Roger Davis
Marine Commander Staff
34 Years Old Major Aerilon Native
[brw1775|militaryapps]Sic Loquimur Omnes
Posts: 873
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Post by Roger Davis on Aug 12, 2013 9:48:46 GMT -5
Viper Pilot Duties Everyone wants to play a Viper pilot, the rockstars of the Colonial Fleet. Before you get to it though, you might want to give this guide a quick read to learn more about your character’s job. 1. The Basics 2. Ship Life 3. Viper MK VII 4. CAP Duties 5. Other Standard Duties
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Roger Davis
Marine Commander Staff
34 Years Old Major Aerilon Native
[brw1775|militaryapps]Sic Loquimur Omnes
Posts: 873
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Post by Roger Davis on Aug 12, 2013 9:51:49 GMT -5
The BasicsFirst and foremost, what is a Viper pilot? As you’ll read later, Vipers are the air/space superiority fighter of the Colonial Fleet. They are the standard small craft for all Colonial stations whether they be ships (large Battlestars to tiny Patrolstars), space stations (large shipyards to small outposts), or ground bases (massive military bases to remote installations with a single airstrip). The Viper has become the iconic symbol of the Fleet. The brave men and women that fly them are naturally the Viper pilots. There are tens of thousands of Viper pilots in the Fleet so generalizations might be unfair, but for the most part Viper jockeys are stereotyped as ambitious, self-confident, and adventurous. Due to the requirements of their jobs they are also often very athletic (strong and in shape, but by no means massive and burly), short (and by this I mean not overly tall, a 6’4” pilot will be quite cramped in the confines of his Viper cockpit), and intelligent (you’re flying a multimillion cubit piece of machinery powered by some of the most advanced and cutting edge sciences of Colonial Society… it’s not you’re grandpa’s pickup). Although they might have the reputation as the “bad boys” and “rule breakers” of the Fleet, Viper pilots are still officers of the Twelve Colonies. They carry a great deal of respect, prestige, and authority. They are expected to uphold the high ideals of the Service, to conduct themselves appropriately at all times, and to perform their duty to the best of their ability. After completing some form of school and earning their commission (more information found here), the officer must then attend flight school and “earn their wings” i.e. qualify to fly the Viper. Although one might receive some basic training in a previous course, no one comes out of school (i.e. academy, college, or OCS) with their wings. You graduate, indicate your interest in becoming a Viper pilot, take a preliminary aptitude test, and then pray that you get accepted. Flight school is a six to twelve month program that goes from basic classroom instruction to flight simulators and then finally out to the real thing. This is not at all like a civilian license. In addition to basic flight, you will learn and become proficient in all forms of combat maneuvers and operations because every time you get sent out in your Viper it literally is your life on the line. No one who does not “have what it takes” will earn their wings and their spot in the seat of a Viper. For those with the time and inclination, some Viper pilots will also qualify either in flight school or later in their service as Raptor pilots as well. Viper pilot ranks range from O-1 to O-5. Again, it is difficult to generalize but for the most part (and assuming a Battlestar and not some smaller vessel where the CAG might be a LT), the fresh pilots are Ensigns, the “middle” pilots are the Lieutenant JGs, the senior pilots are Lieutenants, some (but not all) squadron leaders will be Captains, and the CAG might be a Major. Once you get above that, you will be promoted out of the Viper Wing. It’s not all bad news though. Viper pilots and more likely to become senior command officers (i.e. XO, CO, and even Admiral) than any others.
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Roger Davis
Marine Commander Staff
34 Years Old Major Aerilon Native
[brw1775|militaryapps]Sic Loquimur Omnes
Posts: 873
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Post by Roger Davis on Aug 12, 2013 9:53:43 GMT -5
Ship Life Living Arrangements Like most others onboard, Viper pilots are bunked in groups of ten. Their twenty pilot squadrons are thus split into two rooms, typically adjacent to one another. These quarters are located within the main “body” of Hyperion but are situated toward the side of the ship, port or starboard depending on which flight pod that individual squadron is based from. Thus, the pilots have a short “commute” to work, and in the event of an emergency they can reach their Vipers and join the fight as quickly as possible.
