AWACS

AWACS is the primary sensor manager, understand BRAA vs. Bullseye.

Key Request Types

  1. Request Picture:
    • You ask: “Chalice, Cowboy 1, Request Picture.”
    • Meaning: “Tell me where all the bad guys are.”
    • Response: “Cowboy 1, Chalice, Picture is 2 groups. Group 1, Bullseye 300, 40 miles, 20 thousand, Track South.”
  2. Bogey Dope:
    • You ask: “Chalice, Cowboy 1, Bogey Dope.”
    • Meaning: “Tell me the closest enemy to me right now.”
    • Response: “Cowboy 1, Chalice, Group BRAA 090, 20 miles, 15 thousand, Hot.” (Bearing 090, Range 20, Altitude 15k, flying toward you).
  3. Declare:
    • You ask: “Chalice, Cowboy 1, Declare target, Bullseye 240, 15.” (Or use “Declare” while locking a target on radar).
    • Response:
      • “Friendly” (Don’t shoot).
      • “Hostile” (Free to shoot).
      • “Bogey” (Unknown, proceed with caution).
      • “Outlaw” (Bogey meeting origin point criteria).

Brevity Codes (The “Dictionary”)

  • Bullseye: A fixed reference point on the map. All coordinates are given as “Bearing from Bullseye, Range from Bullseye.”
  • BRAA: Bearing, Range, Altitude, Aspect (relative to your nose).
  • Spike: RWR indication of an enemy AI radar locking you. “Spike 12 o’clock!”
  • Nails: RWR indication of search radar (not locking yet).
  • Mud: Ground radar (SAM) indication on RWR. “Mud 3 o’clock.”
  • Singer: RWR indication of a SAM launch.
  • Faded: Radar contact lost.

Part 3: Wingman Communications

Controlling AI wingmen in BMS is vital for survival. You issue commands via the UHF radio menu (usually Q or W keys).

Essential Commands

  1. Formation Management:
    • “Go Spread”: Tells wingman to fly 1-2 miles abeam you. Essential for combat to confuse enemy radar.
    • “Rejoin”: Bring them back to close formation (fingertip).
  2. Sensor Management:
    • “Radar On/Off”: Keep them silent until needed (“Fence In”).
  3. Combat Commands:
    • “Attack my Target”: Wingman engages the specific target you have locked.
    • “Weapons Free”: Wingman engages any hostile they see. Dangerous if you haven’t confirmed Friend/Foe.
    • “Clear my Six”: Wingman checks behind you and engages threats.
  4. Status Checks:
    • “Raygun”: You are locking someone to ID them. If your wingman screams “Buddy Spike!” unlock immediately; you are locking him.
    • “Check Fuel”: Wingman replies with fuel state (e.g., “Two is 6.5” = 6,500 lbs).

Checklist

I. PRE-TAXI & TAKEOFF

  • UHF: Set to Ground Freq.
  • VHF: Set to Flight/Package Freq.
  • Request Taxi: “Request Taxi” -> Note Runway & Route.
  • Taxi: Adhere to speed (20kts straight, 10kts turns).
  • Arm Ejection Seat: Prior to runway entry.
  • Hold Short: Switch to Tower Freq.
  • Request Departure: “Ready for Departure.”
  • Line Up/Takeoff: Confirm specific clearance.

II. FENCE IN (Entering Combat Zone)

  • Master Arm: ARM.
  • Lights: OFF (External).
  • Countermeasures: Set program (e.g., PRGM 1).
  • Radar: ON.
  • AWACS Check: “Request Picture”.
  • Wingman: Command “Go Spread”.

III. COMBAT CHECKS (A/A)

  • Target Locked? IFF Interrogate (Alt usually).
  • Not confirmed? Ask AWACS: “Declare.”
  • Firing Radar Missile: Call “Fox 3” (Active) or “Fox 1” (Semi-Active).
  • Firing Heatseeker: Call “Fox 2”.
  • Defensive: If Spiked -> “Chaff/Flare” -> Notch (Place threat on 3/9 line).

