Rotary: Aircrew responsibilities - Rotary Aircrew - United Task Force (UNITAF) Arma 3


P7-69 Rotary: Aircrew responsibilities

UNITAF / Arma 3 / Rotary Aircrew Procedures



Version 1 / 10min read / Updated Sun 08 May 2022 / 1073 views / of verified


Rotary Pilots

The helo pilot maneuvers the helo tactically in order to accomplish the assigned mission. The specific responsibilities of a helo pilot differ based on whether they are a transport aircraft or an attack helo, and are as follows.

 

Pilot, rear seat

 

Pilot Responsibilities (General)

  • Senior player in the helo.
  • Flys the helo and is responsible for the safety of all embarked on it
  • Plans the route the helo will use into/out of the combat zone
  • Has the final say on LZ selection and is authorized to change the LZ en route due to evolving threat assessments, to include threats at the LZ itself.

 

Pilot Responsibilities (Attack Helo)

  • Responsible for employing unguided rockets (FFARs) or bombs, if the aircraft has them
  • Communicates with the gunner to maintain the gunner's situational awareness. This includes notifying the gunner of locations of friendly forces, upcoming maneuvers, and anything else that might assist him.
  • Maintains situational awareness around the aircraft at all times. The gunner is often focusing on a given target, such as when using the gunsight, and thus it is important that the pilot continues to scan.
  • Maneuvers in a fashion that allows the gunner to effectively engage the enemy.
  • Maneuvers in response to the gunner's requests.
  • Gives guidance to the gunner on weapon type to use.

 


 

Copilot

The copilot's primary tasks involve observing, navigating, and communicating to help share the workload with the pilot. A copilot can take control of the aircraft from his seat, much like a gunner in an attack helo can do. This is used if the pilot is wounded or killed, or to give the pilot time to spend 'heads down' in his map or similar.

 

Copilot Responsibilities

  • Navigation. The copilot is in a perfect position to navigate for the pilot.
  • Observation & observation pod. Whether equipped specifically with an observation pod or not, the copilot - being in the front of the aircraft - is in a good position to assist with observation. The observation pod obviously amplifies this.
  • Communication. Due to not being tied up with actually flying the aircraft, the copilot is able to spend time communicating with other aircraft, ground forces, etc.
  • Flying when necessary. By taking the aircraft's controls, the copilot can give the pilot some free time or react to pilot wounds.

 


 

Observer 

An observer's role in any given aircraft is similar to a co-pilot with the primary tasks involved observing and navigating to help share the workload with the pilot. An observer can take control of the aircraft from his seat, much like a gunner in an attack helo can do. This is used if the pilot is wounded or killed, or to give the pilot time to spend 'heads down' in his map or similar.

 


 

Navigator

A variety of issues make it beneficial for each helicopter pilot to have a passenger act as a navigator if one is not already crewed. This typically will take the form of the senior passenger (ie Squad Leader or fireteam leader) acting as the navigator. The navigator will board into the copilot seat. This gives him the ability to see clearly in the direction of flight, as well as use the imaging turret sensors on those aircraft that have them.

A navigator allows the pilot to concentrate on flying without having to try to switch back and forth between his map to try to watch his route, which helps to reduce the risk of 'controlled flight into terrain' (CFIT). The navigator also acts as an additional set of eyes that can scan the terrain for enemy threats, suitable LZs, and more. Navigators do not plot the helicopter's route to the LZ - instead, they help guide the pilot along the route that was chosen during planning, allowing the pilot to focus more fully upon his flight duties.

 

Navigator Guidelines

Navigators use several verbal techniques to help assist the pilot's flight.

 

On My Mark - When a navigator gives a pilot a heading, he may precede the heading with "On my mark", which indicates that the pilot does not turn to that heading until the navigator has given the word. For instance:

 

"Navigator: On my mark, make your heading two seven five."

(The navigator watches the map and waits for the aircraft to reach a specific point)

"Navigator: Mark, make your heading two seven five."

(The pilot makes his course correction after hearing the navigator say 'mark')

 

 

Time/Distance to Action - A navigator can assist the pilot by telling him approximately how far he has to go to reach a given waypoint, landing zone, or other important point. Most people seem to be able to estimate distance better than time, and thus it's best to give these heads-up calls in distances instead of seconds. For instance:

Navigator: "Maintain this heading. In one kilometer you will cut due west... 500 meters to turn... Stand by to turn on my mark... Mark, make your heading due west."

 

 

Terrain Visualization - A navigator who can accurately tell the pilot what terrain features he will be seeing next, and how to guide himself to the next waypoint with their help, is an invaluable asset. This only requires that the navigator can read the contours of a map with accuracy. For instance:

Navigator: "When we exit this valley there will be a small hill to our front-left. Pass it on the southern side and then prepare to make a hard right turn to the south. The landing zone is a large field in front of a forest that will be visible after your turn, set down as close to the treeline as you can."

 


 

Rotary Gunner

The helo gunner helps to navigate and observe prior to combat, and once in combat, he scans for and engages the enemy while communicating his needs to the pilot. The gunner is also able to take the controls in order to fly the aircraft - this can be done to give the pilot an opportunity to safely mark a new path on his map or otherwise familiarize himself with it, or when the pilot is wounded or killed in the air.

