Author Topic: Rules of Combat  (Read 8604 times)

EHM-0001 Gergely

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Rules of Combat
« on: May 28, 2004, 06:56:22 pm »
180-Degree Turn - A sometimes difficult maneuver to perform; the degree of difficulty is usually determined by the size of the pilot's ego.

A & P Rating - Enables you to fly grocery supplies.

Aero - That portion of the atmosphere that lies over Great Britain.

Aerodrome - British word for airport. Exactly what you'd expect from a country that gives its airplanes names like Gypsy Moth, Slingsby Dart, and Fairey Battle Bomber.

Aileron - A hinged control surface on the wing used to scare the hell out of airline passengers when it moves

Airfoils - Swords used for dueling in flight. Often used to settle disputes between crew members and passengers.

Airplane - The infernal machine invented by two bicycle mechanics from Dayton, Ohio and perfected on the sands of the Outer Banks of Kitty Hawk, North Carolina. Precursor of the Frisbee.

Airspeed - 1. The speed of an airplane through the air. 2. True airspeed plus 20% when talking with other pilots. Deduct 25% when listening to an Air Force Pilot. 3. Measured in furlongs-per-fortnight in student aircraft.

Air Traffic Control Center - A drafty, ill-kept, barn-like structure in which people congregate for dubious reasons.

Alternate Airport - The airport that no aircraft has sufficient fuel to proceed to if necessary.

Bail Out - Dipping the water out of the cabin after a heavy rainstorm.

Barrel Roll - Unloading the beer for a hangar party.

Caging the Gyro - Not too difficult with domestic species.

Carburetor Ice - Phrase used when reporting a forced landing caused by running out of fuel.

Cessna 310 - More than the sum of two Cessna 150's.

Chart - 1. Large piece of paper, useful for protecting cockpit surfaces from food and beverage stains. 2. An aeronautical map that provides interesting patterns for the manufacturers of children's curtains.

Chock - Piece of wood the line boy slips in front of wheel while pilot is not looking.

Cockpit - Area in which the pilot sits while attempting to figure out where he is.

Collision - Unplanned contact between one aircraft and another. As a rule, collisions that result in the creation of several smaller and less airworthy aircraft from the original two are thought to be the most serious.

De-icer - De person dat puts de ice on de wing.

Dive - Pilots' lounge or airport café.

Engine Failure - A condition that occurs when all fuel tanks become filled with air.

Exceptional Flying Ability - Has equal number of takeoffs and landings.

Fast - Describes the speed of any high-performance aircraft. Lower-performance and training aircraft are described as "half-fast."

Final Approach - 1. Many a seasoned pilot's last landing. 2. Many a student pilot's first landing.

Flashlight - Tubular metal container kept in flight bag for storing dead batteries.

Flight Instructor - Individual of dubious reputation, paid vast sums of money to impart knowledge of questionable value and cast serious doubt on the coordination, intelligence, and ancestry of student pilots.

Flight Plan - Scheme to get away from home to go flying.

Glider - Formerly "airplane," prior to running out of fuel.

Gross Weight - 1. A 350-pound pilot (also see "Split S"). 2. Maximum permissible takeoff weight plus two suitcases, 10 cans of oil, four sleeping bags, four rifles, eight cases of beer, and the groceries.

Hangar - Home for anything that flies, mostly birds.

Heated Air Mass - Usually found near hangar, flight lounge, airport cafe, or attractive, non-flying members of the opposite sex.

Jet-assisted Takeoff - A rapid-takeoff procedure used by a general aviation pilot who suddenly finds himself taking off on a runway directly in front of a departing 747.

Junkers 52 - A collection of elderly airplanes that even the FAA can't make airworthy.

Lazy 8 - 1. Well-known fly-in resort ranch. 2. The airport operator, his four mechanics, and three lineboys.

Log - A small rectangular notebook used by pilots to record lies.

Motor - A word used by Englishmen and student pilots when referring to an aircraft engine. (also see "Aerodrome")

Navigation - The process by which a pilot finds his way from point A to point B while actually trying to get to point C.

Occupied - An airline term for lavatory.

Oshkosh - A town in Wisconsin that is the site of the annual Experimental Aircraft Association fly-in. It is believed to have been named after the sound that most experimental aircraft engines make.