IV. RECOVERY (RTB)

  • FENCE OUT: Master Arm SAFE, Lights as required.
  • AWACS: Optional “Request Relief” or just navigate home.
  • Inbound: Switch to Approach Freq ~30nm out.
  • Call: “Inbound for landing.”
  • Approach Type: Visual, ILS, or Overhead.
  • Gear: Down below 250kts.
  • Final: Call “Tower, [Callsign], Final.”
  • Clear Runway: Don’t stop until past the hold short line.

V. BREVITY “CHEAT SHEET”

CodeMeaning
TallyVisual sighting of Enemy.
VisualVisual sighting of Friendly.
No JoyCannot see the Enemy.
BlindCannot see the Friendly/Wingman.
WinchesterOut of ammo.
BingoReached fuel state to return home.
JokerFuel state above Bingo, but time to start wrapping up.
Fox 1/2/3Radar (Semi) / Heat / Radar (Active) missile launch.
PickleBomb release.
RifleMaverick launch.
MagnumHARM (Anti-Radiation) launch.
SplashTarget destroyed (Air-to-Air).
ShackTarget destroyed (Air-to-Ground).

Comms Ladder

This is a Communication Ladder for a typical Falcon BMS mission departing from Kunsan Air Base (RKJK).

This simulation follows the “crawl, walk, run” progression of a flight: Ground -> Tower -> Departure -> Tactical (AWACS) -> Approach -> Ground.

Mission Profile

  • Callsign: Cowboy 1-1, Cowboy 1-2.
  • Location: Kunsan AB (RKJK).
  • Task: CAP (Combat Air Patrol).
  • Frequencies:
    • UHF 2: Kunsan Ground
    • UHF 3: Kunsan Tower
    • UHF 4: Kunsan Departure/Approach
    • UHF 6: Tactical (AWACS - “Chalice”)
    • VHF 15: Victor 15 (Intra-flight)

Phase 1: Ground Operations

Frequency: UHF 2 (Ground) / VHF 15 (Flight)

  1. Radio Check (Internal)
    • Cowboy 1-1 (You): “Cowboy 1, radio check Victor.”
    • Cowboy 1-2 (AI): “Two.” (This confirms he hears you).
  2. Request Taxi
    • Cowboy 1-1: “Kunsan Ground, Cowboy 1-1, request taxi.”
    • Kunsan Ground: “Cowboy 1-1, Kunsan Ground. Taxi to Runway 36 via Golf, Alpha. Altimeter 2992. Winds 340 at 8.”
  3. Taxiing
    • Action: Release parking brake, taxi to the hold short line of Runway 36.
    • Action: As you approach the “hammerhead” (end of runway), stop.
  4. Frequency Change
    • Action: Switch UHF to 3 (Tower).

Phase 2: Takeoff & Departure

Frequency: UHF 3 (Tower) -> UHF 4 (Departure)

  1. Request Departure
    • Cowboy 1-1: “Kunsan Tower, Cowboy 1-1, ready for departure, Runway 36.”
    • Kunsan Tower: “Cowboy 1-1, Kunsan Tower. Winds 350 at 10. Runway 36, cleared for takeoff.”
  2. Takeoff Roll
    • Action: Advance throttle to Afterburner. Rotate at 150 kts. Gear up.
    • Cowboy 1-1 (Internal): “Cowboy 1, rolling.”
  3. Hand-off
    • Kunsan Tower: “Cowboy 1-1, contact Departure.”
    • Cowboy 1-1: “Switching Departure, Cowboy 1-1.”
    • Action: Switch UHF to 4.
  4. Check-in with Departure
    • Cowboy 1-1: “Kunsan Departure, Cowboy 1-1, passing 2,000 for 15,000.”
    • Kunsan Departure: “Cowboy 1-1, Kunsan Departure. Radar contact. Climb and maintain Flight Level 220. Resume own navigation.”