Aside from their basic arrangements, pilots have access to all other basic living areas of the ship: gym, lounges, rec rooms, library, shooting ranges, etc. Pilots may eat in officer’s mess although they are also permitted in the general mess (without express invitation they are not to eat in the chief’s mess).
Watches Like nearly all other members of the crew, pilots work on watches as well: four hours on, eight off, four on, eight off. The off time is divided generally as the pilot wishes between sleeping, meals, exercise, recreation, and basic errands. Occasionally one might have a specific meeting, training session, drill, or something like group PT scheduled during one’s off-duty time. Speaking of PT, although it might seem like Pilots just sit in a chair all day, their job actually requires a great deal of physical strength to pull off the types of maneuvers they perform. As mentioned, an entire squadron might be led in PT together but many pilots in their off time work on their own to tone their bodies and remain in top physical shape.
While on duty, pilots will be one of three places. They will either be: in their Viper and in the Black; on the Deck and ready to launch if called upon; or in the Pilot Ready Rooms nearby (all of which will be covered in sections below). When on watch, all pilots whether actually in a Viper or not, will be wearing their flight suits and ready to go at a moment’s notice.
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Roger Davis
Marine Commander Staff
34 Years Old Major Aerilon Native
[brw1775|militaryapps]Sic Loquimur Omnes
Posts: 873
|
Post by Roger Davis on Aug 12, 2013 10:12:29 GMT -5
The Viper MK VII The Viper is the basic air/space superiority fighter of the Colonial Fleet. There are hundreds of thousands of Vipers in service across Colonial Space at nearly every Colonial Military facility in existence. For a Viper pilot, the Viper is their way of life. For the Commander, the Viper is their greatest tool. For the enemy, the Viper is the harbinger of defeat.
Viper History The Colonial Viper traces its roots back to an atmospheric fighter of the Caprican Defense Forces during the Pre-Cylon War period of the 1940s, the first “Viper”. By 1950 the Viper MK I had been developed from it as an interstellar model. In ’52 this design was adopted and implemented by the new born Colonial Fleet for use in the First Cylon War. This basic design was soon improved upon with the MK II a few years later, and during the final years of the war the new MK III saw service and became the standard vessel of that turbulent and uncertain post-war period.
The Mark Four Viper came out in ’69 after five years of peace as part of the “new” Fleet. It was a period of transition from rushed wartime production with the goal of getting as many ships as possible to a more “cold war” setting of producing better and smarter equipment. Thus the MK IV came out in the same timeframe as the new and smaller Valkyrie Class Battlestar.
The MK IV had a longer service record than any other model, lasting for fifteen years until 1984 when it was finally phased out with the new MK V, once again a “next gen” fighter that came with a Fleetwide updating. Although the Cylons had been quiet, it was suddenly determined that the Colonies were extremely vulnerable having not performed a significant update in fifteen years. The MK V was the first step in fighting this complacency.
The MK VI followed eight years later in ’92. This model was rather unremarkable, notable mostly only as an easily identifiable stepping stone between the MK V and what would later replace it, the MK VII. Most current pilots of the Fleet first flew in (or at least were trained in) MK VIs.
The current class of Viper, the MK VII arrived in service in early ’99, once again heralding in a new class of Battlestar that would shortly follow it into service, the Titan Class. From the MK I to the MK VII, the Viper is a story of over fifty years of improvements. The MK VII is larger, faster, sleeker, more powerful more heavily armed, and “smarter”. With the upcoming plans to install the CNP in each individual Viper, it is certain to become an even more proficient weapon of war.
Ship Capabilities The Viper MK VII is 9.9m x 3m x 5.6m and powered by three aft mounted TT engines with numerous RCS directional thrusters aiding in maneuvering. Each Viper is armed with three forward-firing 30mm Thraxon Kinetic Energy Weapons (1 in each wing and 1 in the vertical stabilizer), each cannon having a maximum 1000 round capacity. In addition, the Mark Seven has four hardpoints capable of mounting missiles, spare fuel tanks, or other equipment.