Pilot - A poor, misguided soul who talks about women when he's flying and flying when he's with a woman.

Pitch - The story you give your wife about needing an airplane to use in your business.

Radar - An extremely realistic type of video game, often found at airports. Players try to send small game-pieces, called "blips," from one side of the screen to the other without colliding with each other. Player with the fewest collisions wins.

Roger - The most popular name in radio.

S-turn - Course flown by student pilot from point A to point B.

Short-field Takeoff - A takeoff from any field less than 10,000 feet long.

Split S - What happens to the pants of overweight pilots (also see "Gross Weight").

Trim Tab - 1. A device that can fly an airplane better than the pilot. 2. Popular diet beverage for fat pilots (also see "Gross Weight").

Useful Load - Volumetric capacity of the aircraft, without regard to cargo weight.

Wilco - Roger's brother, the nerd.

Wing strut - Peculiar, ritualistic walk performed by student pilots upon getting out of low-winged trainers following first flight performed without instructor yelling at them. Usually results in instructor yelling at them.

EHM-1388 Tiberiu

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Rules of Combat
« Reply #1 on: May 28, 2004, 10:28:17 pm »
Hilarious Gergely :]

At the local airclub where I fly, we have a set of funny rules... I will try to translate some of them:

1. Take off is optional. Landing however is mandatory.

2. If you push the stick, the houses become bigger. If you pull the stick, the houses get smaller, but if you keep pulling it, the houses get bigger again.

3. Flying isn't dangerous. Crashing IS!

4. It's better to be down here wishing to be up there than to be up there wishing you were down here.

5. The only time you have too much fuel is when you are on fire.

6. The propeller is actually just a huge fan which cools down the pilot. When it stops, the pilot imediatly starts to sweat.

7. When you are in trouble and you don't know what to do, maintain altitude. Noone has ever crashed into air.

8. A good landing is the one you can walk away on your own feet from. An excelent landing means you can use the aircraft again.

9. Learn from others' mistakes. You won't live long enough to make them yourself.

10. You know you landed inverted when you have to use full thrust to get to the gate.

11. Never let an airplane take you where your mind hasn't already been five minutes ago.

12. Keep out of clouds. The silver line everyone talks about may be another plane coming from the opposite direction. Reliable sources say that mountains also have the bad habit of hidding in clouds.

13. Helicopters can't really fly... but they are too ugly and the Earth rejects them.

14. If all you can see through the windshield is the Earth rotating and you hear the pasangers' desperate cries, things aren't quite how they should be.

15. Correct thinking comes from experience. Experience however comes from wrong thinking.

16. Remember gravity isn't just a good idea. It's a law... and it doesn't apply just to apples.


Well, some are funny, some are not... hope you like at least a few.

EHM-0641 Rico

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Rules of Combat
« Reply #2 on: May 29, 2004, 12:04:30 am »
Hahaha ..hilarious ..!!! both of them!!

Blood :  2-4-6 and 7 .!!  top of the world .!! hahahaa

EHM-0001 Gergely

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Rules of Combat
« Reply #3 on: May 29, 2004, 10:41:48 am »
ok, some for military pilots:

1. The only things more accurate than enemy fire is friendly fire.

2. Try to look unimportant, they may be low on ammo.

3. Teamwork is essential. It gives them more targets to shoot at.  

4. Remember: your aircraft was made by the lowest bidder.

5. Never draw fire, it will irritate the rest of your formation.  

6. If hit, landing near the people that just shot you down is not a good idea.

7. Smart bombs have bad days too.

8. The best defense is to stay out of range.

9. If you are short on everything but enemy, you are in combat.

Offline EHM-1358 Tim

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« Reply #4 on: May 29, 2004, 11:47:57 am »
LOL! Very funny ;D;D;D

I tell you this from expirience. Never wave to an Apache pilot. The gun gives you a funny look. :]

EHM-0933 Richard

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Rules of Combat
« Reply #5 on: May 29, 2004, 12:55:24 pm »
HAHAHA All of em are brilliant!

Cheers
Rich
;D

Offline EHM-0962 Zhen Yi

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Rules of Combat
« Reply #6 on: June 03, 2004, 12:58:34 pm »
LOL ;D
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