Phase 3: Tactical Area (The Fight)

Frequency: UHF 6 (AWACS - Chalice) / VHF 15 (Wingman)

  1. Frequency Change & Check-in
    • Action: Switch UHF to 6.
    • Cowboy 1-1: “Chalice, Cowboy 1-1, checking in as fragged. Request Picture.”
    • Chalice (AWACS): “Cowboy 1-1, Chalice. Picture is clear.” (Or they might give you a BRAA).
  2. Fence In (Combat Prep)
    • Cowboy 1-1 (Internal): “Cowboy 1, Fence In.”
    • Action: Master Arm ON, Radar ON, Jammer ON.
    • Cowboy 1-1 (Internal): “Two, Go Spread.” (Visual formation change).
  3. Engagement (Simulation)
    • Scenario: You see a blip on radar.
    • Cowboy 1-1: “Chalice, Cowboy 1, Declare target Bullseye 270, 40.”
    • Chalice: “Cowboy 1, Chalice. Target Hostile.”
    • Action: You fire an AIM-120.
    • Cowboy 1-1: “Cowboy 1, Fox 3!”
    • Action: Missile hits.
    • Cowboy 1-1: “Cowboy 1, Splash one.”

Phase 4: Return to Base (RTB)

Frequency: UHF 4 (Approach) -> UHF 3 (Tower)

  1. Fence Out
    • Action: Master Arm OFF.
    • Cowboy 1-1 (Internal): “Cowboy 1, Fence Out. Two, Rejoin.”
  2. Inbound Call
    • Action: Switch UHF to 4 (Approach).
    • Cowboy 1-1: “Kunsan Approach, Cowboy 1-1, inbound for landing.”
    • Kunsan Approach: “Cowboy 1-1, fly heading 160. Descend and maintain 3,000. Expect Vector to Visual Runway 36.”
    • Note: Follow their headings! They will guide you around traffic.
  3. Approach Clearance
    • Kunsan Approach: “Cowboy 1-1, turn left heading 360. 8 miles from touchdown. Contact Tower.”
    • Cowboy 1-1: “Switching Tower, Cowboy 1-1.”
  4. Landing Clearance
    • Action: Switch UHF to 3 (Tower).
    • Cowboy 1-1: “Kunsan Tower, Cowboy 1-1, request landing.”
    • Kunsan Tower: “Cowboy 1-1, winds calm. Check wheels down. Runway 36, cleared to land.”

Phase 5: Taxi & Shutdown

Frequency: UHF 2 (Ground)

  1. Runway Exit
    • Action: Touch down, slow to <20 kts, turn off at a taxiway.
    • Cowboy 1-1: “Kunsan Tower, Cowboy 1-1, clear of the active.”
    • Kunsan Tower: “Cowboy 1-1, contact Ground.”
  2. Taxi to Parking
    • Action: Switch UHF to 2 (Ground).
    • Cowboy 1-1: “Kunsan Ground, Cowboy 1-1, clear of active, request taxi to parking.”
    • Kunsan Ground: “Cowboy 1-1, taxi to parking.”

Practice Script

1. GROUND (UHF 2)

“Kunsan Ground, Cowboy 1-1, Request Taxi.”

(Listen for Runway Assignment)

2. TOWER (UHF 3) - At Hold Short

“Kunsan Tower, Cowboy 1-1, Ready for Departure.”

(Wait for “Cleared for Takeoff”)

3. DEPARTURE (UHF 4) - In Air

“Kunsan Departure, Cowboy 1-1, Passing [Altitude] for [Assigned Alt].”

4. AWACS (UHF 6) - At Waypoint 2/3

“Chalice, Cowboy 1-1, Request Picture.”

“Chalice, Cowboy 1-1, Declare [Bullseye coords].”

5. WINGMAN (VHF 15)

“Two, Go Spread.”

“Two, Attack my target.”

“Two, Rejoin.”

6. APPROACH (UHF 4) - 30nm from base

“Kunsan Approach, Cowboy 1-1, Inbound for landing.”

(Follow headings)

7. TOWER (UHF 3) - On Final

“Kunsan Tower, Cowboy 1-1, Request Landing.”

8. GROUND (UHF 2) - After exiting runway

“Kunsan Ground, Cowboy 1-1, Request taxi to parking.”