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	<id>http://codex.uoaf.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DrSlaughterRex</id>
	<title>UOAF Codex - User contributions [en]</title>
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	<updated>2026-05-10T07:32:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0-rc.0</generator>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Player-controlled_AWACS&amp;diff=7465</id>
		<title>Player-controlled AWACS</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Player-controlled_AWACS&amp;diff=7465"/>
		<updated>2020-04-11T07:55:11Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:awacs.jpg|alt=AWACS in flight|frameless|right|upright=1.5]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Configure IVC for human-controlled AWACS&lt;br /&gt;
#Install Online Squadron Collection&lt;br /&gt;
#Understand how to use BMS labels (TBD)&lt;br /&gt;
#Understand how to give BRAA and Bullseye calls&lt;br /&gt;
#Understand key brevity&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:5px; float:right; width:45%&amp;quot;&lt;br /&gt;
|+Example Radio Chatter with Human GCI/AWACS &amp;quot;Showtime&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:13%;&amp;quot; |Speaker&lt;br /&gt;
! style=&amp;quot;width:37%;&amp;quot; |Message&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|Falcon 1-1&lt;br /&gt;
|Showtime, Falcon 1: Declare contact bullseye 315/89 12000.&lt;br /&gt;
|Falcon 1 uses his flight callsign in this example. This is the callsign Showtime will reply to. This may be confusing if other members of Falcon are trying to declare. He should probably use his own callsign, which is Falcon 1-1.&lt;br /&gt;
|-&lt;br /&gt;
|Showtime&lt;br /&gt;
|Falcon 1, Showtime: Contact is hostile. 2 ship.&lt;br /&gt;
|Showtime probably doesn't know exactly what type of aircraft these are.&lt;br /&gt;
|-&lt;br /&gt;
|Gamble 2-1&lt;br /&gt;
|Showtime, Gamble 2-1: Bogey Dope.&lt;br /&gt;
|Gamble 2-1 MUST use his ship callsign and not his flight callsign, since the reply is dependent upon his location.&lt;br /&gt;
|-&lt;br /&gt;
|Showtime&lt;br /&gt;
|Gamble 2-1, Showtime: nearest threat is one group bullseye 215/13; 25,000; hot; hostile; MiG-29 singleton&lt;br /&gt;
|Showtime knows the type of aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|Viper 1-3&lt;br /&gt;
|Showtime, Viper 1-3, Bogey Dope.&lt;br /&gt;
|This is equivalent to &amp;quot;request vector to (nearest) target.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Showtime&lt;br /&gt;
|Viper 1-3, Showtime: Say ownship bullseye.&lt;br /&gt;
|Showtime is most likely unable to see Viper 1-3 on scope. This is because BMS only shows one single ship in the 2D screen to represent an entire flight. If Showtime is using OSC F4AWACS, then Viper 1-3's chances of being seen are increased dramatically by running the OSC Validator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All pilots must configure IVC in order to hear the human AWACS/GCI.&lt;br /&gt;
*If using the Online Squadron Collection (OSC):&lt;br /&gt;
**All pilots flying in the mission need to run the OSC Validator during the mission.&lt;br /&gt;
**The human AWACS/GCI needs to run the OSC AISpy and OSC F4AWACS.&lt;br /&gt;
**The server flight needs to run the OSC SQServer.&lt;br /&gt;
*The preferred channel for talking with human AWACS/GCI will be briefed.&lt;br /&gt;
&lt;br /&gt;
=Configuring IVC=&lt;br /&gt;
&lt;br /&gt;
#Locate the relevant IVC ini file.&lt;br /&gt;
##Default location for 64-bit installations is Falcon BMS 4.34\Bin\x64\IVC\IVC Client.ini&lt;br /&gt;
##Default location for 32-bit installations is Falcon BMS 4.34\Bin\x86\IVC\IVC Client.ini&lt;br /&gt;
#Open the relevant IVC ini file, and then apply whichever changes apply to the situation:&lt;br /&gt;
    &lt;br /&gt;
==Changes ONLY for Pilots==&lt;br /&gt;
    &lt;br /&gt;
#Find the following line:&lt;br /&gt;
#:&amp;lt;pre&amp;gt;#outsiders = none&amp;lt;/pre&amp;gt;&lt;br /&gt;
#Change the above to this:&lt;br /&gt;
#:&amp;lt;pre&amp;gt;outsiders = all&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This ensures that pilots can hear the human AWACS/GCI no matter where he's seated in the 2D World. If a user has outsiders=none, then that pilot will have transmissions from human AWACS/GCI affected by distance and terrain.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Please note that the beginning of the line should lack the '#'. This is because '#'  tells IVC to ignore the rest of the line and treat it as a comment.''&lt;br /&gt;
 &lt;br /&gt;
==Changes ONLY for GCI/AWACS==&lt;br /&gt;
&lt;br /&gt;
Human GCI/AWACS must manually configure IVC via the IVC Client, including setting the UHF frequency to that which will be used to communicate with the flights he will support.&lt;br /&gt;
&lt;br /&gt;
If he is using BMS to connect to the IVC server, then after connecting to the hosted TE/Campaign, he should do the following:&lt;br /&gt;
&lt;br /&gt;
#Find the open IVC client instance.&lt;br /&gt;
#Click on Force Local Control. This will probably disconnect the IVC Client from the IVC Server.&lt;br /&gt;
#Click on Connect.&lt;br /&gt;
#If participating in a planned event that require [[Radios#IVC_Check|pre-flight IVC checks]], assign the appropriate frequencies:&lt;br /&gt;
##Enter &amp;quot;339750&amp;quot; (without the quotes) for UHF and click on Change Frequency. (Click Change Frequency even if the frequency is already correctly entered.)&lt;br /&gt;
##Enter &amp;quot;1234&amp;quot; (without the quotes) for VHF and click on Change Frequency. (Click Change Frequency even if the frequency is already correctly entered.)&lt;br /&gt;
#Write down the necessary frequencies associated with the mission. (For example, if human GCI/AWACS is supporting only one package, the UHF 6 frequency for that package should probably be written down or stored within OSC F4AWACS.)&lt;br /&gt;
#Upon everyone committing to flight, switch to the mission frequency upon which human GCI/AWACS should be waiting to receive requests or check-ins.&lt;br /&gt;
&lt;br /&gt;
=Online Squadron Collection=&lt;br /&gt;
&lt;br /&gt;
==Installing==&lt;br /&gt;
&lt;br /&gt;
#Download OSC v2.0.2: http://programs.sakgiok.gr/OSC/Downloads/OSC%20v2.0.2_setup.zip&lt;br /&gt;
#Install it.&lt;br /&gt;
#Run the OSC MONSTER UPDATER program. It should update OSC to v2.0.6.&lt;br /&gt;
&lt;br /&gt;
==Running==&lt;br /&gt;
&lt;br /&gt;
===ONLY for SERVER===&lt;br /&gt;
&lt;br /&gt;
#Run OSC SQServer.&lt;br /&gt;
&lt;br /&gt;
===ONLY for PILOTS===&lt;br /&gt;
&lt;br /&gt;
#Run OSC Validator at mission time.&lt;br /&gt;
#Enter your in-game callsign in capital letters (ie. GAMBLE 11)&lt;br /&gt;
#Connect to the server.&lt;br /&gt;
&lt;br /&gt;
===ONLY for Human GCI/AWACS===&lt;br /&gt;
&lt;br /&gt;
#Run OSC AISpy.&lt;br /&gt;
#Connect OSC AISpy to the server.&lt;br /&gt;
#Run OSC F4AWACS.&lt;br /&gt;
#Perform any [[Player-controlled_AWACS#Startup_Procedure|initial OSC F4AWACS startup procedures]] as necessary.&lt;br /&gt;
#Connect OSC F4AWACS to the server.&lt;br /&gt;
#Proceed as desired to customize the environment according to the mission.&lt;br /&gt;
&lt;br /&gt;
==F4AWACS==&lt;br /&gt;
&lt;br /&gt;
===Startup Procedure===&lt;br /&gt;
F4AWACS is a very complex program, however, there are certain steps that should be done to get started before a mission.&lt;br /&gt;
&lt;br /&gt;
#A mission file and at least one corresponding INI file should be retrieved from the mission.&lt;br /&gt;
#Load the proper theater in F4AWACS. If the theater in question isn't KTO, it will need to be imported it.&lt;br /&gt;
#Click Tools-&amp;gt;Falcon Tools-&amp;gt;Get bullseye from tac/cam/trn. Load the mission file mentioned above.&lt;br /&gt;
#Click Tools-&amp;gt;Falcon Tools-&amp;gt;Import Areas from Falcon INI files. Load the INI file mentioned above.&lt;br /&gt;
#Connect to the SQServer instance for this mission.&lt;br /&gt;
&lt;br /&gt;
===Known Bugs/Issues===&lt;br /&gt;
&lt;br /&gt;
#Sometimes the &amp;quot;Areas&amp;quot; box disappears and becomes unavailable. It can be retrieved by right-clicking on the map, and clicking &amp;quot;Add New Icon Area&amp;quot; and then canceling.&lt;br /&gt;
#Sometimes the &amp;quot;Bullseye&amp;quot; menu disappears.&lt;br /&gt;
&lt;br /&gt;
=UOAF SOP for GCI/AWACS=&lt;br /&gt;
&lt;br /&gt;
These SOPs are the general guidelines for how human GCI/AWACS will be used.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Deviations from SOPs for a mission should be explicitly mentioned in the mission briefing.''&lt;br /&gt;
&lt;br /&gt;
==Briefing==&lt;br /&gt;
The following should be explicitly briefed:&lt;br /&gt;
&lt;br /&gt;
*GCI/AWACS callsign. It may be preferable to avoid callsigns such as &amp;quot;Magic&amp;quot; because there may be existing flights with these callsigns. Possible callsigns that do not appear to be in BMS are as follows:&lt;br /&gt;
**Bandsaw&lt;br /&gt;
**Focus&lt;br /&gt;
**Showtime&lt;br /&gt;
**Thumper&lt;br /&gt;
**Overlord&lt;br /&gt;
&lt;br /&gt;
==Philosophy==&lt;br /&gt;
&lt;br /&gt;
*'''Human GCI/AWACS should speak'''&lt;br /&gt;
**'''as infrequently as possible; and'''&lt;br /&gt;
**'''as little as possible.'''&lt;br /&gt;
*Unlike with AI AWACS, communication between pilots and GCI/AWACS can jam comms and marks a distinct disadvantage.&lt;br /&gt;
*Human GCI/AWACS should provide some advantages over AI GCI/AWACS in that the human can provide more clarity to a situation than the AI can.&lt;br /&gt;
&lt;br /&gt;
==Authority==&lt;br /&gt;
&lt;br /&gt;
*'''Package Flights are led by the Package Lead, unless explicitly directed otherwise.'''&lt;br /&gt;
*Package Flights check-in with GCI/AWACS.&lt;br /&gt;
*GCI/AWACS can hold and relay information for the package when Flight Leads are unavailable (perhaps due to terrain occlusion).&lt;br /&gt;
&lt;br /&gt;
==Check-Ins==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 5px; float:right; width:45%&amp;quot;&lt;br /&gt;
|+Check-In Example with Human GCI/AWACS &amp;quot;Showtime&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:7%;&amp;quot; |Order&lt;br /&gt;
! style=&amp;quot;width:12%;&amp;quot; |Flight&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Speaker&lt;br /&gt;
! style=&amp;quot;with:66%;&amp;quot; |Message&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Falcon 1&lt;br /&gt;
|Falcon 1-1&lt;br /&gt;
|&amp;quot;Showtime, Falcon 1, check-in. 4 good ships.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Showtime&lt;br /&gt;
|&amp;quot;Falcon 1, copy check-in. Awaiting Package Lead.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Falcon 1-1&lt;br /&gt;
|&amp;quot;Falcon 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |2&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Gamble 2&lt;br /&gt;
|Gamble 2-1&lt;br /&gt;
|&amp;quot;Showtime, Gamble 2, check-in. 4 good ships.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Showtime&lt;br /&gt;
|&amp;quot;Gamble 2, Showtime, copy check-in. Awaiting Package Lead.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Gamble 2&lt;br /&gt;
|&amp;quot;Gamble 2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Hawkeye 1&lt;br /&gt;
(Package Lead)&lt;br /&gt;
|Hawkeye 1-1&lt;br /&gt;
|&amp;quot;Showtime, Hawkeye 1, check-in. 2 good ships.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Showtime&lt;br /&gt;
|&amp;quot;Hawkeye 1, Showtime, copy check-in. Previous check-ins Falcon 1 4-ship, Gamble 2, 4-ship.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Hawkeye 1&lt;br /&gt;
|&amp;quot;Hawkeye 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |4&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Viper 1&lt;br /&gt;
|Gamble 2-1&lt;br /&gt;
|&amp;quot;Showtime, Viper 1, check-in. 4 good ships.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Showtime&lt;br /&gt;
|&amp;quot;Viper 1, Showtime, copy check-in. Package Lead available on this frequency.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Viper 1&lt;br /&gt;
|&amp;quot;Viper 1.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
#Flight Leads check in with GCI/AWACS with their flight callsign and the number of good ships in the flight available for tasking.&lt;br /&gt;
#GCI/AWACS acknowledges the check-in:&lt;br /&gt;
##For Flight Leads that are not Package Lead, GCI/AWACS informs them if Package Lead has already checked in or not.&lt;br /&gt;
##When Package Lead checks in, he informs how many Flights in this package already checked in and how many good ships were reported in each.&lt;br /&gt;
#While any other Flights tuning into Tactical (ie. UHF 6) should continue to check in with GCI/AWACS, the Package Lead may direct the package at any time for those that are available.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''In the event of an emergency, such as their flight being intercepted,'' ''GCI/AWACS may skip the check-in procedure and warn them they are being intercepted.''&lt;br /&gt;
&lt;br /&gt;
==Scope==&lt;br /&gt;
&lt;br /&gt;
*GCI/AWACS will NOT continuously guide onto targets unless asked to be updated by a flight.&lt;br /&gt;
*Updates will cease if picture becomes vast and busy or if flight or package lead calls &amp;quot;Judy.&amp;quot;&lt;br /&gt;
*GCI/AWACS may warn about bandits intercepting friendly aircraft within the &amp;quot;alert range.&amp;quot; Unless otherwise briefed, this range is 80nm. This warning is not guaranteed to happen, and will be less likely to happen when the air picture is busy.&lt;br /&gt;
&lt;br /&gt;
=Communication=&lt;br /&gt;
&lt;br /&gt;
==Brevity==&lt;br /&gt;
&lt;br /&gt;
Below is an incomplete list of [[Communications_and_brevity#Brevity_Code_Masterlist|brevity]] that may be communicated between pilots and human GCI/AWACS:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Check-in&amp;quot;&lt;br /&gt;
*&amp;quot;Alfa Check&amp;quot;&lt;br /&gt;
*&amp;quot;Judy.&amp;quot;&lt;br /&gt;
*&amp;quot;Request Picture.&amp;quot;&lt;br /&gt;
*&amp;quot;Declare &amp;lt;Bullseye&amp;gt;&amp;quot;&lt;br /&gt;
*&amp;quot;Request vector to tanker/base/(nearest) target/alternate.&amp;quot;&lt;br /&gt;
*&amp;quot;Bogey Dope&amp;quot;&lt;br /&gt;
*&amp;quot;Request relief.&amp;quot;&lt;br /&gt;
*&amp;quot;Threat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bullseye vs BRAA==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Call Formats&lt;br /&gt;
!BRAA&lt;br /&gt;
!Bullseye&lt;br /&gt;
|-&lt;br /&gt;
|'''B'''earing, '''R'''ange, '''A'''ltitude, and '''A'''spect.&lt;br /&gt;
|&lt;br /&gt;
*Bullseye is an arbitrary location on the map, usually somewhat close to the AO of a mission.&lt;br /&gt;
*In BMS, there is only one official bullseye. In real life, the bullseye would have a name.&lt;br /&gt;
|-&lt;br /&gt;
|When using BRAA, GCI/AWACS is giving locations '''relative to the jet to whom it is speaking'''.&lt;br /&gt;
|&lt;br /&gt;
*Like BRAA, a bullseye reference can use bearing, range, altitude, and aspect.&lt;br /&gt;
&lt;br /&gt;
*Unlike BRAA, GCI/AWACS is giving locations '''relative to bullseye''', although the '''aspect''' is still relative to the jet to whom GCI/AWACS is speaking.&lt;br /&gt;
|-&lt;br /&gt;
|Example reply from GCI/AWACS using BRAA:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Viper 2-1, Showtime: Nearest threat BRAA 287/24. 12000. Hot.&amp;quot;&lt;br /&gt;
*This means that Viper 2-1 has a hostile 24nm away at 12000ft flying directly at him. If Viper 2-1 is flying 287, he is flying a direct course to intercept.&lt;br /&gt;
|Example reply from GCI/AWACS using bullseye:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Warhawk 3-3, Showtime: Nearest threat Bullseye 135/12. 25000. Dragging.&amp;quot;&lt;br /&gt;
*This means that Warhawk 3-3's nearest threat is 12nm away from bullseye. If one were to be directly on bullseye, he would be facing the threat is he turned to heading 135.&lt;br /&gt;
*This does NOT mean that Warhawk 3-3 should necessarily turn to heading 135 if he wants to face the threat, nor does it necessarily mean that Warhawk 3-3 is 12nm away from the threat. This is only true if Warhawk 3-3 is actually on bullseye, which he is probably not. Warhawk 3-3 must determine:&lt;br /&gt;
*#where the threat is from bullseye;&lt;br /&gt;
*#where he himself is from bullseye; and then based on both pieces of information&lt;br /&gt;
*#where he and the threat are in relation to each other.&lt;br /&gt;
|-&lt;br /&gt;
|The BRAA format is typically used in BMS when the nearest threat is within 25nm of the friendly aircraft querying AWACS.&lt;br /&gt;
|Bullseye is stored in STPT 25 of the Viper. A pilot can change STPT 25 before takeoff or in the air. This effectively moves the bullseye in his ship's computer, which can be used to correct certain rare instances where bullseye fails to load in the pilot's DTC correctly. This should NOT be done unless prebriefed or if an alfa check has failed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Pronunciation==&lt;br /&gt;