Image result for arma 3 apache

 

Gunner Responsibilities

  • Junior player in the aircraft.
  • Assists in navigation.
  • Scans for and engages the enemy.
  • Communicates needs to pilot. If the gunner needs the aircraft oriented in a specific direction, or flying at a given height, et cetera, he communicates this to the pilot so that the pilot can fly the aircraft to best accommodate him.
  • Communicates with ground forces as required, particularly when the pilot must concentrate on flying and a copilot is not present.
  • Takes control and flys the aircraft if the pilot is killed or incapacitated.

 


 

Door Gunners

Not to be confused with a "Crew chief", who is part of the helicopter's crew, "door gunners" are instead part of the squads or teams embarked upon the helo. These gunners help to maintain security during flight, and debark with their parent unit once at the LZ. If engaged en route, the door gunner communicates with the crew chief and pilot and assists them in returning fire on enemy contacts.

Like the crew chief, the door gunner is also responsible for communicating the proximity of obstacles to the pilot when in close terrain and attempting to land. This can be done with simple concise verbal commands to the pilot to tell him which way to move the helo to avoid obstacles, such as "Tree left, move right 10 meters". Infantry leaders ensure that the most level-headed and competent players end up as door gunners.

 

A door gunner, noted by his camo and not the flight suit that a crew chief would wear, stands by to man the M134 on a Ghosthawk

 

Door Gunner Guidelines

  • Scan for threats & communicate them to the pilot.
    The gunner must be constantly scanning for hostile threats.
    • He watches for:
      • Enemy personnel and vehicles
      • Muzzle smoke
      • Tracers
      • Smoke trails from missiles or rockets
      • Trees, large rocks, and other obstacles when descending into an LZ
    • Upon spotting any of these he immediately informs the pilot. The gunner can use either clock directions or relative directions (ie: front, left, right, etc) when calling these targets or objects out.
       
  • Be proficient with helo door gunnery.
    This includes knowing how to correctly lead targets when the helicopter is moving at a variety of airspeeds. As a general guideline, one must lead in the direction that the target is moving relative to the gunner's perspective. If a target is crossing from right to left, the gunner must lead the target by aiming to the left side of the target.
     
  • Disembark once the helo has landed at the LZ.
    The door gunner, being part of an infantry fireteam and squad, does not stay mounted in the helo. Once at the LZ, he jumps out and rejoins his fireteam.

 


 

Crew Chief

A crew chief is a member of the helicopter crew that, in Arma terms, acts as a door gunner for the duration of the helicopter's employment. Unlike the 'door gunner' role, the crew chief does not disembark from the helicopter except in the event of an emergency (such as being shot down). The crew chief is responsible for communicating the proximity of obstacles to the pilot when in close terrain and attempting to land. This is done with simple concise verbal commands to the pilot to tell him which way to move the helo to avoid obstacles, such as "Tree on left, move right 10 meters". The door gunner, if embarked, assists with this process, as described in the "Combined Arms" chapter.

 

Crew chief watching the terrain during flight, M134 in the forward-facing position

 

Crew Chief Responsibilities

  • Scan for ground threats & communicate them to the pilot. The crew chief must be constantly scanning for hostile threats.
    • He watches for:
      • Enemy personnel and vehicles
      • Muzzle smoke
      • Tracers
      • Smoke trails from missiles or rockets
      • Trees, large rocks, and other obstacles when descending into an LZ
    • Upon spotting any of these, he immediately informs the pilot. The crew chief can use either clock directions or relative directions (front, left, right, etc) when calling these targets or objects out.
       
  • Scan for aerial threats, including other friendly aircraft.
    Particularly when situated on the side of the helicopter opposite of the pilot, the crew chief needs to keep an eye out for any potential path-crossing of friendly aircraft. In the event that a collision seems likely, the crew chief can instruct the pilot to make an evasive maneuver - such as to break up/down/left/right. The pilot will automatically conduct this maneuver without hesitation.
     
  • Be proficient with helo door gunnery.
    This includes knowing how to correctly lead targets when the helicopter is moving at a variety of airspeeds. As a general guideline, one must lead in the direction that the target is moving relative to the gunner's perspective. If a target is crossing from right to left, he must lead the target by aiming to the left side of the target.
     
  • Stay alert and aware of where friendly forces are, to avoid engaging them by mistake.
  • Communicate with ground forces as required, particularly when the pilot must concentrate on flying



CREDITS
This SOP has been contributed to by 1 editors:
Major James


REFERENCES
UNITAF Standard Operating procedures (SOP)
are adapted primarly from US Army Training and Doctrine Command (TRADOC). Our written and audio procedures are a combination of the following primary source materials, as well as our own learnings, modifications and adaptations:
- US Army Techniques Publication, Infantry Platoon and Squad (ATP 3-21.8)
- Soldier’s Manual of Common Tasks Warrior Leader Skills Level 2, 3, and 4 (STP 21-24-SMCT)
- The Warrior Ethos and Soldier Combat Skills (FM 3-21.75 / FM 21-75)
- Leadership Development (FM 6-22)
- Dyslexi's Tactics, Techniques, & Procedures for Arma 3 (TTP3)



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