The MK VII is capable of both space as well as atmospheric flight. However, it is important to note that the Viper performs best in space. The relatively small wingspan requires greater speed to create the necessary lift to keep the fighter aloft in atmosphere. The requirement for lift to counter balance gravity and other atmospheric effects also requires a massive increase in power and thus fuel consumption compared to the very little resistance and the ease of movement in space. In short, atmospheric flights are more taxing on the Viper’s engines, drain the fuel reserves much faster, and generally presents a more difficult environment for a pilot to fly in (assuming they are trained for space).
As far as defensive measures go, the Viper is equipped with a range of counter measures. The most simple (and the ones that probably shouldn’t even be mentioned as counter measures) are the great maneuverability and the limited armor plating that protect both Viper and pilot from harm. As far as dedicated countermeasures go, the Viper is equipped with a series of decoys that can be released behind the fighter to hopefully deceive any incoming missiles and literally take the hit for the Viper. These decoys come in three varieties: dumb (just a hunk of metal, intended to deceive basic tracking missiles), heat (space version of a flare, intended to deceive missiles locked on to the Viper’s heat source), and electronic (decoys emitting a signal, intended to deceive missiles locked on to the Viper’s signal).
In addition to decoys, the Viper also has both active and passive electronic counter measures (though nowhere near the level of a Raptor’s system). The Viper constantly jams both enemy DRADIS as well as potential missile locks. For those missiles that get through, the Viper’s systems can actively attempt to “hack” them. If successful, the incoming missile might be deceived and veer of course, it might explode prematurely, or it might even be commandeered and turned back on those who fired it. This might seem amazing until you realize how difficult it is to actually pull it off. In a one-on-one fight when the missile is launched at you from far off you might very well take it out this way. However, in a massive confused battle with hundreds of enemy targets flying about, dozens of random missiles heading every which way, and that one with your name on it was launched from very close range then you might very well be fraked. Suffice to say, the Cylons are much better at taking out missiles by EC than are the Colonials.
The Viper MK VII is equipped with a model 24C ejection seat. Although a Viper’s cockpit is pressurized and heated , all Viper pilots wear a separately pressurized flight suit in the event of decompression or even the need to eject completely from the craft. The Viper cockpit is hardened to withstand anything but a direct hit (e.g. shrapnel and debris impacts) and also shields against radiation (although it has its limits). If the Viper is lost, the ejection module will emit a locator signal for SAR efforts and when in atmosphere will also deploy a parachute to ease the pilot’s landing. The 24C seat is also equipped with basic rations, a small survival kit, and a basic combat kit for SERE (Survival, Evasion, Resistance, and Escape).
Compared to earlier models, the MK VII’s controls and interface are nearly completely computerized rather than the antiquated analog systems of Vipers from decades past. At the individual Viper level this allows for generally improved targeting and more accurate information display on basic systems. At the squadron or air wing level this allows for the easy dissemination of information by means of digital way points and IFF systems to create target lists, mark friendlies, issue and receive orders, etc.
Over the past forty years, the maneuverability of the Viper has also improved slightly from the MK II’s already impressive 180 degree vertical rotation speed. The Mark Seven can now perform the same feat in just .3 seconds. A skilled pilot can literally make the MK VII dance. It is a deadly maneuverable craft.
Finally, the MK VII is equipped with three retractable landing struts that are capable of being magnetized. Therefore, not only can the Viper touch down and land traditionally, but it may anchor itself once landed (e.g. when landing in the vacuum of space where gravity is not naturally going to hold your bird where you landed it). This magnetic lock is also used when launching via launch tube to secure the Viper to the catapult.
Getting In and Out Releasing sometimes hundreds of Vipers quickly into combat can become quite an exercise considering you don’t want to simultaneously vent your ship’s atmosphere. Thus getting in and out of the ship is a bit more complex than starting your engine and flying in and out.
Launch Tubes Vipers are primarily launched via the tubes that line the side of the Deck (50 launch tubes per flight pod). The Deck crew will taxi the Viper into position. The Viper will be magnetically locked (maglock) onto the launch tube’s catapult. The massive airlock doors of the tube will seal behind the Viper and then the doors at the end of the tube will open to space. Next the technician in the launch booth and the pilot will clear the Viper for launch. Finally the catapult will activate and accelerate the Viper out of the tube and release it into space.
