When do I call the ball?

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Hedgehog
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When do I call the ball?

Post by Hedgehog » Mon Nov 18, 2024 8:23 am

Just to capture the XO's guidance from last night's mission; when do I call the ball?

In the real world, the LSO directs you to call the ball when he wants to confirm that you can see it, and close enough to proper glide slope to use it to correct the end of your approach. This is typically around 3/4 mile from the ramp.

In our sim world, we don't use a live LSO. But we still call the ball. Why then? a) A touch of realism. b) tells everyone else on the frequency, 'STFU! I'm trying to land this thing!'

So, when?? The sim presents the giant floating IFLOLS on your screen at 3 miles (if you have the option enabled). That's pretty far out from the ramp. Aside from being unrealistic, calling the ball at 3 miles demands radio silence for an unnecessarily long period of time. Then other pilots in the pattern are wondering, 'Is someone on the ball right now? I'm not sure. It's been quiet for a long time. Should I call out my DME?' (This is obviously mostly about Case III recoveries. For Case I, you're already close enough to call the ball as soon as you can.)

So we don't require your ball call at an exact distance. But this: Call the ball at about 1 mile. Nobody is going to ding you if it's not exactly a mile. But not at 3 miles. That's way too far and way too long.

Equally important is your next call, which will be Trapped!, BOLTER!, or WAVE OFF! This lets everyone know the condition of the deck, and that they can talk again.

(What if I crash on deck? Or go over the side and end up in the water?
a) Don't.
b) If you do, you're probably dead or otherwise unable to transmit. But in our sim world, if there's nobody else on deck to report the crash, you kinda need to tell everyone.)
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