DM Test 1-22 Flashcards

1
Q

1/2 Time of Flight Rule:
1. Definition of TOF?
2. Measurements for TOF and 1/2 TOF
3. Why do we use 1/2 TOF?

A
  1. TOF- is the distance that the projectile travels over a given period. 1 TOF is that distance in the projectile’s first second of flight. 1/2 TOF first half second.
  2. TOF: 679m; 1/2 TOF: 373
  3. Range at which the air-to-air target is engaged with the .50 caliber should be approximately 373 meters (1,223 feet) or one-half TOF for improved accuracy. Ultimately, gunners should engage air threats at the maximum range of approximately 679 meters (2,227 feet) or one TOF.
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2
Q

What is Proportional Navigation?

A
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3
Q

Program Manual: RW DM and DACM rules

A
  1. Shall have an AG/O in addition to the Crew chief
  2. All Aircrew shall be TERF qualified.
  3. Hard Deck:
    * 50’AGL for Ground based threats
    * 100’AGL for DM/DACM
  4. All line numbers shall be initiated no lower than 200’ above the hard deck.
  5. DM friendly element will initiate maneuvering line numbers no closer than 200’ between friendly aircraft. Upon 1st indication of the bandit, friendly element will manuever to maintain at least 500’ of seperation during the from all aircraft during the engangement.
  6. For DACM, the adversary will initiate manuevering line numbers.
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4
Q

3 types of ADA:

A
  1. Aimed
  2. Barrage
  3. Curtain
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5
Q

What is the best way to deny inital RADAR acquisition?

A

Terrain Masking

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6
Q

What are the 5 Aerial Gunnery Commands?

A

a. Lock and Load
b. Open Fire
c. Cease Fire
d. Clear and Safe Weapons
e. Sparkle on / Cease Sparkle

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7
Q

What are the 3 Weapons Control Status? Define them.

A
  1. Free- engage anything that is not positively ID as friendly.
  2. Tight- Engage anything that is positively ID’d as enemy
  3. Hold- Only fire in self defense or in response to a formal order.
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8
Q

Define:
1. Bandit

A

a. Bandit: Aircraft identified as enemy, in accordance with theater ID criteria. The term does not imply direction or authority to engage.

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9
Q

Define Bogey

A

Bogey: An air contact that is unidentified but assumed to be enemy. (Not to be confused with unknown.)

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10
Q

Define Blind

A

c. Blind: Indicates an aircrew has lost sight of another member of their own formation. Opposite of visual. It is not used to refer to a bogey or bandit.

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11
Q

Define:
1. Mud
2. Dirt
3. Spike
4. Nail
5. Tickle
6. Naked

A
  1. Mud- Indicates RWR ground threat in target track mode
  2. Dirt- RWR indication of a surface threat in search mode.
  3. Spike- RWR inidicaiton of an AI threat in track or launch mode
  4. Nail- RWR indication of Air interceptor (AI) in search mode.
  5. Naked- No RWR indications. Opposite of Spike/Mud
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12
Q

All lines numbers for: Non-Radar GTR

A
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13
Q

All lines numbers for: Radar GTR

A
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14
Q

All lines numbers for: RW DM

A
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15
Q

All lines numbers for: FW DM

A
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16
Q

Engaged Aircraft Responsibilities

A
  1. Kill the bandit
  2. Remain Unpredictable
  3. Deny The Bandit Weapons Employment
  4. Drive the engagement
  5. Force the bandit to lose sight
  6. Keep sight of the bandit
  7. clear own six
17
Q

Free Aircraft Responsibilities

A
  1. Kill the Bandit
  2. Call for supporting arms
  3. Keep track of the fight
  4. Maintain Energy
  5. Break phase and plane
  6. Maneuver to direct the flight and disengage
  7. Clear engaged six and your own six.
18
Q

ADA Effective Range:

A

The slant range at which a non-maneuvering fighter-type aircraft can expect to receive fire from a particular gun with high probability of HIT.

19
Q

Define: Fights On

A

Call made to begin a manuevering line number such as during DM or GTR training.

19
Q

What are the 5 Axioms of Survival?

A
  1. Lookout Doctrine/Threat Detection
  2. Threat Evaluation
  3. Giving the attack warning
  4. Aircombat Maneuvering
  5. Avioding Detection
19
Q

Define: Commencing

A

Call given to begin non-maneuvering evolutions such as line numbers in DM or GTR

20
Q

Define Contact

A
  1. In air intercept, a term meaning, “unit has an unevaluated target”
  2. acknowledges sighting of a specific ground refrence point.
21
Q

Define: Visual

A

Sighting of a friendly aircraft/ground position; opposite of “Blind”

22
Q

Define: Tally

A

Sighting of a target, bandit, bogey, or en position. Opposite of “No Joy”. Tally (#) are calls used to establish the extent of a crew’s contact with hostile.

23
Q

Helicopter Performance Categories

A
  1. Good Agility / High Ps
  2. Good Agility / Moderate Ps
  3. Good Agility / Low Ps
  4. Moderate Agility / High Ps
  5. Moderate Agility / Moderate Ps
  6. Moderate Agility / Low Ps
  7. High Agility / High Ps
  8. High Agility / Moderate Ps
  9. High Agility / Low Ps
24
Q

Types of Chaff

A
  1. RR-129
  2. RR-144
25
Q

Types of Flares

A
  1. MJU-32: pyrotechnic, Magnesium Teflon, overt
  2. MJU-49: Covert, pyrophoric
  3. MJU-67: Specturally Balanced
  4. MJU-875: training flare
26
Q
A
27
Q

A/A Tacan Seperation

A

63 channel

28
Q

AOB Limits

A
  1. GW less than or equal to 56k lbs and DA less than or equal to 3000’ and A/S less than equal to 130KIAS: 60
  2. GW less than or equal to 56k lbs and DA greater than 3000’ or A/S greater than 130KIAS: 45
  3. GW greater than 56klbs: 30
29
Q

Rule: what seperation should you have prior to beginning a manuevering line number? What should you manuever on first indicaiton of the bandit?

A

200’ & 500’

30
Q

DM engagements shall involve no more than ____ merges or __ 360 degree turns.

A

3 and 2

31
Q

Min Altitude shall friendly aircraft be for a “fights on” call?

A

200’ and 60 KIAS

32
Q

Line Numbers for GTR 2540

A
  1. FWD Hemisphere Engagement
  2. Beam Hemisphere Engagement
  3. Rear Hemisphere Engagement
  4. Box- Any Aspect Engagement
33
Q

Line Numbers for GTR 2541

A
  1. Range Estimation
    * 6miles (RF)
    * 4mile(RF/IR)
    * 2.5(AAA/IR)
  2. Flat Open Terrain Demo
    * 300’ non-manuevering
    * Hover
    * 100’AGL manuevering
  3. Background Clutter
  4. Terrain Masking
  5. Box
34
Q

Line Numbers for 4310:

A
  1. Range Estimation:
    a. 2nm (b) 1nm (c) 1/2 nm
  2. Weapons Engagement
    a) ATGM (b) missiles (c) Rockets (d) Guns
  3. Forward Hemisphere
    (a) Extension (b) Turn
  4. Abeam
  5. Rear Hemisphere
  6. Box
  7. Climb Demo
35
Q

Line numbers for 4311

A
  1. Range Estimation:
    a. 2nm (b) 1nm (c) 1/2 nm
  2. Weapons Engagement
    a) missiles (b) rockets (c) guns (d) bombs
  3. Forward Hemisphere
    (a) head on level turn (b) head to head pop (c) head to head extention
  4. Abeam
  5. Rear Hemisphere
  6. Box