This process can happen much faster than it might seem after reading all of those steps. In short, however, the message to take away from this is that Viper pilots cannot just go and take off on their own and go for a joyride (at least without help). It’s also important to know that unlike the original 1978 BSG series, Vipers are catapulted out rather than launching due to the Viper firing their afterburners and rocketing out of the launch tube.
Hanger Deck Takeoff The alternative to launch tube take off is a launch directly from the hanger deck, the same way that the Raptors have to launch. Vipers will be lifted up to the main hanger via elevators. Once there they will disengage the magnetic lock between their skids (landing gear) and the deck. Once “free” of the ship they will merely engage their engines and fly off in a traditional manner.
The issues with such a launch are that: launching numerous vessels like this all at once can become a bit of a clusterfrak without the aid of tubes all funneling them in their own individual paths; the ship is also not equipped with hundreds of elevators to quickly get all the Vipers up to the hanger for launch; to move the Vipers off the elevators and position them around the deck (without the Vipers merely taking off) requires deck crews in full spacesuits or the complete retraction and pressurization of the flight pod.
Thus, traditional takeoff is preferable only in a few select instances such as when the tubes are damaged/there is some form of hazard there or when one has time to prepare and have many Vipers all lined up on the hanger and ready to launch all at once (i.e. launching the entire Air Wing in one wave rather than several). Other than that, launch tubes are the way to go.
Landing As slow as launching from the open hanger is, it is the only option when it comes to landing. Vipers will line up with a heading toward the flight pod (typically from behind for traffic reasons), make their approach, and come to a gentle landing on their skids. Pilots will generally aim to land directly on an elevator so they can directly be lowered down into the deck. If they miss the landing or all the elevators are full then they can maneuver slightly with their maneuvering thrusters or they can alternatively be moved manually by deck crews in suits.
Regular CAP landings are pretty easy and standard, but when many Vipers are all in the air at once and must land quickly (e.g. the ship is about to jump away and if you don’t touch down you are going to get left behind) then Viper pilots will perform a “combat landing” in which everyone comes in all at once and tries to hit any open part of the deck they can find, elevator or not. Try to pack it in tight so those behind you can get in without crashing into the Vipers already landed.
Launch Protocols Before hurtling through the launch tube into the great black yonder, there is a short dialogue between the Viper pilot and the launch technician. There is no fixed script to say, but the following is an example of what is covered: Viper Pilot reports in. “Hyperion, Viper 12.” Viper Pilot states he is in the tube. “I have run-up.” Viper Pilot states he’s now secured in the tube. “Maglock is secured.” Viper pilot does a last minute check and reports he is good to launch. “Instruments green. Fuel pressure green.” Launch technician reports in. “Viper 12, Hyperion.” Launch technician then confirms on his end that the Viper is loaded and ready. “Clear forward. Nav-con green. Interval check.” Launch technician confirms that the Viper itself appears to be in working order. “Thrust positive and steady.” Launch technician gives clearance to launch. “You are clear for launch.” Technician initiates catapult.
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Roger Davis
Marine Commander Staff
34 Years Old Major Aerilon Native
[brw1775|militaryapps]Sic Loquimur Omnes
Posts: 873
|
Post by Roger Davis on Aug 12, 2013 10:15:49 GMT -5
Combat Air PatrolsIn short, a Combat Air Patrol (CAP) is exactly what it sounds like. A CAP involves a Viper flying a patrol in a state of combat readiness. Viper pilots will be spending the majority of their time (certainly in peace but even during war time) flying CAPs as opposed to flying something other than a patrol (e.g. merely rebasing to a different ship or launching directly into combat). A full-strength Battlestar (unlike understrength Galactica from the series) flies numerous CAPs at once and not all CAPs are the same. CAPs can range from a single Viper to potentially a full squadron (though typically only two to four). It might have a Raptor or two in direct support or a specific Raptor CAP nearby. Certain CAPs might carry nuclear warheads or other atypical equipment. Finally, CAPs can be assigned various objectives: - FORCAP - A Force CAP is the most common and regular type of CAP flown. It is essentially a patrol that flies escort for the larger warship (and the greater fleet). Fighters on CAP may patrol among the ships or form a picket along the perimeter.
