Use LEFT and RIGHT arrow keys to navigate between flashcards;
Use UP and DOWN arrow keys to flip the card;
H to show hint;
A reads text to speech;
32 Cards in this Set
- Front
- Back
What is Fire Control?
|
The name given to observation, calculations and action involved in firing a weapon.
|
|
Point of aim is affected by.
|
Target motion
Helicopter motion Range Ballistics |
|
What is ballistics and what are the 4 types?
|
Ballistics is the science which deals with the motion of the projectile and the conditions that affect that motion.
Interior Exterior Arial Terminal |
|
Explain interior ballistics and name three factors that will affect it.
|
The factors affecting the motion of the projectile within the barrel.
Barrel wear Projectile weight Propellant charge |
|
Explain exterior ballistics
|
Exterior ballistics are the factors that affect the motion of the projectile as it moves along its trajectory from the muzzle to the point of impact
|
|
Define aerial ballistics
|
Aerial ballistics are the characteristics of weapons that are either fin-stabilized or spin-stabilized.
|
|
What are 6 characteristics that affect aerial and exterior ballistics?
|
Gravity Drop
Drag Wind drift Projectile drift Projectile jump Trajectory shift |
|
Explain gravity drop.
|
The force of gravity is constant and increases exponentially at roughly 32 f/s² or 9.81m/s².
In 1/2 sec of flight – your round will drop 4 feet In 1 sec of flight – it will drop 16 feet In 2 sec of flight – it will drop 64 feet |
|
Explain drag.
|
Drag is the friction between the round and the air. As the round travels, this force will slow the projectile down.
|
|
Explain wind drift
|
When a round encounters a crosswind, it will drift in the direction of the wind the amount of effect depends on distance to the target, and amount of wind
|
|
Explain projectile drift.
|
US barrels are rifled in a clockwise direction (gunner’s view). Rounds fired will spin clockwise and drift to the right.
|
|
Explain projectile jump
|
As the round leaves the barrel, the slip stream caused by the movement of the aircraft will cause the round to jump if firing from the left or dive if firing from the right. LLL and RRH is meant to compensate for this.
|
|
Explain trajectory shift.
|
Rounds fired from a moving helicopter move in the direction that the aircraft is moving.
LLL and RRH is meant to compensate for this. |
|
Explain terminal ballistics
|
Terminal ballistics is what happens after the projectile impacts the target
|
|
Explain turning error.
|
When firing while in a turn, the force will cause the rounds to fall short and inside.
|
|
Factors that will affect your point of aim.
|
Airspeed
Altitude Bank Angle Rate of Turn Range |
|
What are the three types of fire?
|
Running, diving and hovering.
|
|
What is dispersion?
|
Dispersion is inherent in every machine gun. It is the scattering of rounds around the intended target. The amount of dispersion increases with distance. The “cone of fire” can be measured in mils. 1 mil= 1m of dispersion at a range of 1000m. Dispersion is affected by the exterior ballistics and the gun mount, aircraft vibration and crew coordination.
|
|
What is average dispersion for an aircraft gunner?
|
35 mils or roughly 2º of error.
Firing a 15 round burst, this translates to: 1 round in 5.7m² at 300m distance 1 round in 15m² at 500m distance 1 round in 64m² at 1000m distance |
|
What are 3 methods of range estimation?
|
Eyes
Maps Tracer burnout |
|
When using the eye method of range estimation, what are some factors that could cause inaccuracy?
|
Nature of the target: Targets that contrast with the background, will appear closer while targets that blend with background, will appear more distant.
-Nature of the terrain: over smooth terrain, targets seem closer than they are, rough terrain makes targets seem more distant. -Visibility: targets in full sunlight appear closer than those in fog or shadow. |
|
Some factors that affect firing while using NVGs.
|
muzzle flash : use flash suppressors
-Tracers: use dim tracers or remove every other tracer -Focusing on the flash: look down the side of the weapon, not over the top -Volume of fire: use only the rounds needed in short bursts -Lasers, searchlights and flares: use for target acquisition. -GCP 2A will make a 1/2m spot from a 1000m range |
|
Maximum effective range is…
|
the range at which the gunner can accurately fire.
|
|
“What is time of flight?”
|
One “TOF” is the distance a round travels in one second of flight.
|
|
What is the distance traveled by a 50 cal. round and a 7.62 round in ½ and 1 TOF?
|
50cal.
In ½ second = 373m and 1 sec= 679m 7.62 In ½ second = 371m and 1 sec= 636m |
|
What distance is ideal for air-to-air engagement?
|
Engage at no more than 1 TOF where gravity drop will be 16’.
½ TOF is ideal. |
|
What is the rule of thumb for leading aerial targets?
|
From the left side of the helicopter, put the target at 2 o’clock on the reticle.
From the right side of the helicopter, put the target at 7 o’clock on the reticle. |
|
What are the 2 types of leads?
|
Constant- hold aim steady and shoot so that the target flies into the rounds
Sustained- hold a constant offset lead and adjust as the target moves. |
|
What are three types of weapon emergencies?
|
Run-away gun
Cook-off Stoppage or malfunction |
|
The GAU 16, GAU 17 and M240 can cook-off after ______ rounds
|
The GAU 16 can cook off after 150-200 rounds
The GAU 17 can cook off after 15 seconds of firing. The M-240 does not cook-off because it is fired from the open bolt position. |
|
What are the 3 weapons controls?
|
Hold – fire only in self defense
Tight – Fire only at targets identified as hostile Free – Fire at anything not identified as friendly |
|
4 Weapons commands
|
Lock and load
Open fire Cease fire Clear your weapon |