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    ONLINE MANUAL

    After installation, an F18 Super Hornet Program Group will exist on your Start Menu. Inside this Group are shortcuts

    allowing you to install Adobe Acrobat Reader version 4 (use this if you do not already have version 4 of the Acrobat Reader)

    and to view the Super Hornet Reference Manual.

    Install the Acrobat Reader by selecting the appropriate shortcut from the Start Menu and following the on-screen instructions.

    To read the Reference Manual after installing the Acrobat Reader, select shortcut for the Manual from the Super Hornet

    Program Group. The Acrobat Reader will launch automatically and will display the Reference Manual for you.

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    SETTING UP F/ A-18ESUPER HORNET

    Installing your new sim is a straightforward and one-timeoperation. During the installation, you can specify where

    Super Hornetis placed on your hard disk, and whether youwish to install support applications. Once the installation iscomplete, you will still require the DVD disc to be in thedrive in order to satisfy copy protection requirements, andto view the FMV sequences.

    Installing from the DVDPlace the Super HornetDVD in your DVD-ROM drive. If yourcomputer is set to auto-run DVDs (most are by default)then the Language Selection window will appear after severalseconds. When you choose the desired language theLauncher window will appear and you can skip to the nextparagraph. If your computer does not auto-run the DVD,simply double-click your My Computer icon (or open theWindows Explorer), then double-click the icon of the drivethat contains the DVD, and double-click the DVD icon.

    The Super Hornet Launcher

    The Launcher allows you to install Super Hornet and its

    accessories if you havent already done so, or to launch thesim if you have previously installed it. The installation buttonswill be unavailable if the Launcher detects that the associatedapplications exist on your computer.

    Press the main Install button to launch the Setupapplication.Once you have installed Super Hornetyou canpress the Configure button to access the Configuration

    Editor, and press the Playbutton to start the sim. Buttonsare also present that enable you to view the sims Readmefile (last-moment updates, changes and technical issues)and to install the Adobe Acrobat Reader, which is used toview the Super HornetReference Manual.

    Where to place Super HornetThe Setup application will suggest a location on your harddisk into which its files will be copied. You can browse to thelocation of your choice if you wish.

    Super Hornetalso creates a Program Group of its own onyour Start Menu; by default it will be placed in the Programsarea of the Start Menu, but you can choose your own Groupif you wish. If you have created a Group of your own to containgames (called Games, for example), then providing you

    use Windows98 or later you can instruct Super Hornettoplace its Group within your own. To do this, add the textGames\ (the backslash is vital) in frontof the Super HornetGroup text. Dont try this if you use Windows95, though - itwont work!

    After you choose the installation path, Super Hornetwillbegin copying its files to your hard disk. The gauges on theleft of the screen show the progress of the installation.

    Configuring Super HornetAfter Super Hornethas finished copying its files to yourhard disk, you should launch Super Hornets ownConfiguration Editor. A shortcut enabling you to launch theEditor can be found in the Super HornetProgram Group.You can also access the Editor by pressing the Configurebutton with the Super HornetLauncher window.

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    You must run the Configuration Editor before startingthe sim for the first time.

    Although Super Hornet will create a default configurationfor you, it wont decide whether or not to select yourcontrol sticks. Use the Configuration Editor to select yourcontrol sticks yourself.

    Youll find full details of all the options of the Editor in itsown Help area. Just click the Help button at the bottom-right corner of the Editors window to call up Help.

    FIGHTING YOUR WAYTHROUGH SUPER

    HORNET!Success in your missions depends on many skills, butperhaps the most important is the ability to use yourweapons effectively.

    These notes are intended to give you a brief overview of thevarious weapons available to you in your missions, and thedifferent aircraft systems (the avionics) that form animportant part of their operation. In other words, here youll

    find out how to turn the enemy aircraft you see flying infront of you, or the enemy base up ahead, into an impressiveball of fire.

    The paragraphs below are intended to flow as a sequence ofsteps that will take you through the selection, set-up andimplementation of any given weapon. This is known as anattack solution, or weapon solution. All you need to do is

    begin your mission (making a note of the weapons with whichyou are supplied and the location of your target(s)) and headtowards your target. As you enter enemy territory, pausethe simulation (using key [Ctrl & P]), decide whether theweapon you wish to use is for air-to-air or air-to-groundcombat, then read the relevant section below. When youreready, un-pause (key [P]) and get to it!