For either bullseye or BRAA references, the location should be read digit by digit while the range should be read as a single number.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Bullseye 180/56. 12000ft: &amp;quot;Bullseye One eight zero.&amp;quot; &amp;lt;''pause''&amp;gt; &amp;quot;Fifty six&amp;quot; &amp;lt;''pause&amp;gt;'' &amp;quot;Twelve thousand.&amp;quot;&lt;br /&gt;
*BRAA 95/21. 25000ft: &amp;quot;BRAA Nine five.&amp;quot; &amp;lt;''pause''&amp;gt; &amp;quot;Twenty-one&amp;quot; &amp;lt;''pause&amp;gt;'' &amp;quot;Twenty five thousand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7134</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7134"/>
		<updated>2019-07-30T01:12:15Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
=Ground Map (GM)=&lt;br /&gt;
GM mode is designed to provide a map display on the MFD suitable for navigation and for target detection on targets that are NOT moving. Weapons delivery is supported by a ground stabilized cursor whose position is indicated on the map display and is used to center the scan coverage. GM returns are displayed on a plan position indicator (PPI) (polar coordinates) sector format. The submodes EXP, 8:1 DBS1, and 64:1 DBS2 magnify a patch of the PPI sector resulting in increased resolution of the map and more precise cursor placement. &lt;br /&gt;
&lt;br /&gt;
STP, OA and SP cursor position are used for weapons delivery and centering of the map coverage. A STP, OA or SP can be selected as an initial cursor position. STP and OA information is used to continually determine the cursor range in all three axes from the aircraft to the STP. Therefore, the cursor is ground stabilized at that location.&lt;br /&gt;
SP allows observation of the map area in front of the aircraft without having to constantly select steerpoints located ahead of the aircraft. Pressing TMS up creates a pseudo-steerpoint at the current cursor position. At this time, the cursor position is ground stabilized, similar to selecting a steerpoint for the initial cursor position, and cursor placement may be adjusted.&lt;br /&gt;
&lt;br /&gt;
The cursor position is depicted relative to the map at the intersection of the horizontal and vertical lines on the MFD and is also indicated by the steerpoint diamond in the HUD. The CURSOR/ENABLE control is used to move the cursor onto the feature of interest on the displayed map.&lt;br /&gt;
&lt;br /&gt;
Pressing CZ on the MFD removes previous adjustments made to the initial A-G cursor position. This is useful if adjusting gain, changing submodes, or lowering range scale. In this case, the A-G cursor may be displaced from the correct position over the target. This function will reset any delta caused by the cursor.&lt;br /&gt;
&lt;br /&gt;
Scan pattern size and location in GM mode are controlled both automatically and manually. A 1-bar scan is roll and pitch stabilized with ±10, ±30, or ±60 azimuth scan width selections available from the MFD.&lt;br /&gt;
&lt;br /&gt;
Range resolution increases by 2:1 for each decrease in range scale while in the NORM, EXP and DBS1 submodes. Changing range scales in DBS2 has no effect on range resolution.&lt;br /&gt;
&lt;br /&gt;
===Ground Target Track===&lt;br /&gt;
In GM, SEA, and GMT modes, if a target is being tracked, the target will appear as a solid diamond at the intersection of the X-Y cursor and range will be displayed in the HUD slant range window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=SEA=&lt;br /&gt;
SEA mode is designed to detect sea-borne targets in low sea states. SEA mode processing differs from GM in that more samples are integrated to produce the map. This requires a slightly slower scan rate to increase the integration time on sea targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control and operation of SEA mode are identical to GM except for the processing differences described above, and the lack of DBS submodes. The NORM and EXP submodes are available as well as the FZ option and transition to FTT.&lt;br /&gt;
&lt;br /&gt;
=Fixed Target Track (FTT)=&lt;br /&gt;
FTT is designed to automatically maintain an accurate track of a stationary discrete target for weapon delivery. FTT is available in GM, SEA or DBS modes and is initiated with a TMS up. This action initiates an acquisition sequence where the radar searches for targets about the cursor position with greater reflected intensity than the background clutter. FTT targets can be seen visually through the HUD. For weapon delivery, an A-G TD box is positioned at the target location. It is generally preferable to acquire targets from EXP or DBS, since signal and thus image quality is increased, and it is easier to differentiate targets.&lt;br /&gt;
&lt;br /&gt;
[[File:FTT mode.jpg|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
=Ground Moving Target (GMT)=&lt;br /&gt;
GMT mode is designed to detect moving targets on land or sea. Moving vehicles including cars, tanks, trucks, ships, aircraft while taxiing or helicopters in flight can be detected at low speeds. A background map is available for navigation and detection of stationary targets. Normal (NORM) and expand (EXP) submodes are available along with the FZ option similar to GM.&lt;br /&gt;
&lt;br /&gt;
Acquisition to Ground Moving Target Track mode (GMTT) is available for tracking moving targets in the real APG-68; however, in BMS it is not currently modelled. Targeting pods (AN/AAQ-14 LANTIRN or AN/AAQ-33 Sniper) will allow you to acquire and track moving vehicles once detected with GMT mode.&lt;br /&gt;
&lt;br /&gt;
=Air-to-Ground Ranging (AGR)=&lt;br /&gt;
The AGR mode is designed to provide an accurate range to a ground point for visual A-G delivery modes (CCIP, DTOS, STRAFE, EO-VIS). The radar is automatically commanded to AGR when the appropriate A-G weapon submode is selected (unless STBY or OVRD is selected).&lt;br /&gt;
&lt;br /&gt;
AGR ranges to the point on the ground indicated by weapons delivery symbology in the HUD. Depending on the submode selecting AGR, the symbol in the HUD may be slewed to the desired point, or the aircraft can maneuver to place the symbol at the desired point, or a combination of both. The CURSOR/ENABLE switch on the throttle is used to slew the symbol. Different symbols (see below) are used to indicate the ranging point depending on the submode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Submode&lt;br /&gt;
!Symbol&lt;br /&gt;
!Pointing Method&lt;br /&gt;
|-&lt;br /&gt;
|HUD Mark&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Slew&lt;br /&gt;
|-&lt;br /&gt;
|Visual Air-to-Ground/Strafe/CCIP&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Manoeuvre aircraft&lt;br /&gt;
|-&lt;br /&gt;
|DTOS/EO-VIS&lt;br /&gt;
|A-G TD Box (square with dot)&lt;br /&gt;
|Manoeuvre aircraft/Slew&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Flight_leading&amp;diff=7102</id>
		<title>Flight leading</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Flight_leading&amp;diff=7102"/>
		<updated>2019-07-23T01:13:04Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Give a flight briefing&lt;br /&gt;
#Share important flight mission information&lt;br /&gt;
&lt;br /&gt;
==Tactics and Miscellaneous==&lt;br /&gt;
#Obtain Positive Identification (PID) on targets prior to engagement&lt;br /&gt;
#Understand information given in a Bullseye call&lt;br /&gt;
#Very basic comms brevity knowledge (see Brevity document)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Checklist=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
!Flight Callsign	&lt;br /&gt;
|Name of the flight, including focus of the flight, ship type, and strength.	&lt;br /&gt;
|&amp;quot;Falcon1 OCA F-16C Block 30, four ship.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Reiteration Of Individual Intent	&lt;br /&gt;
|Go over the specific intent of the flight, what its purpose is, and the general sense of how you'll accomplish this.	&lt;br /&gt;
|&amp;quot;Our intent is to destroy the runways of Wonson airbase with low-altitude dumb bombs.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Loadout	&lt;br /&gt;
|Specify the ordnance each pilot will be using.	&lt;br /&gt;
|&amp;quot;Each ship carries 6 BLU-109 runway buster high-drag dumb bombs, 2 370 gallon wing bags, 4 AIM-9P missiles, and a centerline jammer.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Flight Plan	&lt;br /&gt;
|A detailed rundown of the flight plan, what each steerpoint represents, cruising altitudes, etc.	&lt;br /&gt;
|&amp;quot;Steerpoint 1 is home plate, Pusan airbase...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Method Of Attack	&lt;br /&gt;
|The specific way in which your flight will conduct its mission objective, be it a ground attack, combat air patrol, etc.	&lt;br /&gt;
|&amp;quot;We will go NOE at steer 6 and attack the runway in a pop-up attack from the east...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Bingo	&lt;br /&gt;
|Discuss fuel tolerances, joker and bingo states, playtime.	&lt;br /&gt;
|&amp;quot;Bingo will be 3000 pounds, desired playtime is 10 minutes.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Takeoff/landing procedures	&lt;br /&gt;
|Describe the takeoff profile you want, any special remarks for taxi, and landing procedures.	&lt;br /&gt;
|&amp;quot;We will taxi in sequence to runway 14 left, and conduct 2-ship takeoffs. Takeoff will be timed by element leaders, full burn to 350, rotate at 180, nose up 10 degrees and rejoin before turning for steer 2.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Communications	&lt;br /&gt;
|Go over flight-specific communications methods to make sure all pilots know the correct frequencies and controls.	&lt;br /&gt;
|&amp;quot;Flight comms. will be on Victor 1, TACAN will be set 11X, 74Y, 74X, 11Y...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Questions From Element Lead	&lt;br /&gt;
|Accept questions from the element leader.	&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Questions From Wingmen	&lt;br /&gt;
|Accept questions from the wingmen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7023</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7023"/>
		<updated>2019-07-16T21:37:46Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
=Ground Map (GM)=&lt;br /&gt;
GM mode is designed to provide a map display on the MFD suitable for navigation and for target detection. Weapons delivery is supported by a ground stabilized cursor whose position is indicated on the map display and is used to center the scan coverage. GM returns are displayed on a plan position indicator (PPI) (polar coordinates) sector format. The submodes EXP, 8:1 DBS1, and 64:1 DBS2 magnify a patch of the PPI sector resulting in increased resolution of the map and more precise cursor placement. &lt;br /&gt;
&lt;br /&gt;
Transition to FTT is available from GM NORM, EXP and DBS.&lt;br /&gt;
&lt;br /&gt;
STP, OA and SP cursor position are used for weapons delivery and centering of the map coverage. A STP, OA or SP can be selected as an initial cursor position. STP and OA information is used to continually determine the cursor range in all three axes from the aircraft to the STP. Therefore, the cursor is ground stabilized at that location.&lt;br /&gt;
SP allows observation of the map area in front of the aircraft without having to constantly select steerpoints located ahead of the aircraft. Pressing TMS up creates a pseudo-steerpoint at the current cursor position. At this time, the cursor position is ground stabilized, similar to selecting a steerpoint for the initial cursor position, and cursor placement may be adjusted.&lt;br /&gt;
&lt;br /&gt;
The cursor position is depicted relative to the map at the intersection of the horizontal and vertical lines on the MFD and is also indicated by the steerpoint diamond in the HUD. The CURSOR/ENABLE control is used to move the cursor onto the feature of interest on the displayed map.&lt;br /&gt;
&lt;br /&gt;
Pressing CZ on the MFD removes previous adjustments made to the initial A-G cursor position. This is useful if adjusting gain, changing submodes, or lowering range scale. In this case, the A-G cursor may be displaced from the correct position over the target.&lt;br /&gt;
&lt;br /&gt;
Scan pattern size and location in GM are controlled both automatically and manually. A 1-bar scan is roll and pitch stabilized with ±10, ±30, or ±60 azimuth scan width selections available from the MFD.&lt;br /&gt;
&lt;br /&gt;
Range resolution increases by 2:1 for each decrease in range scale while in the NORM, EXP and DBS1 submodes. Changing range scales in DBS2 has no effect on range resolution.&lt;br /&gt;
&lt;br /&gt;
===Ground Target Track===&lt;br /&gt;
In GM, SEA, and GMT modes, if a target is being tracked, the target will appear as a solid diamond at the intersection of the X-Y cursor and range will be displayed in the HUD slant range window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=SEA=&lt;br /&gt;
SEA mode is designed to detect sea-borne targets in low sea states. SEA mode processing differs from GM in that more samples are integrated to produce the map. This requires a slightly slower scan rate to increase the integration time on sea targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control and operation of SEA mode are identical to GM except for the processing differences described above, and the lack of DBS submodes. The NORM and EXP submodes are available as well as the FZ option and transition to FTT.&lt;br /&gt;
&lt;br /&gt;
=Fixed Target Track (FTT)=&lt;br /&gt;
FTT is designed to automatically maintain an accurate track of a stationary discrete target for weapon delivery. FTT is available in GM, SEA or DBS modes and is initiated with a TMS up. This action initiates an acquisition sequence where the radar searches for targets about the cursor position with greater reflected intensity than the background clutter. FTT targets can be seen visually through the HUD. For weapon delivery, an A-G TD box is positioned at the target location. It is generally preferable to acquire targets from EXP or DBS, since signal and thus image quality is increased, and it is easier to differentiate targets.&lt;br /&gt;
&lt;br /&gt;
[[File:FTT mode.jpg|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
=Ground Moving Target (GMT)=&lt;br /&gt;
GMT mode is designed to detect moving targets on land or sea. Moving vehicles including cars, tanks, trucks, ships, aircraft while taxiing or helicopters in flight can be detected at low speeds. A background map is available for navigation and detection of stationary targets. Normal (NORM) and expand (EXP) submodes are available along with the FZ option similar to GM.&lt;br /&gt;
&lt;br /&gt;
Acquisition to Ground Moving Target Track mode (GMTT) is available for tracking moving targets in the real APG-68; however, in BMS it is not currently modelled. Targeting pods (AN/AAQ-14 LANTIRN or AN/AAQ-33 Sniper) will allow you to acquire and track moving vehicles once detected with GMT mode.&lt;br /&gt;
&lt;br /&gt;
=Air-to-Ground Ranging (AGR)=&lt;br /&gt;
The AGR mode is designed to provide an accurate range to a ground point for visual A-G delivery modes (CCIP, DTOS, STRAFE, EO-VIS). The radar is automatically commanded to AGR when the appropriate A-G weapon submode is selected (unless STBY or OVRD is selected).&lt;br /&gt;
&lt;br /&gt;
AGR ranges to the point on the ground indicated by weapons delivery symbology in the HUD. Depending on the submode selecting AGR, the symbol in the HUD may be slewed to the desired point, or the aircraft can maneuver to place the symbol at the desired point, or a combination of both. The CURSOR/ENABLE switch on the throttle is used to slew the symbol. Different symbols (see below) are used to indicate the ranging point depending on the submode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Submode&lt;br /&gt;
!Symbol&lt;br /&gt;
!Pointing Method&lt;br /&gt;
|-&lt;br /&gt;
|HUD Mark&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Slew&lt;br /&gt;
|-&lt;br /&gt;
|Visual Air-to-Ground/Strafe/CCIP&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Manoeuvre aircraft&lt;br /&gt;
|-&lt;br /&gt;
|DTOS/EO-VIS&lt;br /&gt;
|A-G TD Box (square with dot)&lt;br /&gt;
|Manoeuvre aircraft/Slew&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7022</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7022"/>
		<updated>2019-07-16T09:26:08Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
=Ground Map (GM)=&lt;br /&gt;
GM mode is designed to provide a map display on the MFD suitable for navigation and for target detection. Weapons delivery is supported by a ground stabilized cursor whose position is indicated on the map display and is used to center the scan coverage. GM returns are displayed on a plan position indicator (PPI) (polar coordinates) sector format. The submodes EXP, 8:1 DBS1, and 64:1 DBS2 magnify a patch of the PPI sector resulting in increased resolution of the map and more precise cursor placement. &lt;br /&gt;
