Fighter Ejection

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When a fighter is in extreme peril from a pursuing enemy, he or she soon learns that there are few options to consider. As soon as certain warning lights go off stating that your ship will fall apart soon, it is normally considered pretty obvious that you should get out of there. That's when we use the ejection sequence to quickly escape the craft, saving the pilot for another battle. There are good and bad times to eject though...

http://www.datrondynamics.com/images/Ejector_Seat_small.gif

When in space, it was commonly thought as more bearable to ride your craft to swift destruction rather than waiting out the battle and watching your air-supply deplete, dying a slow, painful death. However, since you have a couple hours worth of air supplied on you, this may be the best choice if there is support nearby- otherwise the former will probably occur. In the case of atmosphere however, this can be very different, but then again- much the same. When ejecting in the first place, one must understand just how strong a force they are meeting. When making the seat eject from the craft in emergency situations, the pilot pulls up on a loop of sturdy rope attached below the front end of the cushion which releases the seat from it’s attachments to the TIE surface. Tiny canisters of rocket fuel set in designated areas for proper propulsion underneath the seat explode, throwing it upward in a controlled but lightning quick fashion. The top hatch of the TIE is disconnected with similar canisters of rocket fuel and the seat’s launch is further controlled by the suction from outer space or atmosphere. That force is so strong that as one travels upward, they feel eleven times thier body weight pushing down right on top of them. They're traveling so fast that they think they've blacked out- they haven't. They're actually going so fast that they simply cannot see- a combination of thier eyes rolling down and the lack of visibility in the first place makes seeing the sunset all but impossible. Assuming you've properly restrained yourself, you will not feel the pressure and constant struggle against the winds that will feel about fifty times stronger than a hurricane- easily capable of ripping your head off once the seat begins to turn. Also, assuming of course you've kept your helmet on like a good pilot, your head will be at least minorlly protected by any shrapnel or debris exploding toward your position from your decimated craft. In short- ejection is no picnic. In fact, some say it is more demanding than simply flying the craft in battle for hours- because once you have ejected and you're on your way down...

There are two ways you can land, or you can use both at the same time. At the level you're probably ejecting, it may not be safest to deploy parachute portion of your ejection seat. The high velocity winds as well as 'jet wash' will make it extremely difficult to keep yourself straight without tangling the chords. Instead, you may begin the repulsor lift function of your chair so that you may safely float down to the surface at a much more comfortable rate. If you so choose, once you are down to a safe enough level, you could deploy the parachute and use the repulsor lifts to guide you down to the best landing; the parachute will only soften the exchange between the chair and ground a little more.

Hopefully you won't have to know this- but this is the VEN. Things tend to get a little crazy- also good if you just need to get away from you're squadron for a while...