V4003

This flight is a Low Level Navigation flight on NVDs. You will fly it at 500'. Contact your instructor the night before this flight to determine where he wants to go. Generally if there are two students he will want an out and in. If there is just one you will probably fly a route. You can fly the green route on NVGs or make one up yourself. Routes will be planned at 100kts should be about 25 minutes long, which allows time for bounces and transit to and from the route.

=NVG Scene Interpretation/Descriptions (Tactics FTI 8-41)= -Shadows, Roads, Water, Open Fields, Desert, Forests, Snow, Artificial light sources. -Clouds, Fog, Rain, Falling/Blowing Snow, Sand and Dust, Lightning.
 * Terrain Assessment
 * Common NVG scene descriptions
 * Atmospheric Impact on NVG performance

=Terrain Assessment= FTI 8-41 It is important to thoroughly study anticipated terrain characteristics to help predict visual performance with NVGs. This assessment cam be divided into three basic areas:
 * Density - how many things on the ground can be seen. A reduction in density increases the potential for spatial disorientation; therefore altitude/airspeed should be crosschecked and verified with cockpit instruments...ESPECIALLY USING RADALT!

-Terrain Gradient:you have 3 types: FLAT,ROLLING,and ROUGH. -Terrain Slope: measure of the tilt of the overall terrain. RADALT is used for current position altitude and can not detect sloping terrain. This is where a good map study comes into play to know where the terrain changes along your route of flight.
 * Terrain Profile -

-Trees, powerlines, antennas, poles, or hidden hills.
 * Unacquired Vertical Obstructions - anything sticking up into the flight path

=Atmospheric Impact on NVG Performance= FTI 8-44
 * Clouds
 * Fog
 * Rain
 * Falling/Blowing snow
 * Sand and dust
 * Lightning

=Low Light Level (LLL) Considerations= FTI 8-46 performance in low ambient illum is characterized by decreased resolution, visual acuity, contrast, and hazard detection range. also, there is an increase in the blooming effect from artificial illum sources as well as scintillation (graininess or noise). this is due to much less light (photons)available to strike the photocathode.

LLL defined by MAWTS-1 as .0022 lux (measure of illluminance - light generated from a source) A 20% moon (considered a source for the purposes of NVG Ops) 30 degrees above the horizon equates to .0022 lux. Lux levels can be obtained from the SLAP program.

NVG brightness remains constant from full to quarter moon due to degaining by the ABC. below NVG image brightness will start to decrease causing the ABC to be at max gain by LLL.

when a light source suddenly enters the FOV, BSP will degain the image, making it difficult to see anything but the light source. visibility is further decreased by an increase in halo effect or blooming around the light source.

=NVG Navigation FTI 8-61= 1.Map Selection Considerations - initial steps in planning should include assembling maps and imagery. here we will use JOG Air and VFR sectionals

2.Mission Planning - routes should be planned to be as simple as tactically allowable, preferabaly in straight lines between checkpoints.
 * cultural area considerations - avoid brightly lit areas, anticipate wires near these areas (roads, houses, etc...)
 * Solar/Lunar considerations - negotiate large valleys on the illuminated side, avoid a route (use 30 deg offset) directly into a rising moon, setting sun

3.Checkpoint selection - unique features, easily detectable at a distance and from many angles. highly contrasting with the surroundings can help in ID'ing a CP. if possible, CPs should not be selected near towns. they should not fall into a shadow produced by a terrain feature. should be near prominant limiting features. select intermediate CPs as needed (dependent upon light level). the first and last CPs are the most important so they should be easily identifiable.


 * Notes: Cultural lighting does not help. Avoid checkpoints surrounded by cultural lighting if possible. Some things are not visible from all angles. It can be hard to tell the difference between deciduous (river) trees and pine. Water and bridges make excellent features as the water usually reflects lights(unless it has dried up).

4.Map Prep - maps can be reas as in the daytime. CHUM hazards in red (within 10NM, 30NM for towers that can be used to aid in navigation) and dont clutter your map with too much info. routes drawn in black. CPs should have a black circle around it with a description or identification. two minute timing marks and doghouses should be included with the map folded like a book to permit rapid orientation

5.Mission Briefing - Same as low level, but need to add moon and cultural lighting effets as they occur along the route of flight and how that benifits or degrades the goggles. Plan on talking about moon position and elevation during the weather portion of the brief. Plan on discussing the cultural lighting and moon effects along your route of flight during the scheme of manuever for each checkpoint along your route of flight. In your admin and logistics section talk to visual illusions, and NVG related emergencies.

6.Mission Execution - same as day, but dont overfly the capability of the goggles. tendency is to fly lower than you think you are due to lack of terrain detail

=Route/Checkpoint Selection= See #s 2 and 3 above

Some quick points -Avoid bright lit areas, roads, and population centers -Anticipate wires near roads, towers, and buildings isolated in open fields -Avoid towers and do not use them as checkpoints. -Consider the moon angle and shadowing, if need be use a 30 degree zigzag pattern if going into a setting/rising moon.

Checkpoint selection -unique or man-made -identifiable from a number of angles -should contrast with surrounding terrain -should not be near towns -should have adjacent features to help ID checkpoint -should not fall within shadow cast by terrain feature -select prominent barrier features (catching feature) -note MSL altitude of each checkpoint -Select intermediate checkpoints along route -first and last checkpoints are most important

=NVG Map Preparation= See #4 above