&lt;br /&gt;
Transition to FTT is available from GM NORM, EXP and DBS.&lt;br /&gt;
&lt;br /&gt;
STP, OA and SP cursor position are used for weapons delivery and centering of the map coverage. A STP, OA or SP can be selected as an initial cursor position. STP and OA information is used to continually determine the cursor range in all three axes from the aircraft to the STP. Therefore, the cursor is ground stabilized at that location.&lt;br /&gt;
SP allows observation of the map area in front of the aircraft without having to constantly select steerpoints located ahead of the aircraft. Pressing TMS up creates a pseudo-steerpoint at the current cursor position. At this time, the cursor position is ground stabilized, similar to selecting a steerpoint for the initial cursor position, and cursor placement may be adjusted.&lt;br /&gt;
&lt;br /&gt;
The cursor position is depicted relative to the map at the intersection of the horizontal and vertical lines on the MFD and is also indicated by the steerpoint diamond in the HUD. The CURSOR/ENABLE control is used to move the cursor onto the feature of interest on the displayed map.&lt;br /&gt;
&lt;br /&gt;
Pressing CZ on the MFD removes previous adjustments made to the initial A-G cursor position. This is useful if adjusting gain, changing submodes, or lowering range scale. In this case, the A-G cursor may be displaced from the correct position over the target.&lt;br /&gt;
&lt;br /&gt;
Scan pattern size and location in GM are controlled both automatically and manually. A 1-bar scan is roll and pitch stabilized with ±10, ±30, or ±60 azimuth scan width selections available from the MFD.&lt;br /&gt;
&lt;br /&gt;
Range resolution increases by 2:1 for each decrease in range scale while in the NORM, EXP and DBS1 submodes. Changing range scales in DBS2 has no effect on range resolution.&lt;br /&gt;
&lt;br /&gt;
===Ground Target Track===&lt;br /&gt;
In GM, SEA, and GMT modes, if a target is being tracked, the target will appear as a solid diamond at the intersection of the X-Y cursor and range will be displayed in the HUD slant range window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=SEA=&lt;br /&gt;
SEA mode is designed to detect sea-borne targets in low sea states. SEA mode processing differs from GM in that more samples are integrated to produce the map. This requires a slightly slower scan rate to increase the integration time on sea targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control and operation of SEA mode are identical to GM except for the processing differences described above, and the lack of DBS submodes. The NORM and EXP submodes are available as well as the FZ option and transition to FTT.&lt;br /&gt;
&lt;br /&gt;
=Fixed Target Track (FTT)=&lt;br /&gt;
FTT is designed to automatically maintain an accurate track of a stationary discrete target for weapon delivery. FTT is available in GM, SEA or DBS modes and is initiated with a TMS up. This action initiates an acquisition sequence where the radar searches for targets about the cursor position with greater reflected intensity than the background clutter.&lt;br /&gt;
&lt;br /&gt;
===Multifunction Display (MFD)===&lt;br /&gt;
Track targets on the MFD are displayed as a solid diamond. The lines previously used to indicate cursor position now indicate target position with the solid diamond at the intersection. The range rings and expansion cue are not displayed during FTT. A typical FTT display is shown below:&lt;br /&gt;
&lt;br /&gt;
[[File:FTT mode.jpg|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
===Head-Up Display (HUD)===&lt;br /&gt;
FTT targets can be seen visually through the HUD. For weapon delivery, an A-G TD box is positioned at the target location. Slant range to the target is also presented on the HUD.&lt;br /&gt;
&lt;br /&gt;
===FTT Acquisition===&lt;br /&gt;
Transition to FTT is available from all GM submodes (NORM, EXP, DBS1, and DBS2). If the SP option is selected, the cursor must first be ground stabilized before the acquisition of a target can be attempted. The pilot first selects a discrete ground return to track in FTT. Accurately slewing the ground stabilized cursor to the target and pressing TMS up and release designates the target and initiates the acquisition process.&lt;br /&gt;
&lt;br /&gt;
If an acquisition is successful, then the lines previously indicating cursor position now indicate the tracked target position, with a solid diamond placed at the intersection. The FTT display format is a PPI sector similar to the GM NORM submode, but without the map information, range rings or expansion cues.&lt;br /&gt;
&lt;br /&gt;
It is generally preferable to acquire targets from EXP or DBS, since signal and thus image quality is increased, and it is easier to differentiate targets.&lt;br /&gt;
&lt;br /&gt;
===Loss of Track===&lt;br /&gt;
If FTT processing can no longer detect the target or track is terminated due to signal fade, the cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
Return to search is commanded by TMS down. FTT is stopped and the previously selected search mode is resumed, with the FOV option in effect at the time of designate. The cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
FTT is exited and the previously selected search mode is resumed when the antenna reaches its mechanical gimbal limits. The cursor on the MFD is placed at the gimbal limit position.&lt;br /&gt;
&lt;br /&gt;
===Mode Switching===&lt;br /&gt;
Changing to any other mode while in FTT results in an immediate mode change and the track is terminated.&lt;br /&gt;
&lt;br /&gt;
=Ground Moving Target (GMT)=&lt;br /&gt;
GMT mode is designed to detect moving targets on land or sea. Moving vehicles including cars, tanks, trucks, ships, aircraft while taxiing or helicopters in flight can be detected at low speeds. A background map is available for navigation and detection of stationary targets. Normal (NORM) and expand (EXP) submodes are available along with the FZ option similar to GM.&lt;br /&gt;
&lt;br /&gt;
Acquisition to Ground Moving Target Track mode (GMTT) is available for tracking moving targets in the real APG-68; however, in BMS it is not currently modelled. Targeting pods (AN/AAQ-14 LANTIRN or AN/AAQ-33 Sniper) will allow you to acquire and track moving vehicles once detected with GMT mode.&lt;br /&gt;
&lt;br /&gt;
=Air-to-Ground Ranging (AGR)=&lt;br /&gt;
The AGR mode is designed to provide an accurate range to a ground point for visual A-G delivery modes (CCIP, DTOS, STRAFE, EO-VIS). The radar is automatically commanded to AGR when the appropriate A-G weapon submode is selected (unless STBY or OVRD is selected).&lt;br /&gt;
&lt;br /&gt;
AGR ranges to the point on the ground indicated by weapons delivery symbology in the HUD. Depending on the submode selecting AGR, the symbol in the HUD may be slewed to the desired point, or the aircraft can maneuver to place the symbol at the desired point, or a combination of both. The CURSOR/ENABLE switch on the throttle is used to slew the symbol. Different symbols (see below) are used to indicate the ranging point depending on the submode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Submode&lt;br /&gt;
!Symbol&lt;br /&gt;
!Pointing Method&lt;br /&gt;
|-&lt;br /&gt;
|HUD Mark&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Slew&lt;br /&gt;
|-&lt;br /&gt;
|Visual Air-to-Ground/Strafe/CCIP&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Manoeuvre aircraft&lt;br /&gt;
|-&lt;br /&gt;
|DTOS/EO-VIS&lt;br /&gt;
|A-G TD Box (square with dot)&lt;br /&gt;
|Manoeuvre aircraft/Slew&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=IFF&amp;diff=7021</id>
		<title>IFF</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=IFF&amp;diff=7021"/>
		<updated>2019-07-16T05:00:03Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Content dam mae online articles 2013 04 bae apx 113 23 april 2013.png|border|frameless|500x500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IFF or Identification, friend or foe is an identification system designed to identify aircraft as friendly.&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:Content_dam_mae_online_articles_2013_04_bae_apx_113_23_april_2013.png&amp;diff=7020</id>
		<title>File:Content dam mae online articles 2013 04 bae apx 113 23 april 2013.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:Content_dam_mae_online_articles_2013_04_bae_apx_113_23_april_2013.png&amp;diff=7020"/>
		<updated>2019-07-16T04:56:00Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IFF module&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BMS_Codex&amp;diff=7019</id>
		<title>BMS Codex</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BMS_Codex&amp;diff=7019"/>
		<updated>2019-07-16T04:52:10Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UOAF_Roundel_clean.png|200px|right]]&lt;br /&gt;
These topics serve as a reference that virtual pilots can learn from. They also serve as learning objectives for a [[UOAF trainers|trainer]] to cover when teaching a session.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
*[[Configuration and setup]] &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Start here!)&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*[[Controllers]]*&lt;br /&gt;
*[[Basic takeoff and landing]]*&lt;br /&gt;
*[[Formation flying]]&lt;br /&gt;
*[[Communications and brevity]]&lt;br /&gt;
*[[Radios]]*&lt;br /&gt;
*[[Data link]]&lt;br /&gt;
*[[IFF]]&lt;br /&gt;
*[[TACAN]]&lt;br /&gt;
*[[Countermeasures]]&lt;br /&gt;
*[[RWR]]&lt;br /&gt;
*[[Ramp start]]*&lt;br /&gt;
*[[Acronyms]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*[[Airport operations]]&lt;br /&gt;
*[[IFR landings]]&lt;br /&gt;
*[[Situational awareness]]&lt;br /&gt;
*[[Air-to-air refueling]]&lt;br /&gt;
*[[Bullseye]]&lt;br /&gt;
*[[Emergency procedures]]   &lt;br /&gt;
*[[Mission fragging]]    &lt;br /&gt;
*[[Package leading]]&lt;br /&gt;
*[[Flight leading]]&lt;br /&gt;
*[[Element leading]]&lt;br /&gt;
*[[Advanced avionics]]&lt;br /&gt;
*[[Carrier operations]]&lt;br /&gt;
*[[Specialty aircraft]]&lt;br /&gt;
*[[Dedicated server]]&lt;br /&gt;
*[[Player-controlled AWACS]]&lt;br /&gt;
&lt;br /&gt;
=Air to Air=&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
*[[Air-to-air radar]]&lt;br /&gt;
*[[Air-to-air weapons]]&lt;br /&gt;
*[[Air-to-air basic tactics]]&lt;br /&gt;
*[[Air-to-air missions]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*[[BVR tactics]]&lt;br /&gt;
*[[ACM/BFM tactics]]&lt;br /&gt;
*[[Air-to-air defense]]&lt;br /&gt;
*[[Air-to-air TGP]]&lt;br /&gt;
*[[Air-to-air tactical communication]]&lt;br /&gt;
*[[Air-to-air threat guide]]&lt;br /&gt;
&lt;br /&gt;
=Air to Ground=&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
*[[Air-to-ground radar]]&lt;br /&gt;
*[[Air-to-ground weapons]]&lt;br /&gt;
*[[Air-to-ground basic tactics]]&lt;br /&gt;
*[[Air-to-ground missions]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*[[Air-to-ground tactical communication]]&lt;br /&gt;
*[[Air-to-ground datalink]]&lt;br /&gt;
*[[Air-to-ground TGP]]&lt;br /&gt;
*[[Ground-to-air defense]]&lt;br /&gt;
*[[Ground-to-air threat guide]]&lt;br /&gt;
*[[Mavericks]]&lt;br /&gt;
*[[Anti-ship weapons]]&lt;br /&gt;
*[[Laser guided bombs]]&lt;br /&gt;
*[[JDAM]]&lt;br /&gt;
*[[JSOW]]&lt;br /&gt;
*[[SPICE]]&lt;br /&gt;
*[[Small diameter bombs]]&lt;br /&gt;
*[[Rockets]]&lt;br /&gt;
*[[Unguided bombs]]&lt;br /&gt;
*[[ARMs]]&lt;br /&gt;
*[[MiTL weapons]]&lt;br /&gt;
&lt;br /&gt;
=External references=&lt;br /&gt;
&lt;br /&gt;
*[http://www.benchmarksims.org Benchmarksims official forum]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL3E09AA94FF0EACEC Krause's tutorial videos]&lt;br /&gt;
**[http://www.krauselabs.net/dump/TANITnotesFALCONBMS.pdf Krause's study notes for the videos]&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=IFF&amp;diff=7018</id>
		<title>IFF</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=IFF&amp;diff=7018"/>
		<updated>2019-07-16T04:50:45Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: Created page with &amp;quot;=IFF=&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=IFF=&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7017</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7017"/>
		<updated>2019-07-16T00:33:14Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Multifunction Display (MFD) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Possible mnemonics (OSB 1)===&lt;br /&gt;
&lt;br /&gt;
*GM: Ground Map Mode&lt;br /&gt;
*GMT: Ground Moving Target Mode&lt;br /&gt;
*SEA: Sea Navigation Mode&lt;br /&gt;
&lt;br /&gt;
===Range Scale Selection (OSB 2)===&lt;br /&gt;
An automatic range scale option is available in the following modes: GM, EXP, DBS1, DBS2, FTT, SEA, GMTI, and GMTT. Auto range scale switching is enabled via OSB 2 which toggles AUTO or MAN. AUTO range scale switching, which is on by default, may be disabled by depressing OSB 2 or by manually changing the range scale. Any range scale change made via OSB will return the radar to manual (MAN) range scale operation.&lt;br /&gt;
&lt;br /&gt;
For A-G search operation the AUTO range scale (cursor bump) will increase the FCR range if the cursor is at 95% of the way up the MFD and decrease it if the cursor is at 42.5% of the way up the display or less. These switch points are shown below as grey dashed lines. Note the bump will only happen if and when the cursor is not being slewed. This function will allow you to refine the cursor position without interruption if an auto range scale change is required. For FTT and GMTT the target position is the determining factor in changing range scales.&lt;br /&gt;
&lt;br /&gt;
[[File:Range Scale.jpg|border|frameless]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Field-of-View (FOV) Options (OSB 3)===&lt;br /&gt;
In all A-G mapping modes, the expanded (EXP) FOV option is available. Selection of EXP FOV results in a 4:1 range and azimuth expansion of the patch of map surrounding the cursor position.&lt;br /&gt;
&lt;br /&gt;
For GM mode only, two Doppler Beam Sharpening (DBS1 and DBS2) FOV’s are also available. Selection of DBS1 will provide the same FOV as with EXP, but with improved resolution (8:1). DBS2 will provide a FOV roughly double that of EXP and DBS1 with improved resolution (64:1). Either the EXPAND/FOV button on the stick or OSB 3 above the FOV mnemonic can be used to select the available FOVs in A-G mapping modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FOV modes.jpg|border|frameless|417x417px]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Cues====&lt;br /&gt;
In the normal GM, SEA and GMTI displays, four expansion cues (tick marks) are provided on the X-Y cursors to define the area that would be displayed upon selection of the EXP FOV. Similarly, in the GM mode, when the DBS1 FOV option has been selected, expansion cues will be provided to define the area that will be displayed upon selection of DBS2. (See Figure 43 above - note the cursor was slewed to the right and up to encompass the whole area of interest before the screenshot was taken for the DBS2 image above.)&lt;br /&gt;
&lt;br /&gt;
====Situation Awareness Symbol====&lt;br /&gt;
In any of the expanded ground map type mode FOV options including DBS1 and DBS2, a situation awareness symbol (a thin cross) will be positioned on the display to show where the X-Y cursors would be upon return to the unexpanded (NORM) display. This may be used to determine range to the selected sighting point.&lt;br /&gt;
&lt;br /&gt;
====Quarter Mile Scale Reference====&lt;br /&gt;
In any of the EXP FOV options including DBS1 and DBS2, a horizontal line is displayed in the upper left-hand corner of the display to indicate a length of 0.25 NM (1500 feet).&lt;br /&gt;
&lt;br /&gt;
===Standby Override Select/Deselect (OSB 4)===&lt;br /&gt;
“OVRD” selects FCR standby&lt;br /&gt;
&lt;br /&gt;
===FCR Control Page Select (OSB 5)===&lt;br /&gt;
“CNTL” selects the FCR control page.&lt;br /&gt;
&lt;br /&gt;
===Backup Bombing Sensor (BBS) (OSB 6)===&lt;br /&gt;
The Backup Bombing Sensor (BBS) is not currently implemented in BMS.&lt;br /&gt;
&lt;br /&gt;
===Freeze (FZ) Submode (OSB 7)===&lt;br /&gt;
The FZ option terminates radar transmissions although the antenna continues scan movements. A frozen map display suitable for navigation and weapons delivery is retained. The pilot can still refine the cursor position. With a patch of the PPI sector frozen, cursor refinements result in the movement of the vertical and horizontal lines depicting cursor position relative to the map. An aircraft position symbol, depicted as a bold cross, is displayed on frozen scenes and is continuously updated. This symbol represents the position of the aircraft relative to the frozen scene; that is, the symbol appears over that point on the map that is present directly beneath the aircraft. The FZ option may be deselecting by changing the FOV, changing the FCR mode, or by depressing the FZ OSB again.&lt;br /&gt;