- HAVCAP - A High Asset Value CAP is a more focused CAP that is intended to specifically protect just one ship or for larger vessels perhaps just a portion of that one ship (e.g. the bridge, the engines, the entrance to the hanger, etc.). A Raptor or shuttle carrying a VIP might be given a CAP to protect its short trip. In the re-imaged series the President's ship, Colonial One, had a constant CAP escorting it.
- BARCAP - A Barrier CAP is a patrol that flies between what one wishes to protect and the location from which one expects an attack. For example, if the Fleet were nearing an unexplored asteroid, a BARCAP might be sent forward to provide a protective screen to guard against the threat of a Cylon force hiding on the other side of the asteroid.
- Strike/CAP - A Strike CAP in a special patrol that is tasked with protecting a specific target like a HAVCAP but is also authorized to engage targets of opportunity.
- SARCAP - A Search and Rescue CAP is a patrol that will either personally search or protect those that are performing SAR.
- TARCAP -A Target CAP is a patrol that instead of guarding a specific ship is tasked with guarding a specific piece of land or space. They are to engage any hostiles that enter their target area. To use a sports analogy, it’s basically like playing zone defense.
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Roger Davis
Marine Commander Staff
34 Years Old Major Aerilon Native
[brw1775|militaryapps]Sic Loquimur Omnes
Posts: 873
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Post by Roger Davis on Aug 12, 2013 10:22:46 GMT -5
Other Standard DutiesAlertWhile the CAP is out flying missions, there are a number of pilots “on alert”. This means both they and their Vipers are ready to launch at a moment’s notice. The Viper is fueled and loaded and the pilot is in their suit and at the ready. Often times, the pilot might actually be sitting in the cockpit already, but they will always be directly on the flight deck ready to jump right in and go. In short, the alert fighters are the first response wave should the CAP run into any issues. There is no warning and no briefing. If the order comes down from the CIC to launch then these pilots scramble and are out in the black in seconds flat. StandbySo we have pilots out on CAP and pilots on alert. There is however a third type of assignment for Viper pilots, standby. Standby is a step between waiting around on alert on the deck and being off duty and lounging around the ship. Standby pilots will be in their flight suits and in the pilot ready rooms or even the deck itself. Therefore, if there is an emergency they can also quickly make it to their Vipers and be ready to go in a wave right after the alert fighters. However, unlike the alert pilots, those on standby are not required to sit right at their Vipers and do little more than bullshit while waiting for a call that may never come. Most squadrons will use their standby time to practice in the sims, review vids, or have classroom instruction. Failing that, the pilots might just “hang out” in the ready rooms, nearby to the deck and ready to respond. Pilots on standby also serve as a pool of ready pilots if there is a need for an additional CAP (e.g. some VIP just left the ship in a Raptor and they need a new HAVCAP assigned to protect it). Standby pilots are chosen over alert pilots so the alert readiness force is not reduced. Action StationsWhen the ship goes to Condition One and all crew are ordered to Action Stations, it doesn’t matter what your schedule is or what specific duty you might have been assigned to at that moment. All pilots immediately drop what they’re doing, suit up (if not already dressed), and get to the deck and their Viper as quickly as possible (potentially with a stop for a quick briefing in the ready rooms along the way if the situation is not too urgent). Rather than 1/6 of the Viper pilots being on call, now all 200 Viper jocks are at their stations and ready for combat even if it’s 0300 Hours and you were having a great dream. Emergency DutiesDuring an emergency situation (i.e. one in which the Viper pilot is actually on the ship and not in the cockpit), Viper pilots have a few additional duties including damage control and CQC. More information can be found here. In the event that a pilot is shot down and ends up on foot in an enemy occupied area, the pilot is expected to evade capture. Viper pilots each carry a sidearm and their Viper (if intact) might hold heavier weaponry in external compartments with their basic combat kit. If possible find your way to friendly lines. If not possible then lay low and fight the enemy as best as you can. As much as the military might want everyone to fight like devils, this is to be understood as fighting, resisting, and refusing to surrender within reason (Survival, Evasion, Resistance, and Escape). There is a difference between trying to survive against the enemy and going on a suicide mission. If there is a significant chance that a lone pilot can fight and survive long enough to be extracted then go for it. If not then it might be best to surrender and fight another day. We just don’t want you going down and immediately digging through your crashed Viper to find your white flag.
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