    Comprehensive instructions on how to use each of yourweapons, and the various avionics systems that work withthem, can be found in the Super Hornetreference manual,which is on the CD and can be viewed using the AcrobatReader. A shortcut that will launch the manual within itsviewer can be found in the Super Hornet Program Group.Remember to install the viewer first.

    Air-to-Air CombatTo fight air battles you need to set up your aircraft to scanthe skies for targets and to offer you the right weapons:

    Set theMaster modePress [Page Up] to toggle Air-to-Air Master mode; thiss the mode you need before you even think about scrappingwith any other aircraft. Check the mode is on by lookingfor the illuminated [A/A] switch on the panel at the far-left of the cockpit. If its dark, it probably means that youtoggled the mode off when pressing the key, so press[Page Up] again or click on the switch with your mouse.

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    Set upthe avionicsThe two cockpit DDIs (Digital Display Indicators) offerseveral display modes that are of use during air combat,primarily the Stores Management System, which showsyou the weapon types and quantities that you are carrying,and the radar, which shows you where other aircraft are.Use keys [ [ ] and [ ] ] to cycle through the display modes

    of the left and right DDI screens respectively.Alternatively, click the bottom-middle pushbuttons(labelled MENU) to access the full range of displaymodes, then click the pushbutton of the mode you want.Diagrams of both the Stores Management System andRadar displays can be found in Chapter 9 of the referencemanual (pages 161 and 139, respectively), if youreunsure of what they look like.

    Pick andarmyour weaponYou have three air-to-air weapons, which are selected byclicking their names on the Stores Management systemdisplay, or by cycling through them with the [Return] key.If youre using a joystick, button 2 will also cycle theweapons. Make sure the weapons is armed (ready tofire) by checking the position of the Master Arm switch,located under the [A/A] switch at the far-left of the cockpit.It should be set to the ARM position.

    Choosing which weapon to useEach of the air-to-air weapons has its own applications:

    TheM61A1VulcancannonYour gun is your most basic weapon. You always have itavailable, but it is only useful over quite close ranges,and is extremely hard to aim at moving targets. A verysmall ammunition count coupled with an insanely highrate of fire means that this isnt the easiest weapon toget to grips with!

    SidewindermissilesSidewinders are short-range missiles - useful when youare between roughly 1 and 10 miles from a target. Theyare heat-seekers, capable of homing in on their targetautomatically, so you can fire and forget about them.

    AMRAAM missilesAMRAAMS (or Slammers) are medium-range missiles,and can be used from ranges of between roughly 5 and40 miles from a target. They are radar-guided, and need

    a little longer to lock onto a target after launch. Once ontheir way, though, their own radar receiver guides themaccurately to their targets so, again, you can fire andforget about these babies.

    Using the radar

    Use your radar to designate (select) targets prior toengagement(firing at them). You did call up the radar in aDDI when we told you to earlier, right?

    You have to designate a target so that the F-18s avionicscan track its position and supply you with weapon launchinformation. There are several air radar modes, each of whichhave their own applications.

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    Three of the modes allow manual acquisition, meaning thatyou must choose a target yourself.

    These are RangeWhileSearch(RWS), VelocitySearch(VS)and Track While Scan (TWS). Each mode uses a slightlydifferent scanning method and will produce a slightly differentpicture of the sky ahead of you. Check out Chapter 9 of the

    reference manual for the full details, or flick through themanual modes (with the pushbutton at the top of the leftcolumn of buttons around the radar DDI) until you see targetsthat you want to attack.

    Targets appear on the radar display either as small solidblocks, or as small half-rectangles shaped like a staple.The blocks are used when there is no other information todisplay for the target; the half-rectangles appear along withinformation such as the targets direction of flight, its speed,and so on. Both the block and the half-rectangle are called

    target symbols.

    ManuallydesignateatargetAll you have to do is click on the target symbol with yourmouse. As soon as you do, a small box will appear on theHead-Up Display (its called the target designatorbox,or just TD) which shows you where the radar is nowlooking, and therefore where the target is. The radar willswitch into a new mode, SingleTarget Track(STT), in orderto give you full details on the target.

    There are four other modes that perform automaticacquisition, and choose targets themselves. These are WideAcquisition (WACQ), Vertical Acquisition (VACQ), Boresight(BST) and AutoAcquisition(AACQ). They function by acquiringthe first target they detect within a predefined scan patternand selecting STT mode. The pattern used and the volume

    of air scanned differs according to the mode used. Chapter9 of the reference manual will give you all the detailson this.