&lt;br /&gt;
===Snowplow (SP) Submode (OSB 8)===&lt;br /&gt;
Depress OSB 8 next to the SP mnemonic to select the snowplow option. The mnemonic highlights indicating that you are in SP mode. SP sighting directs each sensor line-of-sight straight ahead in azimuth; it is not referenced to any steerpoint. In GM, GMT and SEA modes, the cursor will be positioned in the center of the MFD. The cursors remain fixed while the ground map video moves, or &amp;quot;snowplows,&amp;quot; across the MFD.&lt;br /&gt;
&lt;br /&gt;
At this point, there is no sensor of interest (SOI) and the cursors cannot be slewed. TMS up establishes the radar as SOI, ground-stabilizes the cursor and enables cursor slewing with the CURSOR/ENABLE switch. TMS up again with the cursor over a target will command target track. All cursor slews in SP are zeroed when SP is deselected.&lt;br /&gt;
&lt;br /&gt;
After ground stabilizing, the point under the cursors at the time of stabilization effectively becomes your steerpoint. All NAV and weapon delivery steering and symbology, including great circle steering, will be referenced to this &amp;quot;pseudo steerpoint.&amp;quot; Displays return to the previously selected sighting point when SP is deselected.&lt;br /&gt;
TMS down will only drop a ground target lock, placing the cursor at the same point it was before a lock attempt was made.&lt;br /&gt;
&lt;br /&gt;
SP is deselected any of the following ways:&lt;br /&gt;
&lt;br /&gt;
*Depressing OSB 8 adjacent to the SP mnemonic.&lt;br /&gt;
*Entering any air-to-ground visual submode (CCIP, DTOS, STRAFE, EO-VIS).&lt;br /&gt;
*Changing steerpoint (only if SP is ground stabilized; pre-designate changes of steerpoint have no effect).&lt;br /&gt;
*Entering any air-to-air radar mode.&lt;br /&gt;
&lt;br /&gt;
As SP mode is not tied to a steerpoint it is particularly useful where target coordinates are not known in advance; either because specific enemy battalions are on the move, or for finding targets of opportunity. It can also be useful to scan ahead for potential ground threats or terrain obstacles while navigating, especially at low altitude.&lt;br /&gt;
&lt;br /&gt;
===Cursor Zero (CZ) (OSB 9)===&lt;br /&gt;
Depressing the OSB adjacent to the CZ mnemonic will zero accumulated A-G cursor corrections (slews). This mnemonic is available on all A-G FCR base pages, TGP base pages and OFF pages when in A-G or NAV master modes.&lt;br /&gt;
&lt;br /&gt;
===Sighting Point Rotary (OSB 10)===&lt;br /&gt;
&lt;br /&gt;
The sighting point rotary determines the System Point of Interest (SPI). Depressing OSB 10 adjacent to one of the following mnemonics selects the next available option in the rotary. Depressing TMS right will accomplish the same thing if the SOI is the HUD or FCR (and the radar is in air-to-ground mode). This causes the tracking sensors to break the lock and select the next option in the rotary just as the OSB does.&lt;br /&gt;
&lt;br /&gt;
*TGT/STP - TGT or STP sighting, position the cursor directly over target or steerpoint; i.e., destination coordinates plus cursor corrections are at the entered target location when using VRP sighting. The option selected is a function of the operating mode or submode.&lt;br /&gt;
*OA1/OA2 - OA1 or OA2 positions the cursor at the entered range and bearing from the selected steerpoint. If an offset aimpoint has a range of zero, it will not be in the sighting point rotary.&lt;br /&gt;
*IP/RP - If the selected steerpoint is equal to the initial or reference point, the selected IP or RP sighting option causes the cursor to be directly over the IP or RP. The option selected is a function of the operating mode or submode.&lt;br /&gt;
&lt;br /&gt;
The air-to-ground tracking sensor will break track when the sighting point rotary is changed by the MFDs.&lt;br /&gt;
&lt;br /&gt;
===FCR A-G Declutter Select/Deselect (OSB 11)===&lt;br /&gt;
When the DCLT OSB is depressed selected items are removed from the MFDs. Declutter is deselected by depressing the DCLT OSB a second time.&lt;br /&gt;
&lt;br /&gt;
====TTG, TUI, and TOF on FCR (above OSB 11)====&lt;br /&gt;
The FCR STBY, BIT, A-G Base page, and A-G Ranging (AGR) page (as well as the HSD and TGP) display the appropriate time-to-go (TTG), time-until-impact (TUI), and time-of-flight (TOF) information in the lower right corner. Time-on-target (TOT) depiction is placed directly below the time-to-pull-up/time-to-impact data.&lt;br /&gt;
&lt;br /&gt;
====Bearing and Range to System Point of Interest (SPI) (above OSB 15)====&lt;br /&gt;
In any GM mode, the location of the SPI is provided in two digital formats on the MFD. If the mode-selectable bullseye is not selected, the location of the SPI relative to the system STP is displayed above the backup steering symbol (flying W) on the MFD. If the mode-selectable bullseye has been selected, the flying W is replaced by ownship bullseye symbology, the same as on A-A FCR displays. Location of the SPI is then displayed relative to the bullseye. In either case, the location of the SPI relative to ownship is also displayed to the right of the flying W or ownship bullseye symbology.&lt;br /&gt;
&lt;br /&gt;
===Azimuth Scan Pattern (OSB 18)===&lt;br /&gt;
In all A-G mapping modes, the antenna azimuth scan pattern is initialized at ±60°. OSB 18 will cycle through the available antenna azimuth scan patterns; A1, A3, or A6 for ±10°, ±30°, or ±60° azimuth scans respectively.&lt;br /&gt;
&lt;br /&gt;
====Antenna Azimuth Symbol====&lt;br /&gt;
The radar antenna angle in azimuth is indicated by a T-symbol that moves along the bottom of the MFD display. The azimuth angle of the antenna is estimated by observing the position of the azimuth caret relative to the display width, which represents ±60° in unexpanded displays (in A-G modes, 0° is along the aircraft ground track).&lt;br /&gt;
&lt;br /&gt;
===FCR Range Display (OSB 19-20)===&lt;br /&gt;
FCR range scale with △ ▽ (INC/DEC) switches are displayed.&lt;br /&gt;
&lt;br /&gt;
===Gain Control===&lt;br /&gt;
The GAIN rocker switch, located at the top left of the MFD, adjusts the map gain around the default gain established by the radar. Hands-on gain adjustment is available by rotating the MAN RNG/UNCAGE control. The map gain is increased or decreased by approximately ±20% of the base setting when the knob is rotated.&lt;br /&gt;
&lt;br /&gt;
In order to provide additional gain, an indicator is displayed top left, next to the rocker switch. With maximum gain, the caret will be located at the top of the indicator; with minimum gain, the caret is located at the bottom.&lt;br /&gt;
&lt;br /&gt;
===Elevation Scan Pattern===&lt;br /&gt;
Elevation scan pattern is not selectable in A-G modes. The scan pattern is a 1-bar scan except when in FTT, GMTT, or AGR.&lt;br /&gt;
&lt;br /&gt;
====Antenna Elevation Symbol====&lt;br /&gt;
The radar antenna angle in elevation is indicated by a horizontal T-symbol that moves up and down the left side of the MFD display. The elevation angle of the antenna is estimated by observing the vertical position of the elevation caret relative to the display height, which represents ±60°.&lt;br /&gt;
&lt;br /&gt;
===Range Marks===&lt;br /&gt;
For unexpanded GM-type modes, the range marks consist of a series of concentric arcs. The number of range marks is a function of the selected range scale as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Range Scale&lt;br /&gt;
!Range Marks&lt;br /&gt;
!Miles/Mark&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ground Target Track===&lt;br /&gt;
In GM, SEA, and GMT modes, if a target is being tracked, the target will appear as a solid diamond at the intersection of the X-Y cursor and range will be displayed in the HUD slant range window&lt;br /&gt;
&lt;br /&gt;
=Ground Map (GM)=&lt;br /&gt;
GM mode is designed to provide a map display on the MFD suitable for navigation and for target detection. Weapons delivery is supported by a ground stabilized cursor whose position is indicated on the map display and is used to center the scan coverage. GM returns are displayed on a plan position indicator (PPI) (polar coordinates) sector format. The submodes EXP, 8:1 DBS1, and 64:1 DBS2 magnify a patch of the PPI sector resulting in increased resolution of the map and more precise cursor placement. &lt;br /&gt;
&lt;br /&gt;
Transition to FTT is available from GM NORM, EXP and DBS.&lt;br /&gt;
&lt;br /&gt;
STP, OA and SP cursor position are used for weapons delivery and centering of the map coverage. A STP, OA or SP can be selected as an initial cursor position. STP and OA information is used to continually determine the cursor range in all three axes from the aircraft to the STP. Therefore, the cursor is ground stabilized at that location.&lt;br /&gt;
SP allows observation of the map area in front of the aircraft without having to constantly select steerpoints located ahead of the aircraft. Pressing TMS up creates a pseudo-steerpoint at the current cursor position. At this time, the cursor position is ground stabilized, similar to selecting a steerpoint for the initial cursor position, and cursor placement may be adjusted.&lt;br /&gt;
&lt;br /&gt;
The cursor position is depicted relative to the map at the intersection of the horizontal and vertical lines on the MFD and is also indicated by the steerpoint diamond in the HUD. The CURSOR/ENABLE control is used to move the cursor onto the feature of interest on the displayed map.&lt;br /&gt;
&lt;br /&gt;
Pressing CZ on the MFD removes previous adjustments made to the initial A-G cursor position. This is useful if adjusting gain, changing submodes, or lowering range scale. In this case, the A-G cursor may be displaced from the correct position over the target.&lt;br /&gt;
&lt;br /&gt;
Scan pattern size and location in GM are controlled both automatically and manually. A 1-bar scan is roll and pitch stabilized with ±10, ±30, or ±60 azimuth scan width selections available from the MFD.&lt;br /&gt;
&lt;br /&gt;
Range resolution increases by 2:1 for each decrease in range scale while in the NORM, EXP and DBS1 submodes. Changing range scales in DBS2 has no effect on range resolution.&lt;br /&gt;
&lt;br /&gt;
=SEA=&lt;br /&gt;
SEA mode is designed to detect sea-borne targets in low sea states. SEA mode processing differs from GM in that more samples are integrated to produce the map. This requires a slightly slower scan rate to increase the integration time on sea targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control and operation of SEA mode are identical to GM except for the processing differences described above, and the lack of DBS submodes. The NORM and EXP submodes are available as well as the FZ option and transition to FTT.&lt;br /&gt;
&lt;br /&gt;
=Fixed Target Track (FTT)=&lt;br /&gt;
FTT is designed to automatically maintain an accurate track of a stationary discrete target for weapon delivery. FTT is available in GM, SEA or DBS modes and is initiated with a TMS up. This action initiates an acquisition sequence where the radar searches for targets about the cursor position with greater reflected intensity than the background clutter.&lt;br /&gt;
&lt;br /&gt;
===Multifunction Display (MFD)===&lt;br /&gt;
Track targets on the MFD are displayed as a solid diamond. The lines previously used to indicate cursor position now indicate target position with the solid diamond at the intersection. The range rings and expansion cue are not displayed during FTT. A typical FTT display is shown below:&lt;br /&gt;
&lt;br /&gt;
[[File:FTT mode.jpg|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
===Head-Up Display (HUD)===&lt;br /&gt;
FTT targets can be seen visually through the HUD. For weapon delivery, an A-G TD box is positioned at the target location. Slant range to the target is also presented on the HUD.&lt;br /&gt;
&lt;br /&gt;
===FTT Acquisition===&lt;br /&gt;
Transition to FTT is available from all GM submodes (NORM, EXP, DBS1, and DBS2). If the SP option is selected, the cursor must first be ground stabilized before the acquisition of a target can be attempted. The pilot first selects a discrete ground return to track in FTT. Accurately slewing the ground stabilized cursor to the target and pressing TMS up and release designates the target and initiates the acquisition process.&lt;br /&gt;
&lt;br /&gt;
If an acquisition is successful, then the lines previously indicating cursor position now indicate the tracked target position, with a solid diamond placed at the intersection. The FTT display format is a PPI sector similar to the GM NORM submode, but without the map information, range rings or expansion cues.&lt;br /&gt;
&lt;br /&gt;
It is generally preferable to acquire targets from EXP or DBS, since signal and thus image quality is increased, and it is easier to differentiate targets.&lt;br /&gt;
&lt;br /&gt;
===Loss of Track===&lt;br /&gt;
If FTT processing can no longer detect the target or track is terminated due to signal fade, the cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
Return to search is commanded by TMS down. FTT is stopped and the previously selected search mode is resumed, with the FOV option in effect at the time of designate. The cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
FTT is exited and the previously selected search mode is resumed when the antenna reaches its mechanical gimbal limits. The cursor on the MFD is placed at the gimbal limit position.&lt;br /&gt;
&lt;br /&gt;
===Mode Switching===&lt;br /&gt;
Changing to any other mode while in FTT results in an immediate mode change and the track is terminated.&lt;br /&gt;
&lt;br /&gt;
=Ground Moving Target (GMT)=&lt;br /&gt;
GMT mode is designed to detect moving targets on land or sea. Moving vehicles including cars, tanks, trucks, ships, aircraft while taxiing or helicopters in flight can be detected at low speeds. A background map is available for navigation and detection of stationary targets. Normal (NORM) and expand (EXP) submodes are available along with the FZ option similar to GM.&lt;br /&gt;
&lt;br /&gt;
Acquisition to Ground Moving Target Track mode (GMTT) is available for tracking moving targets in the real APG-68; however, in BMS it is not currently modelled. Targeting pods (AN/AAQ-14 LANTIRN or AN/AAQ-33 Sniper) will allow you to acquire and track moving vehicles once detected with GMT mode.&lt;br /&gt;
&lt;br /&gt;
=Air-to-Ground Ranging (AGR)=&lt;br /&gt;
The AGR mode is designed to provide an accurate range to a ground point for visual A-G delivery modes (CCIP, DTOS, STRAFE, EO-VIS). The radar is automatically commanded to AGR when the appropriate A-G weapon submode is selected (unless STBY or OVRD is selected).&lt;br /&gt;
&lt;br /&gt;
AGR ranges to the point on the ground indicated by weapons delivery symbology in the HUD. Depending on the submode selecting AGR, the symbol in the HUD may be slewed to the desired point, or the aircraft can maneuver to place the symbol at the desired point, or a combination of both. The CURSOR/ENABLE switch on the throttle is used to slew the symbol. Different symbols (see below) are used to indicate the ranging point depending on the submode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Submode&lt;br /&gt;
!Symbol&lt;br /&gt;
!Pointing Method&lt;br /&gt;
|-&lt;br /&gt;
|HUD Mark&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Slew&lt;br /&gt;
|-&lt;br /&gt;
|Visual Air-to-Ground/Strafe/CCIP&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Manoeuvre aircraft&lt;br /&gt;
|-&lt;br /&gt;
|DTOS/EO-VIS&lt;br /&gt;
|A-G TD Box (square with dot)&lt;br /&gt;
|Manoeuvre aircraft/Slew&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:FTT_mode.jpg&amp;diff=7016</id>
		<title>File:FTT mode.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:FTT_mode.jpg&amp;diff=7016"/>
		<updated>2019-07-16T00:32:56Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FTT&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7015</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7015"/>
		<updated>2019-07-16T00:31:10Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Range Scale Selection (OSB 2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Possible mnemonics (OSB 1)===&lt;br /&gt;
&lt;br /&gt;
*GM: Ground Map Mode&lt;br /&gt;
*GMT: Ground Moving Target Mode&lt;br /&gt;
*SEA: Sea Navigation Mode&lt;br /&gt;
&lt;br /&gt;
===Range Scale Selection (OSB 2)===&lt;br /&gt;
An automatic range scale option is available in the following modes: GM, EXP, DBS1, DBS2, FTT, SEA, GMTI, and GMTT. Auto range scale switching is enabled via OSB 2 which toggles AUTO or MAN. AUTO range scale switching, which is on by default, may be disabled by depressing OSB 2 or by manually changing the range scale. Any range scale change made via OSB will return the radar to manual (MAN) range scale operation.&lt;br /&gt;
&lt;br /&gt;
