Shadow Ace SquadronSAS // THE DECK
An F-16C taxiing out of a hardened aircraft shelter

SAS Ops Net

Flight board

Tonight's sign-up and this week's muster. Pick your squadron and step time for tonight, then mark the nights you can't fly so the wing can see where the open pockets are.

PHOTO // [SAS] Julien · Hellcat-5 · DCS World

Pilot sign-up

Squadron

Step time is when you'll be at the jet, ready to start engines.

Your name and callsign show on the public board until midnight Eastern and are deleted within a week. Privacy

Live board

BOARD LOADING

Loading tonight's board…

Muster board

Find the open pocket

Mark only the blocks you know you can't fly. Everything else counts as open. As the wing reports in, the board stacks it up and the pockets where the most pilots are open light up, so the big nights get planned on the big nights.

LOADING

Loading the muster board…

Few open Most open Best window · Times are Eastern. Tap a block to see who's open.

Your week

TAP THE BLOCKS YOU CAN'T FLY
Squadron
Blocks you can't fly (Eastern)

Your callsign and squadron show on the muster board for that week; rows are deleted after three weeks. Privacy

Flight deck crew directing a Hornet on the carrier at golden hour

Plate 03 · On deck

Be in the jetat step time.

The board time is when you're strapped in and ready to start. Everything after that is counted from the push.

PHOTO // Lite · DCS World

Kneeboard

Two cards for every sortie

The timeline every flight runs on, and the pattern every Viper flies home.

Kneeboard cards · LIGHTING switches day / night

SAS-KB-03Sortie timeline
Sortie timeline from brief to debriefA left-to-right timeline of a squadron sortie: brief, step, start, taxi, takeoff, push, time on target, return to base, recovery and debrief, grouped into ground, enroute, fight and recovery phases. Push and time on target are highlighted as the fixed times. GROUNDENROUTEFIGHTRECOVERYBRIEFSTEPSTARTTAXIT/OPUSHTOTRTBRECOVERDEBRIEFT-0 = PUSH. EVERY OTHER TIME IS COUNTED FROM IT.BRIEF ON COMMS · STEP ON THE BOARD TIME · CHECK IN BY FLIGHTTACVIEW DEBRIEF BEFORE ANYONE LOGS OFFONE SORTIE, LEFT TO RIGHTRED: THE TWO TIMES THAT DO NOT MOVE
  • Step time is the time on the flight board: be in the jet, ready to start.
  • Push is T-0. Late to the push is late to the fight.
  • Time on target is the second fixed time; everything else flexes around those two.
  • Nobody logs off before the Tacview debrief.

SIM TECHNIQUE · DCS WORLD · NOT FOR REAL-WORLD USE

SAS-KB-01Overhead break · F-16C
Overhead break pattern for the F-16CPlan view of an overhead pattern to runway 27: initial at 1,500 feet AGL and 300 knots over the runway, a level break at midfield, downwind with gear down slowing to 13 degrees angle of attack, a continuous final turn, and final on a 2.5 to 3 degree glidepath. 0927 INITIAL1,500 FT AGL · 300 KIAS BREAK2–4 G, LEVEL DOWNWINDGEAR DOWN · SLOW TO 13° AOA FINAL TURNON-SPEED, CONTINUOUS FINAL · 13° AOA · 2.5–3° GLIDEPATH TOUCHDOWN 500–1,000 FT DOWN PLAN VIEW · LANDING WEST (RWY 27)SOLID: FLOWN TRACK · DASHED: INITIAL
  • Run in on initial over the runway, lined up, at pattern altitude.
  • Break at midfield into a level 180 to downwind; spacing comes from your break, not your speed.
  • Gear down on downwind and fly 13° AOA through the final turn.
  • Roll out on a 2.5 to 3° glidepath and fly AOA, not airspeed.

SIM TECHNIQUE · DCS WORLD · NOT FOR REAL-WORLD USE

Special operations

Full package nights

Full package: Spades on SEAD, Clubs on the strike, Hearts holding top cover, Jokers flying the tanker track. Operations are scheduled on Discord and show up in the Ready Room, where you can say you're in.