    Attacking

    Now that a target is designated, its time to take it down.

    Get in positionIf you have selected Sidewinders or AMRAAMs, you willhave a steering doton the HUD. Manoeuvre the F-18 sothat the steering dot is in the centre of the HUD andclose in on the target.

    If youre using the gun, then the gunsight itself tells youhow to steer. You have to try to keep the gunsight centredon the TD box.

    Get in rangeClose in on the target. The distance between you isrepresented by a scale that curves around the inside ofthe large circle on the HUD. When the scale moves withinthe minimum and maximum range markers then yourtarget is within weapons range.

    If youre using Sidewindermissiles, youll notice one otherguidance aid: Youll start to hear a low-pitched continuoustone produced, which will increase in pitch (and seeminglyin volume) until it is quite ear-piercing. This is the

    Sidewinderlock tone, and is the missiles way of tellingyou how strong a lock it has on the target. The higher thetone, the better.

    Shoot!When youre in range and lined up you will get a shootcue. You cant miss this; the word SHOOT flashes up

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    above the TD box and means that all the conditions areright for firing. Dont waste time, just pull the trigger (orpress [Space]) and fire!

    If you dont get the shoot cue, it could be because:

    You havent got a weapon selected and armed : seePick andarmyour weapon, above.

    You havent designated a target : if using AMRAAMs,the radar should be in STT mode too. See Usingtheradar, above.

    Youre not in position : if using missiles, the steeringdot must be within the large circle on the HUD, if usingthe gun, the gunsight must be dead-centre over thetarget.

    Youre not in range : the target range marker mustbe within the weapons minimum and maximum firingranges.

    Air-to-Ground CombatTo carry out strikes against ground targets, you must againset up the aircraft to scan for targets correctly and give youthe correct weapons.

    Set the Master modePress [PageDown] to toggle Air-to-Ground Master mode,which you need before you can do any ground attacks.

    Check the mode is on by looking for the illuminated [A/G]switch on the panel at the far-left of the cockpit. If itsdark, then the mode was probablyalready on, so press[PageDown] again or click on the switch with your mouse.

    Set upthe avionicsSeveral DDI modes are of use during ground attack, andyou may find yourself swapping between them more

    frequently during these kinds of missions than duringair-to-air combat. However, the radar is still your mostuseful sensor, and youll usually want this kept active onthe right-hand DDI. Keys [ [ ] and [ ] ] cycle through thedisplay modes of the left and right DDI screensrespectively. Alternatively, click the bottom-middlepushbuttons (labelled MENU) to access the full range

    of display modes, then click the pushbutton of the modeyou want. The radar looks a little different in theair-to-ground Master mode; there are diagrams inChapter 10 on the reference manual that will remindyou of what the ground radar display looks like.

    Pick andarmyour weaponThere is a much wider variety of air-to-ground weapons-thirteen, including the Vulcan cannon. Selection isperformed in the same way as with air-to-air weapons,

    either by clicking their codes on the Stores ManagementSystem display, cycling through them with the [Return]key or by pressing button 2 on a connected joyst ick.Check that the Master Arm switch is set to the ARMposition; click it with the mouse if it isnt.

    The weapon codes that appear on the SMS display arelisted in the paragraph below for your reference.

    Choosing which weapon to use

    All of the air-to-ground weapons can be grouped into twocategories: ballistic (sometimes called dumb) weapons, andguided (or smart) weapons. Furthermore, a small numberof weapons have special methods of delivery, which welllook at later.

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    Weaponname Weaponcode Type Effective range

    Vulcancannon N/a - ammo Ballistic 5+ nm (alt.)*

    High explosive / anti-armour Rockets M151 / M257 Ballistic 5+ nm

    General Purpose free-fall bombs 82 / 83 / 84 Ballistic 5+ nm (alt.)

    General Purpose retarded bombs 82R / 83R Ballistic 5+ nm (alt.)

    General Purpose laser-guided bombs 82LG/83LG/84LG Laser-guided 10+ nm (alt.)

    BLU-107 Durandal Bombs DUR Ballistic 5+ nm (alt.)

    CBU-87B Combined Effects Munition 87B Ballistic 5+ nm (alt.)