For A-G search operation the AUTO range scale (cursor bump) will increase the FCR range if the cursor is at 95% of the way up the MFD and decrease it if the cursor is at 42.5% of the way up the display or less. These switch points are shown below as grey dashed lines. Note the bump will only happen if and when the cursor is not being slewed. This function will allow you to refine the cursor position without interruption if an auto range scale change is required. For FTT and GMTT the target position is the determining factor in changing range scales.&lt;br /&gt;
&lt;br /&gt;
[[File:Range Scale.jpg|border|frameless]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Field-of-View (FOV) Options (OSB 3)===&lt;br /&gt;
In all A-G mapping modes, the expanded (EXP) FOV option is available. Selection of EXP FOV results in a 4:1 range and azimuth expansion of the patch of map surrounding the cursor position.&lt;br /&gt;
&lt;br /&gt;
For GM mode only, two Doppler Beam Sharpening (DBS1 and DBS2) FOV’s are also available. Selection of DBS1 will provide the same FOV as with EXP, but with improved resolution (8:1). DBS2 will provide a FOV roughly double that of EXP and DBS1 with improved resolution (64:1). Either the EXPAND/FOV button on the stick or OSB 3 above the FOV mnemonic can be used to select the available FOVs in A-G mapping modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FOV modes.jpg|border|frameless|417x417px]]&lt;br /&gt;
&lt;br /&gt;
====Expansion Cues====&lt;br /&gt;
In the normal GM, SEA and GMTI displays, four expansion cues (tick marks) are provided on the X-Y cursors to define the area that would be displayed upon selection of the EXP FOV. Similarly, in the GM mode, when the DBS1 FOV option has been selected, expansion cues will be provided to define the area that will be displayed upon selection of DBS2. (See Figure 43 above - note the cursor was slewed to the right and up to encompass the whole area of interest before the screenshot was taken for the DBS2 image above.)&lt;br /&gt;
&lt;br /&gt;
====Situation Awareness Symbol====&lt;br /&gt;
In any of the expanded ground map type mode FOV options including DBS1 and DBS2, a situation awareness symbol (a thin cross) will be positioned on the display to show where the X-Y cursors would be upon return to the unexpanded (NORM) display. This may be used to determine range to the selected sighting point.&lt;br /&gt;
&lt;br /&gt;
====Quarter Mile Scale Reference====&lt;br /&gt;
In any of the EXP FOV options including DBS1 and DBS2, a horizontal line is displayed in the upper left-hand corner of the display to indicate a length of 0.25 NM (1500 feet).&lt;br /&gt;
&lt;br /&gt;
===Standby Override Select/Deselect (OSB 4)===&lt;br /&gt;
“OVRD” selects FCR standby&lt;br /&gt;
&lt;br /&gt;
===FCR Control Page Select (OSB 5)===&lt;br /&gt;
“CNTL” selects the FCR control page.&lt;br /&gt;
&lt;br /&gt;
===Backup Bombing Sensor (BBS) (OSB 6)===&lt;br /&gt;
The Backup Bombing Sensor (BBS) is not currently implemented in BMS.&lt;br /&gt;
&lt;br /&gt;
===Freeze (FZ) Submode (OSB 7)===&lt;br /&gt;
The FZ option terminates radar transmissions although the antenna continues scan movements. A frozen map display suitable for navigation and weapons delivery is retained. The pilot can still refine the cursor position. With a patch of the PPI sector frozen, cursor refinements result in the movement of the vertical and horizontal lines depicting cursor position relative to the map. An aircraft position symbol, depicted as a bold cross, is displayed on frozen scenes and is continuously updated. This symbol represents the position of the aircraft relative to the frozen scene; that is, the symbol appears over that point on the map that is present directly beneath the aircraft. The FZ option may be deselecting by changing the FOV, changing the FCR mode, or by depressing the FZ OSB again.&lt;br /&gt;
&lt;br /&gt;
===Snowplow (SP) Submode (OSB 8)===&lt;br /&gt;
Depress OSB 8 next to the SP mnemonic to select the snowplow option. The mnemonic highlights indicating that you are in SP mode. SP sighting directs each sensor line-of-sight straight ahead in azimuth; it is not referenced to any steerpoint. In GM, GMT and SEA modes, the cursor will be positioned in the center of the MFD. The cursors remain fixed while the ground map video moves, or &amp;quot;snowplows,&amp;quot; across the MFD.&lt;br /&gt;
&lt;br /&gt;
At this point, there is no sensor of interest (SOI) and the cursors cannot be slewed. TMS up establishes the radar as SOI, ground-stabilizes the cursor and enables cursor slewing with the CURSOR/ENABLE switch. TMS up again with the cursor over a target will command target track. All cursor slews in SP are zeroed when SP is deselected.&lt;br /&gt;
&lt;br /&gt;
After ground stabilizing, the point under the cursors at the time of stabilization effectively becomes your steerpoint. All NAV and weapon delivery steering and symbology, including great circle steering, will be referenced to this &amp;quot;pseudo steerpoint.&amp;quot; Displays return to the previously selected sighting point when SP is deselected.&lt;br /&gt;
TMS down will only drop a ground target lock, placing the cursor at the same point it was before a lock attempt was made.&lt;br /&gt;
&lt;br /&gt;
SP is deselected any of the following ways:&lt;br /&gt;
&lt;br /&gt;
*Depressing OSB 8 adjacent to the SP mnemonic.&lt;br /&gt;
*Entering any air-to-ground visual submode (CCIP, DTOS, STRAFE, EO-VIS).&lt;br /&gt;
*Changing steerpoint (only if SP is ground stabilized; pre-designate changes of steerpoint have no effect).&lt;br /&gt;
*Entering any air-to-air radar mode.&lt;br /&gt;
&lt;br /&gt;
As SP mode is not tied to a steerpoint it is particularly useful where target coordinates are not known in advance; either because specific enemy battalions are on the move, or for finding targets of opportunity. It can also be useful to scan ahead for potential ground threats or terrain obstacles while navigating, especially at low altitude.&lt;br /&gt;
&lt;br /&gt;
===Cursor Zero (CZ) (OSB 9)===&lt;br /&gt;
Depressing the OSB adjacent to the CZ mnemonic will zero accumulated A-G cursor corrections (slews). This mnemonic is available on all A-G FCR base pages, TGP base pages and OFF pages when in A-G or NAV master modes.&lt;br /&gt;
&lt;br /&gt;
===Sighting Point Rotary (OSB 10)===&lt;br /&gt;
&lt;br /&gt;
The sighting point rotary determines the System Point of Interest (SPI). Depressing OSB 10 adjacent to one of the following mnemonics selects the next available option in the rotary. Depressing TMS right will accomplish the same thing if the SOI is the HUD or FCR (and the radar is in air-to-ground mode). This causes the tracking sensors to break the lock and select the next option in the rotary just as the OSB does.&lt;br /&gt;
&lt;br /&gt;
*TGT/STP - TGT or STP sighting, position the cursor directly over target or steerpoint; i.e., destination coordinates plus cursor corrections are at the entered target location when using VRP sighting. The option selected is a function of the operating mode or submode.&lt;br /&gt;
*OA1/OA2 - OA1 or OA2 positions the cursor at the entered range and bearing from the selected steerpoint. If an offset aimpoint has a range of zero, it will not be in the sighting point rotary.&lt;br /&gt;
*IP/RP - If the selected steerpoint is equal to the initial or reference point, the selected IP or RP sighting option causes the cursor to be directly over the IP or RP. The option selected is a function of the operating mode or submode.&lt;br /&gt;
&lt;br /&gt;
The air-to-ground tracking sensor will break track when the sighting point rotary is changed by the MFDs.&lt;br /&gt;
&lt;br /&gt;
===FCR A-G Declutter Select/Deselect (OSB 11)===&lt;br /&gt;
When the DCLT OSB is depressed selected items are removed from the MFDs. Declutter is deselected by depressing the DCLT OSB a second time.&lt;br /&gt;
&lt;br /&gt;
====TTG, TUI, and TOF on FCR (above OSB 11)====&lt;br /&gt;
The FCR STBY, BIT, A-G Base page, and A-G Ranging (AGR) page (as well as the HSD and TGP) display the appropriate time-to-go (TTG), time-until-impact (TUI), and time-of-flight (TOF) information in the lower right corner. Time-on-target (TOT) depiction is placed directly below the time-to-pull-up/time-to-impact data.&lt;br /&gt;
&lt;br /&gt;
====Bearing and Range to System Point of Interest (SPI) (above OSB 15)====&lt;br /&gt;
In any GM mode, the location of the SPI is provided in two digital formats on the MFD. If the mode-selectable bullseye is not selected, the location of the SPI relative to the system STP is displayed above the backup steering symbol (flying W) on the MFD. If the mode-selectable bullseye has been selected, the flying W is replaced by ownship bullseye symbology, the same as on A-A FCR displays. Location of the SPI is then displayed relative to the bullseye. In either case, the location of the SPI relative to ownship is also displayed to the right of the flying W or ownship bullseye symbology.&lt;br /&gt;
&lt;br /&gt;
===Azimuth Scan Pattern (OSB 18)===&lt;br /&gt;
In all A-G mapping modes, the antenna azimuth scan pattern is initialized at ±60°. OSB 18 will cycle through the available antenna azimuth scan patterns; A1, A3, or A6 for ±10°, ±30°, or ±60° azimuth scans respectively.&lt;br /&gt;
&lt;br /&gt;
====Antenna Azimuth Symbol====&lt;br /&gt;
The radar antenna angle in azimuth is indicated by a T-symbol that moves along the bottom of the MFD display. The azimuth angle of the antenna is estimated by observing the position of the azimuth caret relative to the display width, which represents ±60° in unexpanded displays (in A-G modes, 0° is along the aircraft ground track).&lt;br /&gt;
&lt;br /&gt;
===FCR Range Display (OSB 19-20)===&lt;br /&gt;
FCR range scale with △ ▽ (INC/DEC) switches are displayed.&lt;br /&gt;
&lt;br /&gt;
===Gain Control===&lt;br /&gt;
The GAIN rocker switch, located at the top left of the MFD, adjusts the map gain around the default gain established by the radar. Hands-on gain adjustment is available by rotating the MAN RNG/UNCAGE control. The map gain is increased or decreased by approximately ±20% of the base setting when the knob is rotated.&lt;br /&gt;
&lt;br /&gt;
In order to provide additional gain, an indicator is displayed top left, next to the rocker switch. With maximum gain, the caret will be located at the top of the indicator; with minimum gain, the caret is located at the bottom.&lt;br /&gt;
&lt;br /&gt;
===Elevation Scan Pattern===&lt;br /&gt;
Elevation scan pattern is not selectable in A-G modes. The scan pattern is a 1-bar scan except when in FTT, GMTT, or AGR.&lt;br /&gt;
&lt;br /&gt;
====Antenna Elevation Symbol====&lt;br /&gt;
The radar antenna angle in elevation is indicated by a horizontal T-symbol that moves up and down the left side of the MFD display. The elevation angle of the antenna is estimated by observing the vertical position of the elevation caret relative to the display height, which represents ±60°.&lt;br /&gt;
&lt;br /&gt;
===Range Marks===&lt;br /&gt;
For unexpanded GM-type modes, the range marks consist of a series of concentric arcs. The number of range marks is a function of the selected range scale as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Range Scale&lt;br /&gt;
!Range Marks&lt;br /&gt;
!Miles/Mark&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ground Target Track===&lt;br /&gt;
In GM, SEA, and GMT modes, if a target is being tracked, the target will appear as a solid diamond at the intersection of the X-Y cursor and range will be displayed in the HUD slant range window&lt;br /&gt;
&lt;br /&gt;
=Ground Map (GM)=&lt;br /&gt;
GM mode is designed to provide a map display on the MFD suitable for navigation and for target detection. Weapons delivery is supported by a ground stabilized cursor whose position is indicated on the map display and is used to center the scan coverage. GM returns are displayed on a plan position indicator (PPI) (polar coordinates) sector format. The submodes EXP, 8:1 DBS1, and 64:1 DBS2 magnify a patch of the PPI sector resulting in increased resolution of the map and more precise cursor placement. &lt;br /&gt;
&lt;br /&gt;
Transition to FTT is available from GM NORM, EXP and DBS.&lt;br /&gt;
&lt;br /&gt;
STP, OA and SP cursor position are used for weapons delivery and centering of the map coverage. A STP, OA or SP can be selected as an initial cursor position. STP and OA information is used to continually determine the cursor range in all three axes from the aircraft to the STP. Therefore, the cursor is ground stabilized at that location.&lt;br /&gt;
SP allows observation of the map area in front of the aircraft without having to constantly select steerpoints located ahead of the aircraft. Pressing TMS up creates a pseudo-steerpoint at the current cursor position. At this time, the cursor position is ground stabilized, similar to selecting a steerpoint for the initial cursor position, and cursor placement may be adjusted.&lt;br /&gt;
&lt;br /&gt;
The cursor position is depicted relative to the map at the intersection of the horizontal and vertical lines on the MFD and is also indicated by the steerpoint diamond in the HUD. The CURSOR/ENABLE control is used to move the cursor onto the feature of interest on the displayed map.&lt;br /&gt;
&lt;br /&gt;
Pressing CZ on the MFD removes previous adjustments made to the initial A-G cursor position. This is useful if adjusting gain, changing submodes, or lowering range scale. In this case, the A-G cursor may be displaced from the correct position over the target.&lt;br /&gt;
&lt;br /&gt;
Scan pattern size and location in GM are controlled both automatically and manually. A 1-bar scan is roll and pitch stabilized with ±10, ±30, or ±60 azimuth scan width selections available from the MFD.&lt;br /&gt;
&lt;br /&gt;
Range resolution increases by 2:1 for each decrease in range scale while in the NORM, EXP and DBS1 submodes. Changing range scales in DBS2 has no effect on range resolution.&lt;br /&gt;
&lt;br /&gt;
=SEA=&lt;br /&gt;
SEA mode is designed to detect sea-borne targets in low sea states. SEA mode processing differs from GM in that more samples are integrated to produce the map. This requires a slightly slower scan rate to increase the integration time on sea targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control and operation of SEA mode are identical to GM except for the processing differences described above, and the lack of DBS submodes. The NORM and EXP submodes are available as well as the FZ option and transition to FTT.&lt;br /&gt;
&lt;br /&gt;
=Fixed Target Track (FTT)=&lt;br /&gt;
FTT is designed to automatically maintain an accurate track of a stationary discrete target for weapon delivery. FTT is available in GM, SEA or DBS modes and is initiated with a TMS up. This action initiates an acquisition sequence where the radar searches for targets about the cursor position with greater reflected intensity than the background clutter.&lt;br /&gt;
&lt;br /&gt;
===Multifunction Display (MFD)===&lt;br /&gt;
Track targets on the MFD are displayed as a solid diamond. The lines previously used to indicate cursor position now indicate target position with the solid diamond at the intersection. The range rings and expansion cue are not displayed during FTT. A typical FTT display is shown below:&lt;br /&gt;
&lt;br /&gt;
===Head-Up Display (HUD)===&lt;br /&gt;
FTT targets can be seen visually through the HUD. For weapon delivery, an A-G TD box is positioned at the target location. Slant range to the target is also presented on the HUD.&lt;br /&gt;
&lt;br /&gt;
===FTT Acquisition===&lt;br /&gt;
Transition to FTT is available from all GM submodes (NORM, EXP, DBS1, and DBS2). If the SP option is selected, the cursor must first be ground stabilized before the acquisition of a target can be attempted. The pilot first selects a discrete ground return to track in FTT. Accurately slewing the ground stabilized cursor to the target and pressing TMS up and release designates the target and initiates the acquisition process.&lt;br /&gt;
&lt;br /&gt;
If an acquisition is successful, then the lines previously indicating cursor position now indicate the tracked target position, with a solid diamond placed at the intersection. The FTT display format is a PPI sector similar to the GM NORM submode, but without the map information, range rings or expansion cues.&lt;br /&gt;
&lt;br /&gt;
It is generally preferable to acquire targets from EXP or DBS, since signal and thus image quality is increased, and it is easier to differentiate targets.&lt;br /&gt;
&lt;br /&gt;
===Loss of Track===&lt;br /&gt;
If FTT processing can no longer detect the target or track is terminated due to signal fade, the cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
Return to search is commanded by TMS down. FTT is stopped and the previously selected search mode is resumed, with the FOV option in effect at the time of designate. The cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
