Skydiving at NightBy Eric Boerger on 2005-03-28
Photo: Michael McGowan
Before you even sign up for night jumps at a DZ you need to do a few jumps at the location during the day. Open somewhat high on at least one of the jumps looking and examining the potential hazards and outs if you end up in any direction from the DZ at night. Also before the end of the day arrives you need to have at least 1 glow stick and 1 strobe light that can be easily turned on under canopy.
Typically most dropzones will hold a briefing before dark to go over the procedures for the specific location or situation. You will most likely then be asked to sit in a dark room with no lights for a period of time to allow your eyes to adjust to the darkness
Typical things that are covered during night jump briefings include:
- Prep work
- In plane procedures
- Opening separation
- Under canopy behavior
One of the most important things you can do to maintain your night vision is to avoid looking at any lights during your climb to altitude. Make sure your jump plane does not have any interior lights on, that no one is using flashlights, or anything else to light up the plane. The only color light that should be used inside the plane is a red light since that does not affect night vision. If there are any other light sources or colors (from jump lights) cover as much of them as possible to maintain your vision and still maintain their functionality.
According to the USPA SIM first time night jumpers are required to do a solo before they do any group night skydives. It is a really good idea to spend your first time in freefall at night looking around to make sure you find the landing area and pulling at your correct altitude. Typically groups are sorted by both group size and wing loading of the people in the skydive. Usually people with higher wing loadings are the first out on night jumps for reasons to be detailed shortly. After the groups and solos have been sorted most good night jump organizers will dictate exit order and pull altitudes. Usually with larger planes such as Caravans, Otters, Skyvans and Casa's two passes are made to allow for a greater horizontal separation then normally is allowed. Discuss with the pilot and S&TA what the needed delay is for proper night jump separation. Exit on time, but as during the day do not rush the count. Just prior to exiting you need to activate the lights in the altimeter or uncover the glow sticks. DO NOT activate the strobes yet. In the last rewrite of FAR 105.19 the FAA changed the wording so the strobes no longer have to be active in freefall and since the lights of others in the group could affect your vision keep the strobes off. You do need a strobe that's visible under canopy still though.
At most DZ's each night jump group is separated by a solo skydiver. The first group out the door is assigned the lowest pull altitude. 3000 feet is a standard first pull altitude for the first group to allow proper separation and more time to deal with the complexities of night canopy flight but this may change with the group experience and DZ procedures. Each solo or group exiting after the first group is assigned an altitude 500 feet higher then the previous group up to usually 4500 to 5000 feet. Pull at your correct altitude. Do not pull higher then your altitude since the combination of horizontal separation, vertical separation and wing loading separation make for the safest possible night jump environment for you.
Once under a good canopy you need to do a few things differently than you normally would. The first is do not collapse your slider. The flapping noise that it makes can be heard by other canopies that might be getting close to you. You also need to turn on your strobe light. Do not do any spiraling or altitude loosing maneuvers since this will eliminate the vertical separation factor that the assigned pull altitudes established. Remember that. In a lot of cases of near misses on night jumps its usually discovered one jumper spiraled down to the other jumpers' level. Fly a very conservative pattern with no hook turns, S turns or other erratic flying. As you are flying constantly be scanning for the dropzone, outs, hazards and other canopies in the air. Hazards at night are different then hazards in the day since its easier to mistake a river for a road or not see power lines. If you are going to land off, try to avoid landing extremely close to roads since there are probably power lines above them you can not see. Always assume a PLF when landing off at night since you will not be able to clearly see the landing area.
Typically most DZ's will light their landing areas by having the jumper's cars facing into the wind with the headlights on. Jumpers must plan and fly a flight pattern that has them passing over the cars high enough to miss them, but low enough that they do not out fly the lighted safe landing area. Overshooting the landing area is acceptable if the jumpers know the terrain and know of any potential obstacles they need to avoid. Notice the wind direction as you are boarding the plane, in some locations near large bodies of water the winds will change 180 degrees at night as the temperatures change. Take note of the lights and wind direction before you are set up to land. Also to safely land at night the jumpers are best advised to concentrate on the horizon more then looking down. Looking down will distort your vision and cause you to assume you are at the wrong height for flaring.
If you learn nothing else about night jumping learn about the shadow effect. In a lot of situations where the moon is at your back as you are landing you will see a large black canopy rising up on a direct collision course with you. This is your shadow that you are flying into. Lots of jumpers have made avoidance turns only to pound themselves into the ground breaking bones or killing themselves only to find out it was their shadow they were avoiding. As soon as you land depending on the DZ procedures and where you landed, most DZ's either have you walk towards the cars or to the side of the lighted landing area. Others have you stay where you are until your entire pass has landed. Check in with either manifest or the organizer as soon as you land.
Additional safety items to be taken into consideration are to carry a cell phone and the DZ phone number with you. Carry a DZ business card or pamphlet with you to make sure you have the correct local DZ phone number and not just a 1-800 number that redirects to them. This way if you land out you can call to let people know where you are or if you need help. Give your cell phone number out to manifest so that if you do not check in right away they can try to contact you. Leave the ringer set to high so if you are injured the rescue parties can locate you that way. Also a whistle around your neck can be used under canopy to scare away any canopy coming close to you or if you are coming close to them. The whistle is also a great way of assisting responders to find your location if you are hurt at night. As with all jump activity, the use of any alcohol or drugs is not only against the law, it is dangerous to others and STUPID. If you or others are unable to refrain from said activities do not get on an airplane to jump. Also some jumpers go the extra steps of attaching a glow stick to their main risers so in the case of a cutaway it is easier to track and then retrieve from the ground. Discuss the best method of doing this with your rigger or S&TA. If a jumper lands off field do not rush into a truck to get them, slowly drive towards them with your head lights on high with someone walking in front of the truck to make sure you do not run over an injured jumper.
This article was compiled by Eric Boerger D-26333 with assistance by Keith Laub, Michael Owens and Art Shaffer.
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