    CBU-89B GatorMine Dispenser 89B Ballistic 5+ nm (alt.)

    CBU-97B Wide-Area Anti-Armour Munition 97B Ballistic 5+ nm (alt.)

    AGM-65E Laser-guided Maverick LMAV Laser-guided 1 - 17+ nm

    AGM-65F Infrared homing Maverick IMAV Guided 1 - 17+ nm

    AGM-84D Harpoon HP Guided 10 - 60+ nm

    AGM-84E Stand-off Land Attack Missile SLAM Guided 5 - 60+ nm

    AGM-88A High-speed Anti-Radiation Missile HARM Threat-radar guided 2 - 30+ nm

    AGM-154A/B Joint Stand-Off Weapon JSOW Guided 1 - 40+ nm (alt.)

    GBU-29/30/31/32 Joint Direct Attack 82J / 83J / 84J Guided 5+ nm (alt.)

    Munition

    * Effective ranges suffixed (alt.) indicate that your altitudeat release directly affects the range of the weapon; the higheryou fly, the further your weapons will fall.

    You will be assigned weapons according to the missions youundertake, and will be told in your mission briefing whichweapons to use for each mission target.

    The weapons section in Chapter 10 of the reference manualwill fill you in on the backgrounds, applications, andspecifications of each weapon, as well as provide the specificson their use, of course. Later in these notes, well providean overview of how to attack a target with a ballistic and aguided weapon.

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    Using the radar

    In most ground attack situations you will designate targetspicked up by the radar, just as you do during air-to-air combat.In Air-to-Ground Master mode, the radar always looks downto scan the ground ahead of you.

    The ground radar, as it works in Super Hornet, has threemodes of operation that you cycle through using the top-leftpushbutton of the radar DDI (marked either MAP, GMTor SEA, depending on the current mode). All of them aremanual acquisitionmodes, so you need to designate targetsyourself. The modes are:

    Real-BeamGroundMap(MAP)This mode can produce a radar map of the terrainahead of your aircraft. Use it to detect fixed targets,such as buildings and stationary vehicles.

    GroundMovingTarget (GMT)This mode only shows targets; use it to find movingground targets.

    SeaSurfaceSearch (SEA)This mode also only shows targets; in fact it will onlyshow targets on the surface of water.

    Chapter 10 of the reference manual has full details of themodes, explaining how they work and why you need to usedifferent modes to track different types of targets.

    Targets appear on all the ground radar displays as smallsolid blocks. Pre-briefed targets (those that you wereinformed of in your mission briefing) will appear on thedisplays in red.

    Manually designate a target on the radar. To designate atarget, click on it the target block with your mouse. Becauseyoure in Air-to-Ground Master mode, a small diamond willappear on the Head-Up Display (this is the target designatordiamond, or TD, which showed up as a box in Air-to-AirMaster mode). Again, the TD shows you where the radar islooking, and therefore where the designated target is located.

    The target block on the radar display will change to thehalf-rectangle symbol to indicate that it has beendesignated. If the radars TRACK mode is enabled (usingthe rightmost of the top row of pushbuttons around theradar display) then the radar will forget its other targetsand concentrate on the designated target exclusively.

    If the radar hasnt designated the target you wanted, justclick again, or tap [Ctrl &D] to cycle through pre-briefed(red) targets.

    Delivering ballistic (dumb) weapons

    You can deliver most of these kinds of weapons in one oftwo ways: you can let the F-18s computer determine thebest time to release the weapon, or you can make thedecision yourself. If you want to attack any point other thana specifically designated target then you must handle theweapon release manually.

    Select theballistic delivery modeCall up the SMS display on a DDI screen. When you select anyballistic weapon other than rockets or the gun, you will see twochoices, CCIP and AUTO listed on the left hand side of thedisplay (rockets and cannon always operate in CCIP mode).Using the associated pushbuttons, choose AUTO to have theF-18 determine the release time, or CCIP to decide for yourself.

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    Deliver inAUTOmodeWhen set to this mode, you will see a long vertical lineand a countdown timer, among other symbols, appearon the HUD. Fly the F-18 so that the vertical line crossesthe TD diamond, and as the countdown approaches zero,hold down the weapon release trigger (or hold down[Space]). When in position, your weapons wil l

    be released.

