The USS Eagle, NCC 2185,

A Star Trek Sim / Star Trek RPG

Presents....

OUR STAR TREK SIM GUIDE SERIES - IN PROGRESS
STAR TREK SIM HELM AND PILOT GUIDE

ADVANCED HELM


If you have not visited our Basic Helm page you may wish to do so before continuing.


One of the most unusual and seldom used roles in Star Trek is that of the fighter pilot. It is also one of the most fun. Whether you play that rare fighter pilot for the United Federation of Planets or from a different alien race or HELM you can have fun with the following terms and incorporate them into your RPG / Sim:

Persons who plan Helm or Navigator or pilots need to be familiar with these terms and concepts:


Combat Geometry


Term
Definition
Angle Off  The difference between your heading and the ship you wish to attack in degrees
Angle off Tail (AoT)
 The angle between your flight path and the flight path of the ship you wish to attack
Aspect Angle
The number of degrees between the tail of the other ship and your ship
Range The distance between your ship and the target ship




*Attack Terms

Term
Defintion
Closure Rate
The speed of your ship relative to the speed of the target ship.
Cone of vulnerability
The area of space that puts you into range of your enemy's weapons. The only cone worse than the "Cone of Silence" ;o) .
Corner speed
The speed a fighter/vessel can achieve its best turn radius
Turn rate/ Turn radius
The number of degrees a fighter/vessel can pivot per second.
Weapons Envelope
The area in which a weapon is effective. It is specific to the weapon and includes maximum and minimum range.



* Types of Pursuit ( This small section is a repeat from our Basic Helm section. It is posted twice to make sure aspiring Helm Officers and Pilots who wish to advance their understanding and techbabbly in role play games have an opportunity to become familiar with it. )

Term
Definition
Lag pursuit    
The opposite of lead pursuit. You make a wider turn instead of a sharper one to a point just behind the tail of the target. pursuit .
Lead pursuit
Taking the path based on your prediction of the flight path of your target. You anticpate where it will be and alter your course to cross the target's flight path.Smaller or more manueverable craft can get an advantage by taking sharper turns.
Pure pursuit
Following closely the path of the target.This is the position you want to be in for for torpedo and missile firing. Good also for closer range with phasers.



*Pilot Chatter

Term
Definition
Bandit
Enemy vessel
Bent
Sensors inoperative
Bogey
Unknown vessel
Buddy spike
Being tracked/targeted by friendly forces. Look out for friendly fire
Bug out
Disengage
Clean
No contacts
Clear
No enemy threat to you
Contact
Located target
Mud spike   Being targetted by ground radar
No Joy  No contact of target. Opposite of "tally"
Target
That thing you are looking for or want to get rid of
Tally
Opposite of "no joy". Target, bandit or bogey has been sighted



*Formation Flying

Term
Definition
Echelon Formation
Arrow head formation. Flight leader is the point of the arrow.
Diamond Formation
Similar to above but there is a fighter directly behind the leader at the end to make a diamond shape.
Line Astern Formation

Flight leader is in the front with the others behind at equal spacing intervals. Think of it as a column.
Line Abreast Formation
Similar to "line astern" but fighters are arranged like a row. The flight leader is to the extreme left followed by the rest to his/her/its right.





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Star Trek Sim Guide: Weapon Commands
Star Trek Sim Guide: Medical Dictionary - Drugs
Star Trek Sim Guide: Medical Dictionary - Devices
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Star Trek Sim Guide: Medical Dictionary - Burns
Star Trek Sim Guide: Medical Dictionary - Blood
Star Trek Sim Guide: Medical Dictionary - Memory Loss
Star Trek Sim Guide: TOS vs TNG (Differences in the Original Series from the Next Generation)
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