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Aircraft Armament systems

Armament switches and Cockpit layout


• Inexperienced armourers tend to be confused on switch selection
when carrying out Pre-flight and servicing checks on aircraft. There is
need for trainees to acquire thorough knowledge on switches
purposes and some experience on various cockpit layouts for them to
carry out checks confidently without causing accident to personnel or
equipment.
• Know what you are supposed to do-know the switches purposes. If
undecided or ignorant check with the electrician or senior armourer.
The following are some of the switches one
will meet at the squadron:
• 1 Ground/flight switch: This a master switch to all A/c circuits. When set to
`Flight` power is taken from a/c batteries therefore this selection should be
made by the Pilot only. Ground testing of armament circuits using power from
a/c batteries is forbidden. When set to `Ground`, with external supply
connected to the a/c, all circuits are live and tests can be carried out.
• Guns-trigger: this is positioned on the front face of the control column and is
protected by a guard. The action of removing the guard makes the first break
in gunnery circuit, and pulling the trigger closes a second break. There is a
master break in gunnery circuit controlled by undercarriage on micro switches.
For ground testing we override by pressing the micros or override switch. In
some a/c the trigger controls the camera `start` and `stop` and also the
ventilation system of guns. Most guns fire in unison.
Rocket projectiles
• The following are some of the switches for rocket projectiles:
• a) RP/Bombs selection switch to RP
• b) RP/Bombs firing button (on control column)
• c) Pairs/Salvo or 2/4/6/8 switch depends on a/c type
• d) Normal/Distributor (usually set to normal)
• e) Auto selector box or re set box
• f) Master safety break
Continuation on RP
• 1.RP/Bombs selection switch: the switch for main selection of either
Bombs or rocketry circuits. Wrong selection of this switch can lead to
accident i.e when testing rockets one fails to put the switch to RP the
result is that bombs or drop tanks are released.
• 2.RP/Bombs firing button: situated on the control column and fully
guarded, this button fires either bombs or RPs depending on previous
switch selection.
• 3.Pairs/Salvo or 2/4/6/8 switch: This selection determines the
number of rockets fired at each press of the button. RPs will fire
equally from both main planes of the a/c
RPs cont
• 4. Normal/distributor: when set to `normal` rockets will be fired as
stated above, but when set to Distributor, the rockets will fire with a
ripple effect with a set delay between them.
• 5. Auto selector and Re-set boxes: these boxes receive an electrical
impulse from the firing button and the distributor the signal to the
launcher plugs.Auto selectors are set to `1`manually
• Master break(M.A.S.S): these are the main safety breaks in
armament circuits. To be connected for carrying out electrical tests
and disconnected before fitting stores to be carried.
Bombing circuits (fighters
• a) Bombs/RP selection switch. Set to Bombs.
• b) Bombs/RP firing button (control column)
• c) PORT/STARBOARD selection switch to appropriate side.
• d) NOSE and or TAIL fuzing switches depending on type of fuzing.
Bombing cont
• 1.BOMBS/RP switch: When selected to bombs, this switch acts as the
Bomb Master switch, and therefore this switch has to be made before
any bombing function can be carried out.
• 2. BOMBS/RP firing button: this is the release push button switch
used by the pilot to actually release the store being carried. Usually
fitted with a safety flap which protects it against inadvertent
operation.
• 3 PORT/STBD selection switch: this switch has 3 selections i.e release
of port stores only, starboard stores only or both port and starboard
in the middle
continuation
• 4. INBOARD/OUTBOARD selection switch: Gives the facility of
deciding which inboard or outboard pylon to release stores.
• 5. BOMB FUZING switch: The switch has 3 positions i.e
i. `OFF`- for dropping bombs `SAFE`
ii. `NOSE`-when all nose fuzing devices will be energized
iii. NOSE +TAIL- when all tail only, and nose + tail fuzing devices
would be energized.
JETTISON SWITCHES
• In all aircraft jettison switches are painted RED or stripped black and
yellow to indicate that they are a potential source of danger. These
circuits are live at all times and they don`t need the selection of
Battery Master Switch as they are connected directly to the aircraft
battery.
• I.B Pylons Jettison for inboard pylons only.
• O.B. Pylons Jettison for outboard pylons only.
• C/L pylon jettison for centreline pylon only.
• CLEAR AIRCRAFT- will jettison all stores/equipment fitted on a/c
Common switches in bombing
• i. Bombs/R.P (Master) switch
• ii. Bombs/R.P. release button (safety flap)
• iii. Port/stbd selection switch
• iv. Inboard/outboard selection switch
• v. Bomb fuzing switch
• vi. I.B pylon jettison switch
• vii. O.B jettison switch
• viii. C/line jettison switch
• ix. Clear aircraft jettison switch
• X. M.A.S.S Armament safety break
Rocket Projectiles firing
• i. Bombs/ R.P switch- This switch must be set to R.P for rockets function to be
performed.
• ii. Bombs/R.P button- Usually covered by a safety flap, provides the means
with which rockets can be fired.
• iii. Single/Ripple switch- when set to single will fire only one rocket on each
press of the firing button and when set to Ripple will carry on firing as long ass
the firing button is pressed.
• iv. Normal/Distributor switch- Provides the means for which the pilot can
select Normal to override the distributor selection.
• v. Distributor switch-situated in the rocket launcher gives a selection of where
rockets can be fired singly, in threes, in sixes or all 18 in the launcher.
R.Ps (cont`)
• vi. Port/starboard- similar to bombing mode
• vii. Inboard or outboard - as for bombing
• viii. M.A.S.S- Armament safety break
• NB- A facility is available for the jettisoning of the rocket pods if need
arises, fires the same jettison switches as for bombing

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