FTT is exited and the previously selected search mode is resumed when the antenna reaches its mechanical gimbal limits. The cursor on the MFD is placed at the gimbal limit position.&lt;br /&gt;
&lt;br /&gt;
===Mode Switching===&lt;br /&gt;
Changing to any other mode while in FTT results in an immediate mode change and the track is terminated.&lt;br /&gt;
&lt;br /&gt;
=Ground Moving Target (GMT)=&lt;br /&gt;
GMT mode is designed to detect moving targets on land or sea. Moving vehicles including cars, tanks, trucks, ships, aircraft while taxiing or helicopters in flight can be detected at low speeds. A background map is available for navigation and detection of stationary targets. Normal (NORM) and expand (EXP) submodes are available along with the FZ option similar to GM.&lt;br /&gt;
&lt;br /&gt;
Acquisition to Ground Moving Target Track mode (GMTT) is available for tracking moving targets in the real APG-68; however, in BMS it is not currently modelled. Targeting pods (AN/AAQ-14 LANTIRN or AN/AAQ-33 Sniper) will allow you to acquire and track moving vehicles once detected with GMT mode.&lt;br /&gt;
&lt;br /&gt;
=Air-to-Ground Ranging (AGR)=&lt;br /&gt;
The AGR mode is designed to provide an accurate range to a ground point for visual A-G delivery modes (CCIP, DTOS, STRAFE, EO-VIS). The radar is automatically commanded to AGR when the appropriate A-G weapon submode is selected (unless STBY or OVRD is selected).&lt;br /&gt;
&lt;br /&gt;
AGR ranges to the point on the ground indicated by weapons delivery symbology in the HUD. Depending on the submode selecting AGR, the symbol in the HUD may be slewed to the desired point, or the aircraft can maneuver to place the symbol at the desired point, or a combination of both. The CURSOR/ENABLE switch on the throttle is used to slew the symbol. Different symbols (see below) are used to indicate the ranging point depending on the submode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Submode&lt;br /&gt;
!Symbol&lt;br /&gt;
!Pointing Method&lt;br /&gt;
|-&lt;br /&gt;
|HUD Mark&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Slew&lt;br /&gt;
|-&lt;br /&gt;
|Visual Air-to-Ground/Strafe/CCIP&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Manoeuvre aircraft&lt;br /&gt;
|-&lt;br /&gt;
|DTOS/EO-VIS&lt;br /&gt;
|A-G TD Box (square with dot)&lt;br /&gt;
|Manoeuvre aircraft/Slew&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:FOV_modes.jpg&amp;diff=7014</id>
		<title>File:FOV modes.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:FOV_modes.jpg&amp;diff=7014"/>
		<updated>2019-07-16T00:30:01Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;fov&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:Range_Scale.jpg&amp;diff=7013</id>
		<title>File:Range Scale.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:Range_Scale.jpg&amp;diff=7013"/>
		<updated>2019-07-16T00:26:18Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Range scale&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7012</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7012"/>
		<updated>2019-07-16T00:21:30Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Air-to-Ground Ranging (AGR) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Possible mnemonics (OSB 1)===&lt;br /&gt;
&lt;br /&gt;
*GM: Ground Map Mode&lt;br /&gt;
*GMT: Ground Moving Target Mode&lt;br /&gt;
*SEA: Sea Navigation Mode&lt;br /&gt;
&lt;br /&gt;
===Range Scale Selection (OSB 2)===&lt;br /&gt;
An automatic range scale option is available in the following modes: GM, EXP, DBS1, DBS2, FTT, SEA, GMTI, and GMTT. Auto range scale switching is enabled via OSB 2 which toggles AUTO or MAN. AUTO range scale switching, which is on by default, may be disabled by depressing OSB 2 or by manually changing the range scale. Any range scale change made via OSB will return the radar to manual (MAN) range scale operation.&lt;br /&gt;
&lt;br /&gt;
For A-G search operation the AUTO range scale (cursor bump) will increase the FCR range if the cursor is at 95% of the way up the MFD and decrease it if the cursor is at 42.5% of the way up the display or less. These switch points are shown in Figure 42 below as grey dashed lines. Note the bump will only happen if and when the cursor is not being slewed. This function will allow you to refine the cursor position without interruption if an auto range scale change is required. For FTT and GMTT the target position is the determining factor in changing range scales.&lt;br /&gt;
&lt;br /&gt;
===Field-of-View (FOV) Options (OSB 3)===&lt;br /&gt;
In all A-G mapping modes, the expanded (EXP) FOV option is available. Selection of EXP FOV results in a 4:1 range and azimuth expansion of the patch of map surrounding the cursor position.&lt;br /&gt;
&lt;br /&gt;
For GM mode only, two Doppler Beam Sharpening (DBS1 and DBS2) FOV’s are also available. Selection of DBS1 will provide the same FOV as with EXP, but with improved resolution (8:1). DBS2 will provide a FOV roughly double that of EXP and DBS1 with improved resolution (64:1). Either the EXPAND/FOV button on the stick or OSB 3 above the FOV mnemonic can be used to select the available FOVs in A-G mapping modes.&lt;br /&gt;
&lt;br /&gt;
====Expansion Cues====&lt;br /&gt;
In the normal GM, SEA and GMTI displays, four expansion cues (tick marks) are provided on the X-Y cursors to define the area that would be displayed upon selection of the EXP FOV. Similarly, in the GM mode, when the DBS1 FOV option has been selected, expansion cues will be provided to define the area that will be displayed upon selection of DBS2. (See Figure 43 above - note the cursor was slewed to the right and up to encompass the whole area of interest before the screenshot was taken for the DBS2 image above.)&lt;br /&gt;
&lt;br /&gt;
====Situation Awareness Symbol====&lt;br /&gt;
In any of the expanded ground map type mode FOV options including DBS1 and DBS2, a situation awareness symbol (a thin cross) will be positioned on the display to show where the X-Y cursors would be upon return to the unexpanded (NORM) display. This may be used to determine range to the selected sighting point.&lt;br /&gt;
&lt;br /&gt;
====Quarter Mile Scale Reference====&lt;br /&gt;
In any of the EXP FOV options including DBS1 and DBS2, a horizontal line is displayed in the upper left-hand corner of the display to indicate a length of 0.25 NM (1500 feet).&lt;br /&gt;
&lt;br /&gt;
===Standby Override Select/Deselect (OSB 4)===&lt;br /&gt;
“OVRD” selects FCR standby&lt;br /&gt;
&lt;br /&gt;
===FCR Control Page Select (OSB 5)===&lt;br /&gt;
“CNTL” selects the FCR control page.&lt;br /&gt;
&lt;br /&gt;
===Backup Bombing Sensor (BBS) (OSB 6)===&lt;br /&gt;
The Backup Bombing Sensor (BBS) is not currently implemented in BMS.&lt;br /&gt;
&lt;br /&gt;
===Freeze (FZ) Submode (OSB 7)===&lt;br /&gt;
The FZ option terminates radar transmissions although the antenna continues scan movements. A frozen map display suitable for navigation and weapons delivery is retained. The pilot can still refine the cursor position. With a patch of the PPI sector frozen, cursor refinements result in the movement of the vertical and horizontal lines depicting cursor position relative to the map. An aircraft position symbol, depicted as a bold cross, is displayed on frozen scenes and is continuously updated. This symbol represents the position of the aircraft relative to the frozen scene; that is, the symbol appears over that point on the map that is present directly beneath the aircraft. The FZ option may be deselecting by changing the FOV, changing the FCR mode, or by depressing the FZ OSB again.&lt;br /&gt;
&lt;br /&gt;
===Snowplow (SP) Submode (OSB 8)===&lt;br /&gt;
Depress OSB 8 next to the SP mnemonic to select the snowplow option. The mnemonic highlights indicating that you are in SP mode. SP sighting directs each sensor line-of-sight straight ahead in azimuth; it is not referenced to any steerpoint. In GM, GMT and SEA modes, the cursor will be positioned in the center of the MFD. The cursors remain fixed while the ground map video moves, or &amp;quot;snowplows,&amp;quot; across the MFD.&lt;br /&gt;
&lt;br /&gt;
At this point, there is no sensor of interest (SOI) and the cursors cannot be slewed. TMS up establishes the radar as SOI, ground-stabilizes the cursor and enables cursor slewing with the CURSOR/ENABLE switch. TMS up again with the cursor over a target will command target track. All cursor slews in SP are zeroed when SP is deselected.&lt;br /&gt;
&lt;br /&gt;
After ground stabilizing, the point under the cursors at the time of stabilization effectively becomes your steerpoint. All NAV and weapon delivery steering and symbology, including great circle steering, will be referenced to this &amp;quot;pseudo steerpoint.&amp;quot; Displays return to the previously selected sighting point when SP is deselected.&lt;br /&gt;
TMS down will only drop a ground target lock, placing the cursor at the same point it was before a lock attempt was made.&lt;br /&gt;
&lt;br /&gt;
SP is deselected any of the following ways:&lt;br /&gt;
*Depressing OSB 8 adjacent to the SP mnemonic.&lt;br /&gt;
*Entering any air-to-ground visual submode (CCIP, DTOS, STRAFE, EO-VIS).&lt;br /&gt;
*Changing steerpoint (only if SP is ground stabilized; pre-designate changes of steerpoint have no effect).&lt;br /&gt;
*Entering any air-to-air radar mode.&lt;br /&gt;
&lt;br /&gt;
As SP mode is not tied to a steerpoint it is particularly useful where target coordinates are not known in advance; either because specific enemy battalions are on the move, or for finding targets of opportunity. It can also be useful to scan ahead for potential ground threats or terrain obstacles while navigating, especially at low altitude.&lt;br /&gt;
&lt;br /&gt;
===Cursor Zero (CZ) (OSB 9)===&lt;br /&gt;
Depressing the OSB adjacent to the CZ mnemonic will zero accumulated A-G cursor corrections (slews). This mnemonic is available on all A-G FCR base pages, TGP base pages and OFF pages when in A-G or NAV master modes.&lt;br /&gt;
&lt;br /&gt;
===Sighting Point Rotary (OSB 10)===&lt;br /&gt;
&lt;br /&gt;
The sighting point rotary determines the System Point of Interest (SPI). Depressing OSB 10 adjacent to one of the following mnemonics selects the next available option in the rotary. Depressing TMS right will accomplish the same thing if the SOI is the HUD or FCR (and the radar is in air-to-ground mode). This causes the tracking sensors to break the lock and select the next option in the rotary just as the OSB does.&lt;br /&gt;
&lt;br /&gt;
*TGT/STP - TGT or STP sighting, position the cursor directly over target or steerpoint; i.e., destination coordinates plus cursor corrections are at the entered target location when using VRP sighting. The option selected is a function of the operating mode or submode.&lt;br /&gt;
*OA1/OA2 - OA1 or OA2 positions the cursor at the entered range and bearing from the selected steerpoint. If an offset aimpoint has a range of zero, it will not be in the sighting point rotary.&lt;br /&gt;
*IP/RP - If the selected steerpoint is equal to the initial or reference point, the selected IP or RP sighting option causes the cursor to be directly over the IP or RP. The option selected is a function of the operating mode or submode.&lt;br /&gt;
&lt;br /&gt;
The air-to-ground tracking sensor will break track when the sighting point rotary is changed by the MFDs.&lt;br /&gt;
&lt;br /&gt;
===FCR A-G Declutter Select/Deselect (OSB 11)===&lt;br /&gt;
When the DCLT OSB is depressed selected items are removed from the MFDs. Declutter is deselected by depressing the DCLT OSB a second time.&lt;br /&gt;
&lt;br /&gt;
====TTG, TUI, and TOF on FCR (above OSB 11)====&lt;br /&gt;
The FCR STBY, BIT, A-G Base page, and A-G Ranging (AGR) page (as well as the HSD and TGP) display the appropriate time-to-go (TTG), time-until-impact (TUI), and time-of-flight (TOF) information in the lower right corner. Time-on-target (TOT) depiction is placed directly below the time-to-pull-up/time-to-impact data.&lt;br /&gt;
&lt;br /&gt;
====Bearing and Range to System Point of Interest (SPI) (above OSB 15)====&lt;br /&gt;
In any GM mode, the location of the SPI is provided in two digital formats on the MFD. If the mode-selectable bullseye is not selected, the location of the SPI relative to the system STP is displayed above the backup steering symbol (flying W) on the MFD. If the mode-selectable bullseye has been selected, the flying W is replaced by ownship bullseye symbology, the same as on A-A FCR displays. Location of the SPI is then displayed relative to the bullseye. In either case, the location of the SPI relative to ownship is also displayed to the right of the flying W or ownship bullseye symbology.&lt;br /&gt;
&lt;br /&gt;
===Azimuth Scan Pattern (OSB 18)===&lt;br /&gt;
In all A-G mapping modes, the antenna azimuth scan pattern is initialized at ±60°. OSB 18 will cycle through the available antenna azimuth scan patterns; A1, A3, or A6 for ±10°, ±30°, or ±60° azimuth scans respectively.&lt;br /&gt;
&lt;br /&gt;
====Antenna Azimuth Symbol====&lt;br /&gt;
The radar antenna angle in azimuth is indicated by a T-symbol that moves along the bottom of the MFD display. The azimuth angle of the antenna is estimated by observing the position of the azimuth caret relative to the display width, which represents ±60° in unexpanded displays (in A-G modes, 0° is along the aircraft ground track).&lt;br /&gt;
&lt;br /&gt;
===FCR Range Display (OSB 19-20)===&lt;br /&gt;
FCR range scale with △ ▽ (INC/DEC) switches are displayed.&lt;br /&gt;
&lt;br /&gt;
===Gain Control===&lt;br /&gt;
The GAIN rocker switch, located at the top left of the MFD, adjusts the map gain around the default gain established by the radar. Hands-on gain adjustment is available by rotating the MAN RNG/UNCAGE control. The map gain is increased or decreased by approximately ±20% of the base setting when the knob is rotated.&lt;br /&gt;
&lt;br /&gt;
In order to provide additional gain, an indicator is displayed top left, next to the rocker switch. With maximum gain, the caret will be located at the top of the indicator; with minimum gain, the caret is located at the bottom.&lt;br /&gt;
&lt;br /&gt;
===Elevation Scan Pattern===&lt;br /&gt;
Elevation scan pattern is not selectable in A-G modes. The scan pattern is a 1-bar scan except when in FTT, GMTT, or AGR.&lt;br /&gt;
&lt;br /&gt;
====Antenna Elevation Symbol====&lt;br /&gt;
The radar antenna angle in elevation is indicated by a horizontal T-symbol that moves up and down the left side of the MFD display. The elevation angle of the antenna is estimated by observing the vertical position of the elevation caret relative to the display height, which represents ±60°.&lt;br /&gt;
&lt;br /&gt;
===Range Marks===&lt;br /&gt;
For unexpanded GM-type modes, the range marks consist of a series of concentric arcs. The number of range marks is a function of the selected range scale as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Range Scale&lt;br /&gt;
!Range Marks&lt;br /&gt;
!Miles/Mark&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|20 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ground Target Track===&lt;br /&gt;
In GM, SEA, and GMT modes, if a target is being tracked, the target will appear as a solid diamond at the intersection of the X-Y cursor and range will be displayed in the HUD slant range window&lt;br /&gt;
&lt;br /&gt;
=Ground Map (GM)=&lt;br /&gt;
GM mode is designed to provide a map display on the MFD suitable for navigation and for target detection. Weapons delivery is supported by a ground stabilized cursor whose position is indicated on the map display and is used to center the scan coverage. GM returns are displayed on a plan position indicator (PPI) (polar coordinates) sector format. The submodes EXP, 8:1 DBS1, and 64:1 DBS2 magnify a patch of the PPI sector resulting in increased resolution of the map and more precise cursor placement. &lt;br /&gt;
&lt;br /&gt;
Transition to FTT is available from GM NORM, EXP and DBS.&lt;br /&gt;
&lt;br /&gt;
STP, OA and SP cursor position are used for weapons delivery and centering of the map coverage. A STP, OA or SP can be selected as an initial cursor position. STP and OA information is used to continually determine the cursor range in all three axes from the aircraft to the STP. Therefore, the cursor is ground stabilized at that location.&lt;br /&gt;
SP allows observation of the map area in front of the aircraft without having to constantly select steerpoints located ahead of the aircraft. Pressing TMS up creates a pseudo-steerpoint at the current cursor position. At this time, the cursor position is ground stabilized, similar to selecting a steerpoint for the initial cursor position, and cursor placement may be adjusted.&lt;br /&gt;
&lt;br /&gt;
