There's been a lot of other posts that detail what we go through, but I'll sum it up here.
Primary (T-6)
3 contact sims-EPs, how to run checklists, radio procedures
6 contact flights-fam flights, emergencies, spins, aerobatics, basic flying
4 instrument sims-IFR navigation and procedures
7 instruments flights-same
Intermediate (T-6)
5 instrument sims-same as before, but done at higher TAS and altitude
9 instrument flights-same, often used for cross countries
6 VNAV flights-VFR flying, navigating off points on the ground vice navaids. Timing and wind analysis become important during these flights. Rumor is that there will be VNAV sims in the near future.
4 form flights-two basic form flights to see how two airplanes fly together. Two flights (usually an out and in to Hattiesburg) on a low level route.
Intermediate (T-1)
4 instrument flights-same as before but faster, higher, and doing high approaches
3 low levels-same as VNAVs but now on established MTRs and you have a radalt to help you stay at 500'
1 checkride-a combo of the two, do a low level out towards Baton Rouge, then climb up into the flight levels, show that you know how to do the airnav stuff and come home
Advanced (T-39)
1 EP/airnav sim- (airnav=ANAV=INAV=instrument) get lots of EPs thrown at you, make sure you know how to set up the equipment, run checklists, IFR navigation
2 airnav flights-try to get a sweet cross county here
3 RSTs (radar navigation sims)-use the air to ground radar to navigate around the countryside. You'll start up high (~12k') learning what things look like on the scope.
3 RNs (radar nav flights)-same as the sims, but the radar doesn't work as good
2 low levels-same as before but 60kts faster, radar only used to avoid thunderstorms and such
Strike Timing Sim-you'll learn how to take off from Pensacola and get to an entry point for a low level route in South Carolina or somewhere equally far away, and hit that point within two minutes. Closer if you're good
Strike Radar Sim-apply what you've learned thus far. Take off from NPA, fly to the entry point within the specified time, fly the route using the radar and procedures you've been taught, then normally get an emergency off the route and have to divert
3 strike flights-strikes are a combination of RN and LL. The legs alternate, for instance, you might hit the entry point (Pt A) then have to find B using the radar. Then find C looking outside, no radar. Then find D using the radar, no looking outside. And so on. You hack the clock when you start the route and are trying to hit your time on target based on the elapsed time.
3 CSTs (composite simulator trainer)-up to this point in training during low levels you were expected to stay on the 'black line', the straight line between your turnpoints. In comps you are allowed and expected to get off the black line, use terrain masking, and take shortcuts along the route to make your time on target. For comps you can use any method available, radar, visual, TACAN point to point (if you can receive a TACAN station that low). The difference between strikes and comps is that in strikes you used elapsed time, a stopwatch if you will, to measure your timing. In comps, you will brief a real world time, "Our target is the dam on the southwest side of this lake, TOT is 1347:00." You still need to get to the entry point within 5 minutes of your entry time to stay legal but once on the route you do what you need to do to make TOT. Except slow down. Or make a victory lap over the IP to kill time. For CST-3X you show up that morning and are given the route. You have three hours to plan it and brief.
5 comp flights-see above. For CST-5X you show up and are given the route that morning. You have three hours to plan it and brief. Comp flights are done at 500' so the radar isn't as effective. You have to learn how to use terrain as your friend not only to get around the route but so you can use the radar to find your next point.
4 reattack sims-air to air stuff, bogey on a known heading, known airspeed. You put them on collision, shoot 'em in the face, then get behind them and shoot 'em in the ass.
2 reattack flights-more of the same, but the radar doesn't work as good as in the sim
SELECTION
(If you go Hornets you do more fighter stuff, but I didn't so I can't expound on it.)
Advanced (T-2)
4 basic instrument sims-you actually hand fly the sim to build up your scan
2 EP sims-go through all of the boldface items and a few non-boldface emergencies
3 radio instrument sims-same airnav/INAV stuff as before, but with one TACAN and one UHF radio
3 fam flights-basic procedures, out of control flight demos
2 section low levels-a pair of T-2s, 500', doing a low level, building your skills in how to operate as a section
6 basic fighter maneuver (BFM) flights-basics of how to fight a jet, more out of control flight demos, offensive, defensive maneuvers
1 division flight-four jets, gun pattern, division break, etc etc
That's the pipeline, post API.
We had two Marines start with me. We ended up selecting about a month apart. I got Prowlers, he got Hornets. I was the only Marine in my selection class and the only Marine who got winged that month. Typically there's about 1-2 Marines per month who select and go on to get winged.
For the moment, the projections are about 50/50 Hornet/Prowler but that's a projection. Lately it's been hit or miss as to who does and who doesn't do SERE or the centrifuge. Money issues.
There have been some
NFO Generals in the past.
The field accession board usually picks up 1-2 NFOs per year to become SNAs. I don't personally know anybody who has done it. I do know some who became NFOs or pilots after starting out in some other MOS, but no NFO to NA folks.