exceedance of briefed flight parameters occurs
  • Any flight member calls knock it off

Format

[Flight callsign], KNOCK-IT-OFF, [short description of hazard if prudent]
Example: "Raven flight, knock-it-off, hard deck."

Initiation begins with the flight call sign followed by "knock-it-off." A short description of the hazard may be included if prudent.

Actions on KIO — all participating aircraft will:

  1. Acknowledge in roll call fashion — flight leads on primary frequency; flight members on interflight frequency
  2. Cease all tactical maneuvering and end the scenario
  3. Deconflict flight paths and climb or descend to a safe altitude, block, or as briefed
  4. Address all problems and obtain verbal clearance from the flight lead, mission commander, or exercise director before resuming or resetting

Controllers and ABMs/WDs must immediately relay all KIO and TERMINATE calls to all participating aircraft, including those on separate frequencies.


Surface Attack Patterns

(To be expanded with SOURCE-specific range procedures and AETCTTP 11-1 Chapter 5 content.)


BFM Sets

Butterfly Setup

The butterfly is the standard setup for High-Aspect BFM (HABFM). Early in IFF, the canned setup introduces HABFM in a predictable, repeatable environment. On subsequent missions, the pilot is expected to evaluate the tactical situation independently and determine planned merge geometry before the check away.

Starting Parameters

Parameter Value
Altitude 15,000 – 20,000 feet
Fighter airspeed at turn-in 420 – 450 KIAS
Formation Co-altitude, line-abreast tactical
Objective airspeed at merge 380 – 420 KCAS (through Bandit CZ)

Step 1 — Prior to Check Away

Determine whether vertical turning room (TR) should be built above or below the Bandit. Use the environment to maintain tally advantage — placing the Bandit against a cloud layer improves your visual; placing yourself between the Bandit and the sun degrades theirs.

Step 2 — Check Away

The flight lead calls check away and both aircraft turn 30–45 degrees away from each other. The fighter selects military power and builds vertical TR through a climb or descent while maintaining awareness of the Bandit. If approaching the limits of visual acuity before the fight's on, begin turning back as directed and call "Padlocked" to indicate tally is being held at the expense of cockpit lookdown.

Step 3 — Turn In, Fights On

At approximately 3–4 NM, the flight lead calls "Turn in, Fights On."

The Bandit turns into the fighters and references 90 degrees off the original heading. The fighter executes a maximum-performance lead turn, using the combination of vertical and lateral TR built during check away to decrease HCA and fly to the merge objective. Target airspeed through the Bandit's CZ is 380–420 KCAS.

Template:Warning

Three possible merge outcomes:

  • Inside the Bandit's turn radius — surrenders the lead-turn advantage and allows the Bandit a reversal opportunity
  • Through the CZ at correct airspeed — desired outcome, arrives with positional advantage
  • Too far behind the Bandit — range builds, costs time and fuel, risks the Bandit exploiting a separation opportunity

Bandit Behaviour

The Bandit will not offer an ideal lead turn to a stern conversion. The Bandit will allow some turning room depending on mission circumstances but will not typically manoeuvre until the fighter reaches their 3/9 line.

Aerial Gunnery Butterfly (Two-Shooter Sequence)

When used for live or simulated aerial gunnery against an AGTS/BANNER tow, the sequence is modified as follows:

  1. Check away — shooters check 45 degrees away and accelerate; tow maintains 200–250 KIAS and checks 30 degrees away
  2. Arm Hot — the RCO calls "Arm Hot" during the turn away; shooters arm hot
  3. Turn In, Fights On — called by flight lead at the briefed range
  4. Cleared to Fire — called by the tow pilot after shooter(s) pass the tow's 3/9 position and the tow begins its continuous turn. This is the only call that authorises weapons employment
  5. Attack execution:
    • The first shooter manoeuvres to a high-angle tracking shot, then repositions high and outside of the target's flight path
    • The second shooter manoeuvres to a lower-aspect gun attack after the first shooter is clear
    • Each shooter confirms the other is clear before firing
    • After the second shooter's attack, initiate KIO or continue with sequential attacks as briefed