The cursor position is depicted relative to the map at the intersection of the horizontal and vertical lines on the MFD and is also indicated by the steerpoint diamond in the HUD. The CURSOR/ENABLE control is used to move the cursor onto the feature of interest on the displayed map.&lt;br /&gt;
&lt;br /&gt;
Pressing CZ on the MFD removes previous adjustments made to the initial A-G cursor position. This is useful if adjusting gain, changing submodes, or lowering range scale. In this case, the A-G cursor may be displaced from the correct position over the target.&lt;br /&gt;
&lt;br /&gt;
Scan pattern size and location in GM are controlled both automatically and manually. A 1-bar scan is roll and pitch stabilized with ±10, ±30, or ±60 azimuth scan width selections available from the MFD.&lt;br /&gt;
&lt;br /&gt;
Range resolution increases by 2:1 for each decrease in range scale while in the NORM, EXP and DBS1 submodes. Changing range scales in DBS2 has no effect on range resolution.&lt;br /&gt;
&lt;br /&gt;
=SEA=&lt;br /&gt;
SEA mode is designed to detect sea-borne targets in low sea states. SEA mode processing differs from GM in that more samples are integrated to produce the map. This requires a slightly slower scan rate to increase the integration time on sea targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control and operation of SEA mode are identical to GM except for the processing differences described above, and the lack of DBS submodes. The NORM and EXP submodes are available as well as the FZ option and transition to FTT.&lt;br /&gt;
&lt;br /&gt;
=Fixed Target Track (FTT)=&lt;br /&gt;
FTT is designed to automatically maintain an accurate track of a stationary discrete target for weapon delivery. FTT is available in GM, SEA or DBS modes and is initiated with a TMS up. This action initiates an acquisition sequence where the radar searches for targets about the cursor position with greater reflected intensity than the background clutter.&lt;br /&gt;
&lt;br /&gt;
===Multifunction Display (MFD)===&lt;br /&gt;
Track targets on the MFD are displayed as a solid diamond. The lines previously used to indicate cursor position now indicate target position with the solid diamond at the intersection. The range rings and expansion cue are not displayed during FTT. A typical FTT display is shown below:&lt;br /&gt;
&lt;br /&gt;
===Head-Up Display (HUD)===&lt;br /&gt;
FTT targets can be seen visually through the HUD. For weapon delivery, an A-G TD box is positioned at the target location. Slant range to the target is also presented on the HUD.&lt;br /&gt;
&lt;br /&gt;
===FTT Acquisition===&lt;br /&gt;
Transition to FTT is available from all GM submodes (NORM, EXP, DBS1, and DBS2). If the SP option is selected, the cursor must first be ground stabilized before the acquisition of a target can be attempted. The pilot first selects a discrete ground return to track in FTT. Accurately slewing the ground stabilized cursor to the target and pressing TMS up and release designates the target and initiates the acquisition process.&lt;br /&gt;
&lt;br /&gt;
If an acquisition is successful, then the lines previously indicating cursor position now indicate the tracked target position, with a solid diamond placed at the intersection. The FTT display format is a PPI sector similar to the GM NORM submode, but without the map information, range rings or expansion cues.&lt;br /&gt;
&lt;br /&gt;
It is generally preferable to acquire targets from EXP or DBS, since signal and thus image quality is increased, and it is easier to differentiate targets.&lt;br /&gt;
&lt;br /&gt;
===Loss of Track===&lt;br /&gt;
If FTT processing can no longer detect the target or track is terminated due to signal fade, the cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
Return to search is commanded by TMS down. FTT is stopped and the previously selected search mode is resumed, with the FOV option in effect at the time of designate. The cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
FTT is exited and the previously selected search mode is resumed when the antenna reaches its mechanical gimbal limits. The cursor on the MFD is placed at the gimbal limit position.&lt;br /&gt;
&lt;br /&gt;
===Mode Switching===&lt;br /&gt;
Changing to any other mode while in FTT results in an immediate mode change and the track is terminated.&lt;br /&gt;
&lt;br /&gt;
=Ground Moving Target (GMT)=&lt;br /&gt;
GMT mode is designed to detect moving targets on land or sea. Moving vehicles including cars, tanks, trucks, ships, aircraft while taxiing or helicopters in flight can be detected at low speeds. A background map is available for navigation and detection of stationary targets. Normal (NORM) and expand (EXP) submodes are available along with the FZ option similar to GM.&lt;br /&gt;
&lt;br /&gt;
Acquisition to Ground Moving Target Track mode (GMTT) is available for tracking moving targets in the real APG-68; however, in BMS it is not currently modelled. Targeting pods (AN/AAQ-14 LANTIRN or AN/AAQ-33 Sniper) will allow you to acquire and track moving vehicles once detected with GMT mode.&lt;br /&gt;
&lt;br /&gt;
=Air-to-Ground Ranging (AGR)=&lt;br /&gt;
The AGR mode is designed to provide an accurate range to a ground point for visual A-G delivery modes (CCIP, DTOS, STRAFE, EO-VIS). The radar is automatically commanded to AGR when the appropriate A-G weapon submode is selected (unless STBY or OVRD is selected).&lt;br /&gt;
&lt;br /&gt;
AGR ranges to the point on the ground indicated by weapons delivery symbology in the HUD. Depending on the submode selecting AGR, the symbol in the HUD may be slewed to the desired point, or the aircraft can maneuver to place the symbol at the desired point, or a combination of both. The CURSOR/ENABLE switch on the throttle is used to slew the symbol. Different symbols (see below) are used to indicate the ranging point depending on the submode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Submode&lt;br /&gt;
!Symbol&lt;br /&gt;
!Pointing Method&lt;br /&gt;
|-&lt;br /&gt;
|HUD Mark&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Slew&lt;br /&gt;
|-&lt;br /&gt;
|Visual Air-to-Ground/Strafe/CCIP&lt;br /&gt;
|CCIP Pipper (Circle with dot)&lt;br /&gt;
|Manoeuvre aircraft&lt;br /&gt;
|-&lt;br /&gt;
|DTOS/EO-VIS&lt;br /&gt;
|A-G TD Box (square with dot)&lt;br /&gt;
|Manoeuvre aircraft/Slew&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7011</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7011"/>
		<updated>2019-07-16T00:12:59Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Possible mnemonics (OSB 1)===&lt;br /&gt;
&lt;br /&gt;
*GM: Ground Map Mode&lt;br /&gt;
*GMT: Ground Moving Target Mode&lt;br /&gt;
*SEA: Sea Navigation Mode&lt;br /&gt;
&lt;br /&gt;
===Range Scale Selection (OSB 2)===&lt;br /&gt;
An automatic range scale option is available in the following modes: GM, EXP, DBS1, DBS2, FTT, SEA, GMTI, and GMTT. Auto range scale switching is enabled via OSB 2 which toggles AUTO or MAN. AUTO range scale switching, which is on by default, may be disabled by depressing OSB 2 or by manually changing the range scale. Any range scale change made via OSB will return the radar to manual (MAN) range scale operation.&lt;br /&gt;
&lt;br /&gt;
For A-G search operation the AUTO range scale (cursor bump) will increase the FCR range if the cursor is at 95% of the way up the MFD and decrease it if the cursor is at 42.5% of the way up the display or less. These switch points are shown in Figure 42 below as grey dashed lines. Note the bump will only happen if and when the cursor is not being slewed. This function will allow you to refine the cursor position without interruption if an auto range scale change is required. For FTT and GMTT the target position is the determining factor in changing range scales.&lt;br /&gt;
&lt;br /&gt;
===Field-of-View (FOV) Options (OSB 3)===&lt;br /&gt;
In all A-G mapping modes, the expanded (EXP) FOV option is available. Selection of EXP FOV results in a 4:1 range and azimuth expansion of the patch of map surrounding the cursor position.&lt;br /&gt;
&lt;br /&gt;
For GM mode only, two Doppler Beam Sharpening (DBS1 and DBS2) FOV’s are also available. Selection of DBS1 will provide the same FOV as with EXP, but with improved resolution (8:1). DBS2 will provide a FOV roughly double that of EXP and DBS1 with improved resolution (64:1). Either the EXPAND/FOV button on the stick or OSB 3 above the FOV mnemonic can be used to select the available FOVs in A-G mapping modes.&lt;br /&gt;
&lt;br /&gt;
====Expansion Cues====&lt;br /&gt;
In the normal GM, SEA and GMTI displays, four expansion cues (tick marks) are provided on the X-Y cursors to define the area that would be displayed upon selection of the EXP FOV. Similarly, in the GM mode, when the DBS1 FOV option has been selected, expansion cues will be provided to define the area that will be displayed upon selection of DBS2. (See Figure 43 above - note the cursor was slewed to the right and up to encompass the whole area of interest before the screenshot was taken for the DBS2 image above.)&lt;br /&gt;
&lt;br /&gt;
====Situation Awareness Symbol====&lt;br /&gt;
In any of the expanded ground map type mode FOV options including DBS1 and DBS2, a situation awareness symbol (a thin cross) will be positioned on the display to show where the X-Y cursors would be upon return to the unexpanded (NORM) display. This may be used to determine range to the selected sighting point.&lt;br /&gt;
&lt;br /&gt;
====Quarter Mile Scale Reference====&lt;br /&gt;
In any of the EXP FOV options including DBS1 and DBS2, a horizontal line is displayed in the upper left-hand corner of the display to indicate a length of 0.25 NM (1500 feet).&lt;br /&gt;
&lt;br /&gt;
===Standby Override Select/Deselect (OSB 4)===&lt;br /&gt;
“OVRD” selects FCR standby&lt;br /&gt;
&lt;br /&gt;
===FCR Control Page Select (OSB 5)===&lt;br /&gt;
“CNTL” selects the FCR control page.&lt;br /&gt;
&lt;br /&gt;
===Backup Bombing Sensor (BBS) (OSB 6)===&lt;br /&gt;
The Backup Bombing Sensor (BBS) is not currently implemented in BMS.&lt;br /&gt;
&lt;br /&gt;
===Freeze (FZ) Submode (OSB 7)===&lt;br /&gt;
The FZ option terminates radar transmissions although the antenna continues scan movements. A frozen map display suitable for navigation and weapons delivery is retained. The pilot can still refine the cursor position. With a patch of the PPI sector frozen, cursor refinements result in the movement of the vertical and horizontal lines depicting cursor position relative to the map. An aircraft position symbol, depicted as a bold cross, is displayed on frozen scenes and is continuously updated. This symbol represents the position of the aircraft relative to the frozen scene; that is, the symbol appears over that point on the map that is present directly beneath the aircraft. The FZ option may be deselecting by changing the FOV, changing the FCR mode, or by depressing the FZ OSB again.&lt;br /&gt;
&lt;br /&gt;
===Snowplow (SP) Submode (OSB 8)===&lt;br /&gt;
Depress OSB 8 next to the SP mnemonic to select the snowplow option. The mnemonic highlights indicating that you are in SP mode. SP sighting directs each sensor line-of-sight straight ahead in azimuth; it is not referenced to any steerpoint. In GM, GMT and SEA modes, the cursor will be positioned in the center of the MFD. The cursors remain fixed while the ground map video moves, or &amp;quot;snowplows,&amp;quot; across the MFD.&lt;br /&gt;
&lt;br /&gt;
At this point, there is no sensor of interest (SOI) and the cursors cannot be slewed. TMS up establishes the radar as SOI, ground-stabilizes the cursor and enables cursor slewing with the CURSOR/ENABLE switch. TMS up again with the cursor over a target will command target track. All cursor slews in SP are zeroed when SP is deselected.&lt;br /&gt;
&lt;br /&gt;
After ground stabilizing, the point under the cursors at the time of stabilization effectively becomes your steerpoint. All NAV and weapon delivery steering and symbology, including great circle steering, will be referenced to this &amp;quot;pseudo steerpoint.&amp;quot; Displays return to the previously selected sighting point when SP is deselected.&lt;br /&gt;
TMS down will only drop a ground target lock, placing the cursor at the same point it was before a lock attempt was made.&lt;br /&gt;
&lt;br /&gt;
SP is deselected any of the following ways:&lt;br /&gt;
*Depressing OSB 8 adjacent to the SP mnemonic.&lt;br /&gt;
*Entering any air-to-ground visual submode (CCIP, DTOS, STRAFE, EO-VIS).&lt;br /&gt;
*Changing steerpoint (only if SP is ground stabilized; pre-designate changes of steerpoint have no effect).&lt;br /&gt;
*Entering any air-to-air radar mode.&lt;br /&gt;
&lt;br /&gt;
As SP mode is not tied to a steerpoint it is particularly useful where target coordinates are not known in advance; either because specific enemy battalions are on the move, or for finding targets of opportunity. It can also be useful to scan ahead for potential ground threats or terrain obstacles while navigating, especially at low altitude.&lt;br /&gt;
&lt;br /&gt;
===Cursor Zero (CZ) (OSB 9)===&lt;br /&gt;
Depressing the OSB adjacent to the CZ mnemonic will zero accumulated A-G cursor corrections (slews). This mnemonic is available on all A-G FCR base pages, TGP base pages and OFF pages when in A-G or NAV master modes.&lt;br /&gt;
&lt;br /&gt;
===Sighting Point Rotary (OSB 10)===&lt;br /&gt;
&lt;br /&gt;
The sighting point rotary determines the System Point of Interest (SPI). Depressing OSB 10 adjacent to one of the following mnemonics selects the next available option in the rotary. Depressing TMS right will accomplish the same thing if the SOI is the HUD or FCR (and the radar is in air-to-ground mode). This causes the tracking sensors to break the lock and select the next option in the rotary just as the OSB does.&lt;br /&gt;
&lt;br /&gt;
*TGT/STP - TGT or STP sighting, position the cursor directly over target or steerpoint; i.e., destination coordinates plus cursor corrections are at the entered target location when using VRP sighting. The option selected is a function of the operating mode or submode.&lt;br /&gt;
*OA1/OA2 - OA1 or OA2 positions the cursor at the entered range and bearing from the selected steerpoint. If an offset aimpoint has a range of zero, it will not be in the sighting point rotary.&lt;br /&gt;
*IP/RP - If the selected steerpoint is equal to the initial or reference point, the selected IP or RP sighting option causes the cursor to be directly over the IP or RP. The option selected is a function of the operating mode or submode.&lt;br /&gt;
&lt;br /&gt;
The air-to-ground tracking sensor will break track when the sighting point rotary is changed by the MFDs.&lt;br /&gt;
&lt;br /&gt;
===FCR A-G Declutter Select/Deselect (OSB 11)===&lt;br /&gt;
When the DCLT OSB is depressed selected items are removed from the MFDs. Declutter is deselected by depressing the DCLT OSB a second time.&lt;br /&gt;
&lt;br /&gt;
====TTG, TUI, and TOF on FCR (above OSB 11)====&lt;br /&gt;
The FCR STBY, BIT, A-G Base page, and A-G Ranging (AGR) page (as well as the HSD and TGP) display the appropriate time-to-go (TTG), time-until-impact (TUI), and time-of-flight (TOF) information in the lower right corner. Time-on-target (TOT) depiction is placed directly below the time-to-pull-up/time-to-impact data.&lt;br /&gt;
&lt;br /&gt;
====Bearing and Range to System Point of Interest (SPI) (above OSB 15)====&lt;br /&gt;
In any GM mode, the location of the SPI is provided in two digital formats on the MFD. If the mode-selectable bullseye is not selected, the location of the SPI relative to the system STP is displayed above the backup steering symbol (flying W) on the MFD. If the mode-selectable bullseye has been selected, the flying W is replaced by ownship bullseye symbology, the same as on A-A FCR displays. Location of the SPI is then displayed relative to the bullseye. In either case, the location of the SPI relative to ownship is also displayed to the right of the flying W or ownship bullseye symbology.&lt;br /&gt;
&lt;br /&gt;
===Azimuth Scan Pattern (OSB 18)===&lt;br /&gt;
In all A-G mapping modes, the antenna azimuth scan pattern is initialized at ±60°. OSB 18 will cycle through the available antenna azimuth scan patterns; A1, A3, or A6 for ±10°, ±30°, or ±60° azimuth scans respectively.&lt;br /&gt;
&lt;br /&gt;
====Antenna Azimuth Symbol====&lt;br /&gt;
The radar antenna angle in azimuth is indicated by a T-symbol that moves along the bottom of the MFD display. The azimuth angle of the antenna is estimated by observing the position of the azimuth caret relative to the display width, which represents ±60° in unexpanded displays (in A-G modes, 0° is along the aircraft ground track).&lt;br /&gt;
&lt;br /&gt;
===FCR Range Display (OSB 19-20)===&lt;br /&gt;
FCR range scale with △ ▽ (INC/DEC) switches are displayed.&lt;br /&gt;
&lt;br /&gt;
===Gain Control===&lt;br /&gt;