    Or deliver in CCIP modeWhen using any ballistic weapon other than rockets orthe gun you will see a line extending down from the velocityvector symbols with a small cross at its end. The crossshows you the point on the ground where your weaponswill hit the ground if you released them at that moment.All you have to do is fly the F-18 so that the cross touchesthe point on the ground that you want to attack, andpress the weapon release trigger (or press [Space])to release.

    When using rockets or the gun you will see a circularsight which indicates where your projectiles will head.Fly so that your target appears at the centre of the circleand press the trigger (or press [Space]) to fire.

    Ballistic weapons are very flexible and you can set up theparameters of their delivery to suit your needs. Scan throughChapter 10 of the reference manual, particularly the sections

    on the Stores Management System and Weapon Packagesto learn about doing this.

    Delivering guided (smart) weapons

    These really are true point and shoot weapons. You dontneed to worry too much about line-up or about timing theweapon release.

    Get in positionNo problem here, just check that the TD diamond isdisplayed in full on the Head-Up Display. Actually, youdont need to line yourself even that much. As long as theradar can still see the target, the chances are good thatyour weapon can fly to it. Of course, weapons have abetter chance of manoeuvring to their target when it lies

    straight ahead of them, especially at close range.

    Get in rangeThe range to your target is displayed on the right of theHUD. You do not receive any release prompts when usingguided weapons in Air-to-Ground Master mode, so youtake a few moments to scan through the weaponsinformation contained in Chapter 10 of the referencemanual and look up the effective ranges of each weapon.You can find most of what you want in the ChapterReference section.

    Some tips on weapon range:

    In general, guided weapons cannot effectively reacha target if released within a mile or so of it.

    Most guided weapons are effective up to ranges ofabout 10 or 20 miles. Stand-off weapons generallyfunction well from ranges of about 20 to 50 miles.

    The furthest ranges are achieved by releasing theweapons at high altitude.

    Release!When you judge that the time is right, press theweapon release trigger (or press key [Space]) torelease a weapon.

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    Laser-guided weapon delivery

    When using laser-guided weapons such as the AGM-65EMaverickand laser-guided General Purpose bombs, you needto use another of the F-18s sensors.

    The Forward-Looking InfraRed (FLIR) unit is primarily usedfor navigation and ground target identification, but it alsoincorporates a laser illuminator that, when used inconjunction with the Laser Detector/Tracker (LDT), provideslaser-guidance to weapons such as those named above.

    You can illuminate a target manually or have it doneautomatically. The automatic method is completelytransparent to you: when you designate a target with theradar the FLIR is commanded to point in the same directionas the radar and therefore illuminates the targetautomatically.

    However, if you intend to attack a location that does notprovide targets for the radar to track then you must workmanually:

    Activate the FLIR andLDTThe FLIR must be turned on before it can be accessed, andthe LDT must be turned on before it can pass on targetcoordinates to your weapons. There are switches at thebottom-right corner of the cockpit forboth systems; turnthem both on.

    Select the FLIRSelect the FLIR in one of your DDI displays. Press the MENUpushbutton, then press the FLIR pushbutton. The FLIR canalso be selected on the Up- Front Control Display at the

    top-centre of the cockpit but it cannot be manipulated there,so stick with the DDI display for now.

    Locate atargetMove the steerable head of the FLIR with the ThrottleDesignator Controller (TDC). We simulate the TDC inSuper Hornetwith the mouse and also with a set of keys,which can be assigned to a HOTAS system if desired.Hold down the secondary action button (rightmousebutton or key [Delete]) and move the TDC (keys

    [I], [K], [O] and [P], assigned joystick switch, or by movingthe mouse) until you find a target. You can alter the viewingangle and zoom in and out using keys [], or byclicking the pushbuttons along the top of the FLIR display.

    Illuminate atargetOnce a target is in the FLIRs sights, press the TDCprimary action button (left mousebutton or key [Insert]).The FLIR will now track the coordinates, and the LDT willrelay them to your laser-guided weapons.

    Deliver!With the target point illuminated, you can now deliveryour weapons using the methods described above.

    HARM weapon delivery

    The final special-case weapon that we need to consider isthe AGM-88A High-speed Anti-Radiation Missile, knowninformally as the HARM.

