N4304

Make sure you bring your JOGAIR as well as your Crestview map. Also, have MCPs marked, even if you don't intend to actually use them.

At 200', everything is harder to see, and comes faster. You may actually be able to get some use out of topography at that altitude, though rises/dips in the terrain are still somewhat difficult to pick out.

Some pointers:
 * CP2 has trees around it to the extent that you have to fly almost right over it to see it. It is advisable to intentionally cheat to the right on your path from CP1 to CP2 so you can pick up the loose-surface north/south road that runs into CP2.
 * CP3 has tall trees obscuring it from view as you approach from the south. Nitpick your IP's ground-speed so you can utilize timing to help you out.
 * CP4 is easy to find once you realize you can just fly a little to the right of the 1085' tower to put you close to the ponds, and then just fly over the SE section of the ponds to hit CP4.
 * CP5 is easy to miss, as the church and cemetery are rather small. The "gaging station" on the way is simply a stick on the side of the bridge--the bridge is easy enough to spot, the "station" is not.
 * CP6 does not have an orchard. It's simply a clearly cultivated field.  The pond itself is surrounded by a bunch of trees in the center of the field, making it hard to pick out the first time.  The cows, however, generally hang out around the pond, and they are quite easy to find.
 * CP7 is easy to find if you just follow the road right to it.
 * CP8 is the small lake, just to the east of the somewhat larger lake. You will be able to pick out the larger lake from substantially further away, so plan on using it.  The various intersections make good points to use to ensure you haven't drifted off course by too much.
 * CP9 looks more like a muddy orange depression than an actual quarry, but it's still fairly easy to spot.
 * CP10 is not easy to pick out the first time: it's a small wooden bridge on a clay road, which means the whole thing is orange and not very distinct. The crossing power lines may or may not aid you, but they are there.  Note that there is another bridge just prior to CP10, but it's an east/west improved-road bridge, versus the north/south wood/clay mess that is CP10.

=Disorientation Procedures= You brief this on every LL, I'd hope you'd know it by now.
 * Climb to ID a known checkpoint.
 * Orbit until reoriented or return to last checkpoint.
 * Continue flight.

Consider what options you have available to you if you (somehow) get so very lost that you cannot find a known/last checkpoint. GPS, TACANs/VORs, Approach, etc.

=Bingo Fuel= Bingo fuel is the fuel required to travel from your furthest route point back to course rules and back to NDZ so that you land with 10 gal remaining. Be aware of how this relates to minimum fuel. You technically only have one bingo fuel for the route (calculated from the furthest point), but have minimum fuel requirements at each point (fuel required to complete the flight from that point). If you are below your minimum fuel at a given point, abort and return to NDZ. If you are at your bingo at any point, abort and return to NDZ.

Note that for Harold you will be leaving with a min of 20 gal per the RWOP, which is a good bit higher than your calculated minimum fuel at that point. You should still include the actual minimum fuel (approx 13 gal) on the smart card for emergency purposes. Same thing when you're making your formation smart cards.

Note that, in a real-life situation, if you suddenly find yourself mystically low on fuel, returning to NDZ may not be the most prudent option. You have several airfields closer to you than have contract fuel, such as CEW and Florala. As you should have been watching your fuel burn the entire flight, suddenly hitting minimum/bingo fuel may indicate a fuel leak, in which case you may not actually have sufficient fuel to return to NDZ.

=Effects of Adverse Weather on Mission Planning= Softball briefing item with no real specific requirements. (<-- BS: Make sure youve at least read and know the paragraph on adverse wx in the FTI on 1-5) Be able to talk intelligently about what sort of things weather can jack up: fog, rain, or low ceilings making it difficult to pick out checkpoints, high winds making it difficult to stay on course or keep the proper ground-speed for timing, etc.