Join any multiplayer server or watch experienced pilots fly, and you'll hear a stream of unfamiliar terms. "Fox Three." "Bingo fuel." "Tally, two bandits." "Going Winchester."
This isn't showing off—it's brevity code. These standardised terms compress complex information into a word or two, keeping radio communications fast and clear. Understanding them is essential for flying with others.
Here's a glossary of the terms you'll encounter most often.
Fuel States
Bingo Minimum fuel required to return to base safely. When a pilot calls "Bingo," they're leaving—no negotiation. This gets calculated before takeoff based on distance, weather, and whether aerial refuelling is available.
Joker Fuel state above Bingo at which you should start thinking about wrapping up. Joker is your warning; Bingo is your deadline.
Weapons and Ordnance
Winchester Out of weapons. A pilot who's "gone Winchester" has expended all their ordnance and can no longer engage targets. Time to head home or find a tanker and rearm.
Pickle Press the weapon release button, specifically for bombs. The term allegedly comes from World War II claims that the Norden Bombsight could "drop a bomb into a pickle barrel from 20,000 feet." Whether or not that was true, the name stuck.
Fox One Launching a semi-active radar-guided missile (like the AIM-7 Sparrow). The launching aircraft must maintain radar lock until impact.
Fox Two Launching an infrared/heat-seeking missile (like the AIM-9 Sidewinder). Fire and forget—the missile tracks the target's heat signature.
Fox Three Launching an active radar-guided missile (like the AIM-120 AMRAAM). The missile has its own radar and can guide itself to the target after launch.
Rifle Launching an air-to-ground missile (like the AGM-65 Maverick).
Guns Engaging with the aircraft's cannon. Also called "Fox Four" informally, though that's not official brevity.
Target Identification
Bogey An unknown aircraft contact. Could be hostile, could be friendly, could be civilian. You've detected something but haven't identified it yet.
Bandit A confirmed hostile aircraft. Once a bogey is positively identified as an enemy, it becomes a bandit.
Hostile A contact that's been cleared for engagement under the current rules of engagement—not just identified as enemy, but approved to shoot.
Situational Awareness
Tally Enemy in sight. "Tally two bandits" means you can see two hostile aircraft.
No Joy Cannot see the enemy. The opposite of Tally. "No joy on the bandit" means you're looking but can't find them.
Visual Friendly aircraft in sight. "Visual on Lead" means you can see your flight lead.
Blind Cannot see a friendly aircraft. "Blind wingman" means you've lost sight of your partner.
Spike RWR indication of an airborne interceptor radar in track or launch mode. Someone's tracking you with their air intercept radar — not a comfortable feeling.
Nails RWR indication of an airborne interceptor radar in search mode. They're looking but haven't locked you yet.
Mud RWR indication of a surface threat (SAM site or AAA) in track mode. A ground-based system is tracking you.
Dirt RWR indication of a surface threat in search mode. Ground-based radar is sweeping your area but hasn't locked on yet.
Altitude
Angels Altitude in thousands of feet. "Angels fifteen" means 15,000 feet.
Cherubs Altitude in hundreds of feet, used below 1,000 feet. "Cherubs three" means 300 feet.
Navigation and Positioning
Bullseye A pre-briefed reference point used to communicate positions without revealing your actual location. Instead of saying "I'm at these coordinates," you say "Bullseye 270 for 50"—meaning 270 degrees from the reference point at 50 nautical miles.
Fence In Crossing into hostile territory. Pilots typically run through a checklist here: master arm on, countermeasures ready, systems configured for combat.
Fence Out Leaving hostile territory. The reverse checklist: master arm safe, relax countermeasures, configure for cruise.
RTB Return to Base. Heading home.
Combat Manoeuvres
Notch A defensive manoeuvre against radar-guided missiles. By flying perpendicular to the threat (putting it on your beam), you create zero closure velocity. Doppler radar filters out objects with no relative movement, potentially causing the missile to lose lock. Works best when combined with flying low to blend into ground clutter.
Crank An offensive BVR manoeuvre where you turn away from the target while keeping them at the edge of your radar's gimbal limits. This maintains your missile guidance while reducing the closure rate—giving you more time to react if they shoot back, and making their missile fly further to reach you.
Drag Turning away from a threat, typically to increase distance and draw them into a teammate's weapons envelope. "Lead is dragging south."
Mission Types and Roles
SEAD Suppression of Enemy Air Defenses. Missions dedicated to finding and destroying enemy radar and SAM sites, making the airspace safer for everyone else.
Wild Weasel Aircraft and crews specialised in SEAD missions. The name originated in Vietnam. Wild Weasel crews deliberately bait enemy radar into targeting them, then trace the emissions back to their source and destroy it. Their unofficial motto: "First in, last out." Their other unofficial motto is unsuitable for print.
CAP Combat Air Patrol. Flying a defensive pattern to protect a specific area or asset from enemy aircraft.
CAS Close Air Support. Providing air support for ground forces in contact with the enemy.
BVR Beyond Visual Range. Combat where you're engaging targets you can't physically see—using radar and long-range missiles.
WVR Within Visual Range. Close-range combat where you can see your opponent. Dogfighting.
Furball A chaotic close-range engagement with multiple aircraft from both sides mixed together. Difficult to maintain situational awareness, easy to lose track of who's who.
Other Common Terms
SAM Surface-to-Air Missile. Ground-based missile systems designed to shoot down aircraft.
RWR Radar Warning Receiver. Cockpit system that alerts you when radar is detecting or tracking your aircraft.
APU Auxiliary Power Unit. A small engine that provides electrical power and air pressure to start the main engines. Used during startup when external power isn't available.
INS Inertial Navigation System. Self-contained navigation that tracks your position based on movement from a known starting point. Requires alignment before flight, which is why you spend several minutes on the ramp not moving.
Splash Target destroyed. For air-to-air, confirms an aircraft kill. For air-to-ground, confirms weapon impact on target.
Using Brevity Effectively
These terms exist for a reason: they keep communications short and clear when things are happening fast. But there's an art to using them well.
Don't overdo it. Newer pilots sometimes string together every brevity term they know. Clear communication beats impressive-sounding radio calls.
Context matters. "Fox Three" tells your flight you've launched a missile, so they know not to cross into its path. "Bingo" tells everyone you're leaving, so they can adjust. Use brevity when it serves a purpose.
Learn progressively. Start with the basics: Tally/No Joy, Visual/Blind, the Fox calls, and fuel states. Add more as you need them.
Flying with a tutor who knows these terms means you'll learn them in context—hearing them used correctly while actually flying. That's faster than memorising a list.
For comprehensive brevity references, the Hoggit DCS Wiki Brevity List and DCS Combat Academy Glossary are excellent resources.