    The HARM responds to targets detected by your aircraftsthreat-warning system, and there are two ways to usethese missiles:

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    Automatic releaseThe default operating mode for the HARM, known asSelf-Protect mode, responds to threats automatically.When it detects a critical threat, it will display the promptHARM on your head-up display. It will also automaticallypull the weapons system back to armed HARMs; all youneed to do upon seeing the prompt is to pull the trigger

    (or press [Space]) to launch a missile at the threat.Manual release

    The second method of operation for the HARM is known asTarget Of Opportunity, orTOO, mode. To use this mode youneed to use the HARMs own display,which appears in theDDI screen when a HARM weapon is selected for use. Thedisplay can also be called up from the avionics main menu,by pressing the pushbutton labelled HARM. Full details ofthis selection method are in the reference manual.

    With the HARM display visible, simply click on a targetsymbol to hand that target off to the selected missile. Youcan then fire at will. Explanations of how the HARM systemoperates, and of the differences between the target symbolsshown on the HARM display, are given in Chapter 10 of thereference manual, and also in the section detailing the ThreatWarning System, in Chapter 7.

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    Weapon usage checklists

    Air-to-Air weapons

    Vulcancannon Sidewindermissiles AMRAAM missiles Set Air-to-Air Master mode Set Air-to-Air Master mode Set Air-to-Air Master mode Set up the avionics Set up the avionics Set up the avionics Pick and arm the cannon Pick and arm Sidewinders Pick and arm AMRAAMs Designate a target Designate a target Designate a target Get in position Get in position Get in position Get in range Get in range Get in range Shoot! Shoot! Shoot!

    Air-to-Ground weapons

    Vulcancannon HE/ Anti-Armour Rockets GPfree-fall/retardedbombs Set Air-to-Ground Master mode Set Air-to-Ground Master mode Set Air-to-Ground Master mode

    Set up the avionics Set up the avionics Set up the avionics Pick and arm the cannon Pick and arm rockets Pick and arm bombs Select mode for ground radar Select mode for ground radar Select mode for ground radar Designate a target Designate a target Designate a target Fly course to target Fly course to target Choose CCIP or AUTO Shoot! Shoot! Fly course to target

    Release!

    GP laser-guided bombs BLU-107 Durandal Bombs CBU-87B Combined Effects Set Air-to-Ground Master mode Set Air-to-Ground Master mode Munitions

    Set up the avionics Set up the avionics Set Air-to-Ground Master mode Pick and arm bombs Pick and arm Durandal Set up the avionics Select mode for ground radar Select mode for ground radar Pick and arm CBU-87B CEMor Designate a target Select mode for ground radarLocate target area via FLIR Choose CCIP or AUTO Designate a target Designate a target Fly course to target Choose CCIP or AUTO

    Choose CCIP or AUTO Release! Fly course to target

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    Fly course to target Release!

    Release!

    CBU-89BGator MineDispenser CBU-97BWide-AreaAnti-Armour AGM-65ELaser-guidedMaverick

    Set Air-to-Ground Master mode Munition Set Air-to-Ground Master mode Set up the avionics Set Air-to-Ground Master mode Set up the avionics Pick and arm CBU-89B Gator Set up the avionics Pick and arm 65E Maverick

    Select mode for ground radar Pick and arm CBU-97B Select mode for ground radar Designate a target Select mode for ground radar or Choose CCIP or AUTO Designate a target Locate target area via FLIR Fly course to target Choose CCIP or AUTO Designate a target Release! Fly course to target Get in range

    Release! Release!

    AGM-65FInfraredMaverick AGM-84DHarpoon AGM-84EStand-off LandAttack Set Air-to-Ground Master mode Set Air-to-Ground Master mode Missile Set up the avionics Set up the avionics Set Air-to-Ground Master mode

    Pick and arm 65F Maverick Pick and arm Harpoon Set up the avionics Select mode for ground radar Select SEA radar mode Pick and arm SLAM Designate a target Designate a target Select mode for ground radar Get in range Get in range Designate a target Release! Release! Get in range

    Release!

    AGM-88A High-speed Anti- AGM-154A/B J oint Stand-Off GBU-29/30/31/32 J oint DirectRadiation Missile Weapon Attack Munition Set Air-to-Ground Master mode Set Air-to-Ground Master mode Set Air-to-Ground Master mode Set up the avionics Set up the avionics Set up the avionics Pick and arm HARM Pick and arm JSOW Pick and arm JDAM Designate a threat Select mode for ground radar Select mode for ground radar Release! Designate a target Designate a target

    Get in range Get in range Release! Release!

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    NOTES

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