The GAIN rocker switch, located at the top left of the MFD, adjusts the map gain around the default gain established by the radar. Hands-on gain adjustment is available by rotating the MAN RNG/UNCAGE control. The map gain is increased or decreased by approximately ±20% of the base setting when the knob is rotated.&lt;br /&gt;
&lt;br /&gt;
In order to provide additional gain, an indicator is displayed top left, next to the rocker switch. With maximum gain, the caret will be located at the top of the indicator; with minimum gain, the caret is located at the bottom.&lt;br /&gt;
&lt;br /&gt;
===Elevation Scan Pattern===&lt;br /&gt;
Elevation scan pattern is not selectable in A-G modes. The scan pattern is a 1-bar scan except when in FTT, GMTT, or AGR.&lt;br /&gt;
&lt;br /&gt;
====Antenna Elevation Symbol====&lt;br /&gt;
The radar antenna angle in elevation is indicated by a horizontal T-symbol that moves up and down the left side of the MFD display. The elevation angle of the antenna is estimated by observing the vertical position of the elevation caret relative to the display height, which represents ±60°.&lt;br /&gt;
&lt;br /&gt;
===Range Marks===&lt;br /&gt;
For unexpanded GM-type modes, the range marks consist of a series of concentric arcs. The number of range marks is a function of the selected range scale as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Range Scale&lt;br /&gt;
!Range Marks&lt;br /&gt;
!Miles/Mark&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|20 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ground Target Track===&lt;br /&gt;
In GM, SEA, and GMT modes, if a target is being tracked, the target will appear as a solid diamond at the intersection of the X-Y cursor and range will be displayed in the HUD slant range window&lt;br /&gt;
&lt;br /&gt;
=Ground Map (GM)=&lt;br /&gt;
GM mode is designed to provide a map display on the MFD suitable for navigation and for target detection. Weapons delivery is supported by a ground stabilized cursor whose position is indicated on the map display and is used to center the scan coverage. GM returns are displayed on a plan position indicator (PPI) (polar coordinates) sector format. The submodes EXP, 8:1 DBS1, and 64:1 DBS2 magnify a patch of the PPI sector resulting in increased resolution of the map and more precise cursor placement. &lt;br /&gt;
&lt;br /&gt;
Transition to FTT is available from GM NORM, EXP and DBS.&lt;br /&gt;
&lt;br /&gt;
STP, OA and SP cursor position are used for weapons delivery and centering of the map coverage. A STP, OA or SP can be selected as an initial cursor position. STP and OA information is used to continually determine the cursor range in all three axes from the aircraft to the STP. Therefore, the cursor is ground stabilized at that location.&lt;br /&gt;
SP allows observation of the map area in front of the aircraft without having to constantly select steerpoints located ahead of the aircraft. Pressing TMS up creates a pseudo-steerpoint at the current cursor position. At this time, the cursor position is ground stabilized, similar to selecting a steerpoint for the initial cursor position, and cursor placement may be adjusted.&lt;br /&gt;
&lt;br /&gt;
The cursor position is depicted relative to the map at the intersection of the horizontal and vertical lines on the MFD and is also indicated by the steerpoint diamond in the HUD. The CURSOR/ENABLE control is used to move the cursor onto the feature of interest on the displayed map.&lt;br /&gt;
&lt;br /&gt;
Pressing CZ on the MFD removes previous adjustments made to the initial A-G cursor position. This is useful if adjusting gain, changing submodes, or lowering range scale. In this case, the A-G cursor may be displaced from the correct position over the target.&lt;br /&gt;
&lt;br /&gt;
Scan pattern size and location in GM are controlled both automatically and manually. A 1-bar scan is roll and pitch stabilized with ±10, ±30, or ±60 azimuth scan width selections available from the MFD.&lt;br /&gt;
&lt;br /&gt;
Range resolution increases by 2:1 for each decrease in range scale while in the NORM, EXP and DBS1 submodes. Changing range scales in DBS2 has no effect on range resolution.&lt;br /&gt;
&lt;br /&gt;
=SEA=&lt;br /&gt;
SEA mode is designed to detect sea-borne targets in low sea states. SEA mode processing differs from GM in that more samples are integrated to produce the map. This requires a slightly slower scan rate to increase the integration time on sea targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control and operation of SEA mode are identical to GM except for the processing differences described above, and the lack of DBS submodes. The NORM and EXP submodes are available as well as the FZ option and transition to FTT.&lt;br /&gt;
&lt;br /&gt;
=Fixed Target Track (FTT)=&lt;br /&gt;
FTT is designed to automatically maintain an accurate track of a stationary discrete target for weapon delivery. FTT is available in GM, SEA or DBS modes and is initiated with a TMS up. This action initiates an acquisition sequence where the radar searches for targets about the cursor position with greater reflected intensity than the background clutter.&lt;br /&gt;
&lt;br /&gt;
===Multifunction Display (MFD)===&lt;br /&gt;
Track targets on the MFD are displayed as a solid diamond. The lines previously used to indicate cursor position now indicate target position with the solid diamond at the intersection. The range rings and expansion cue are not displayed during FTT. A typical FTT display is shown below:&lt;br /&gt;
&lt;br /&gt;
===Head-Up Display (HUD)===&lt;br /&gt;
FTT targets can be seen visually through the HUD. For weapon delivery, an A-G TD box is positioned at the target location. Slant range to the target is also presented on the HUD.&lt;br /&gt;
&lt;br /&gt;
===FTT Acquisition===&lt;br /&gt;
Transition to FTT is available from all GM submodes (NORM, EXP, DBS1, and DBS2). If the SP option is selected, the cursor must first be ground stabilized before the acquisition of a target can be attempted. The pilot first selects a discrete ground return to track in FTT. Accurately slewing the ground stabilized cursor to the target and pressing TMS up and release designates the target and initiates the acquisition process.&lt;br /&gt;
&lt;br /&gt;
If an acquisition is successful, then the lines previously indicating cursor position now indicate the tracked target position, with a solid diamond placed at the intersection. The FTT display format is a PPI sector similar to the GM NORM submode, but without the map information, range rings or expansion cues.&lt;br /&gt;
&lt;br /&gt;
It is generally preferable to acquire targets from EXP or DBS, since signal and thus image quality is increased, and it is easier to differentiate targets.&lt;br /&gt;
&lt;br /&gt;
===Loss of Track===&lt;br /&gt;
If FTT processing can no longer detect the target or track is terminated due to signal fade, the cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
Return to search is commanded by TMS down. FTT is stopped and the previously selected search mode is resumed, with the FOV option in effect at the time of designate. The cursor on the MFD is placed at the last tracked position.&lt;br /&gt;
&lt;br /&gt;
FTT is exited and the previously selected search mode is resumed when the antenna reaches its mechanical gimbal limits. The cursor on the MFD is placed at the gimbal limit position.&lt;br /&gt;
&lt;br /&gt;
===Mode Switching===&lt;br /&gt;
Changing to any other mode while in FTT results in an immediate mode change and the track is terminated.&lt;br /&gt;
&lt;br /&gt;
=Ground Moving Target (GMT)=&lt;br /&gt;
GMT mode is designed to detect moving targets on land or sea. Moving vehicles including cars, tanks, trucks, ships, aircraft while taxiing or helicopters in flight can be detected at low speeds. A background map is available for navigation and detection of stationary targets. Normal (NORM) and expand (EXP) submodes are available along with the FZ option similar to GM.&lt;br /&gt;
&lt;br /&gt;
Acquisition to Ground Moving Target Track mode (GMTT) is available for tracking moving targets in the real APG-68; however, in BMS it is not currently modelled. Targeting pods (AN/AAQ-14 LANTIRN or AN/AAQ-33 Sniper) will allow you to acquire and track moving vehicles once detected with GMT mode.&lt;br /&gt;
&lt;br /&gt;
=Air-to-Ground Ranging (AGR)=&lt;br /&gt;
The AGR mode is designed to provide an accurate range to a ground point for visual A-G delivery modes (CCIP, DTOS, STRAFE, EO-VIS). The radar is automatically commanded to AGR when the appropriate A-G weapon submode is selected (unless STBY or OVRD is selected).&lt;br /&gt;
&lt;br /&gt;
AGR ranges to the point on the ground indicated by weapons delivery symbology in the HUD. Depending on the submode selecting AGR, the symbol in the HUD may be slewed to the desired point, or the aircraft can maneuver to place the symbol at the desired point, or a combination of both. The CURSOR/ENABLE switch on the throttle is used to slew the symbol. Different symbols (see below) are used to indicate the ranging point depending on the submode.&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7010</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7010"/>
		<updated>2019-07-15T23:44:56Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Possible mnemonics (OSB 1)===&lt;br /&gt;
&lt;br /&gt;
*GM: Ground Map Mode&lt;br /&gt;
*GMT: Ground Moving Target Mode&lt;br /&gt;
*SEA: Sea Navigation Mode&lt;br /&gt;
&lt;br /&gt;
===Range Scale Selection (OSB 2)===&lt;br /&gt;
An automatic range scale option is available in the following modes: GM, EXP, DBS1, DBS2, FTT, SEA, GMTI, and GMTT. Auto range scale switching is enabled via OSB 2 which toggles AUTO or MAN. AUTO range scale switching, which is on by default, may be disabled by depressing OSB 2 or by manually changing the range scale. Any range scale change made via OSB will return the radar to manual (MAN) range scale operation.&lt;br /&gt;
&lt;br /&gt;
For A-G search operation the AUTO range scale (cursor bump) will increase the FCR range if the cursor is at 95% of the way up the MFD and decrease it if the cursor is at 42.5% of the way up the display or less. These switch points are shown in Figure 42 below as grey dashed lines. Note the bump will only happen if and when the cursor is not being slewed. This function will allow you to refine the cursor position without interruption if an auto range scale change is required. For FTT and GMTT the target position is the determining factor in changing range scales.&lt;br /&gt;
&lt;br /&gt;
===Field-of-View (FOV) Options (OSB 3)===&lt;br /&gt;
In all A-G mapping modes, the expanded (EXP) FOV option is available. Selection of EXP FOV results in a 4:1 range and azimuth expansion of the patch of map surrounding the cursor position.&lt;br /&gt;
&lt;br /&gt;
For GM mode only, two Doppler Beam Sharpening (DBS1 and DBS2) FOV’s are also available. Selection of DBS1 will provide the same FOV as with EXP, but with improved resolution (8:1). DBS2 will provide a FOV roughly double that of EXP and DBS1 with improved resolution (64:1). Either the EXPAND/FOV button on the stick or OSB 3 above the FOV mnemonic can be used to select the available FOVs in A-G mapping modes.&lt;br /&gt;
&lt;br /&gt;
====Expansion Cues====&lt;br /&gt;
In the normal GM, SEA and GMTI displays, four expansion cues (tick marks) are provided on the X-Y cursors to define the area that would be displayed upon selection of the EXP FOV. Similarly, in the GM mode, when the DBS1 FOV option has been selected, expansion cues will be provided to define the area that will be displayed upon selection of DBS2. (See Figure 43 above - note the cursor was slewed to the right and up to encompass the whole area of interest before the screenshot was taken for the DBS2 image above.)&lt;br /&gt;
&lt;br /&gt;
====Situation Awareness Symbol====&lt;br /&gt;
In any of the expanded ground map type mode FOV options including DBS1 and DBS2, a situation awareness symbol (a thin cross) will be positioned on the display to show where the X-Y cursors would be upon return to the unexpanded (NORM) display. This may be used to determine range to the selected sighting point.&lt;br /&gt;
&lt;br /&gt;
====Quarter Mile Scale Reference====&lt;br /&gt;
In any of the EXP FOV options including DBS1 and DBS2, a horizontal line is displayed in the upper left-hand corner of the display to indicate a length of 0.25 NM (1500 feet).&lt;br /&gt;
&lt;br /&gt;
===Standby Override Select/Deselect (OSB 4)===&lt;br /&gt;
“OVRD” selects FCR standby&lt;br /&gt;
&lt;br /&gt;
===FCR Control Page Select (OSB 5)===&lt;br /&gt;
“CNTL” selects the FCR control page.&lt;br /&gt;
&lt;br /&gt;
===Backup Bombing Sensor (BBS) (OSB 6)===&lt;br /&gt;
The Backup Bombing Sensor (BBS) is not currently implemented in BMS.&lt;br /&gt;
&lt;br /&gt;
===Freeze (FZ) Submode (OSB 7)===&lt;br /&gt;
The FZ option terminates radar transmissions although the antenna continues scan movements. A frozen map display suitable for navigation and weapons delivery is retained. The pilot can still refine the cursor position. With a patch of the PPI sector frozen, cursor refinements result in the movement of the vertical and horizontal lines depicting cursor position relative to the map. An aircraft position symbol, depicted as a bold cross, is displayed on frozen scenes and is continuously updated. This symbol represents the position of the aircraft relative to the frozen scene; that is, the symbol appears over that point on the map that is present directly beneath the aircraft. The FZ option may be deselecting by changing the FOV, changing the FCR mode, or by depressing the FZ OSB again.&lt;br /&gt;
&lt;br /&gt;
===Snowplow (SP) Submode (OSB 8)===&lt;br /&gt;
Depress OSB 8 next to the SP mnemonic to select the snowplow option. The mnemonic highlights indicating that you are in SP mode. SP sighting directs each sensor line-of-sight straight ahead in azimuth; it is not referenced to any steerpoint. In GM, GMT and SEA modes, the cursor will be positioned in the center of the MFD. The cursors remain fixed while the ground map video moves, or &amp;quot;snowplows,&amp;quot; across the MFD.&lt;br /&gt;
&lt;br /&gt;
At this point, there is no sensor of interest (SOI) and the cursors cannot be slewed. TMS up establishes the radar as SOI, ground-stabilizes the cursor and enables cursor slewing with the CURSOR/ENABLE switch. TMS up again with the cursor over a target will command target track. All cursor slews in SP are zeroed when SP is deselected.&lt;br /&gt;
&lt;br /&gt;
After ground stabilizing, the point under the cursors at the time of stabilization effectively becomes your steerpoint. All NAV and weapon delivery steering and symbology, including great circle steering, will be referenced to this &amp;quot;pseudo steerpoint.&amp;quot; Displays return to the previously selected sighting point when SP is deselected.&lt;br /&gt;
TMS down will only drop a ground target lock, placing the cursor at the same point it was before a lock attempt was made.&lt;br /&gt;
&lt;br /&gt;
SP is deselected any of the following ways:&lt;br /&gt;
*Depressing OSB 8 adjacent to the SP mnemonic.&lt;br /&gt;
*Entering any air-to-ground visual submode (CCIP, DTOS, STRAFE, EO-VIS).&lt;br /&gt;
*Changing steerpoint (only if SP is ground stabilized; pre-designate changes of steerpoint have no effect).&lt;br /&gt;
*Entering any air-to-air radar mode.&lt;br /&gt;
&lt;br /&gt;
As SP mode is not tied to a steerpoint it is particularly useful where target coordinates are not known in advance; either because specific enemy battalions are on the move, or for finding targets of opportunity. It can also be useful to scan ahead for potential ground threats or terrain obstacles while navigating, especially at low altitude.&lt;br /&gt;
&lt;br /&gt;
===Cursor Zero (CZ) (OSB 9)===&lt;br /&gt;
Depressing the OSB adjacent to the CZ mnemonic will zero accumulated A-G cursor corrections (slews). This mnemonic is available on all A-G FCR base pages, TGP base pages and OFF pages when in A-G or NAV master modes.&lt;br /&gt;
&lt;br /&gt;
===Sighting Point Rotary (OSB 10)===&lt;br /&gt;
&lt;br /&gt;
The sighting point rotary determines the System Point of Interest (SPI). Depressing OSB 10 adjacent to one of the following mnemonics selects the next available option in the rotary. Depressing TMS right will accomplish the same thing if the SOI is the HUD or FCR (and the radar is in air-to-ground mode). This causes the tracking sensors to break the lock and select the next option in the rotary just as the OSB does.&lt;br /&gt;
&lt;br /&gt;
*TGT/STP - TGT or STP sighting, position the cursor directly over target or steerpoint; i.e., destination coordinates plus cursor corrections are at the entered target location when using VRP sighting. The option selected is a function of the operating mode or submode.&lt;br /&gt;
*OA1/OA2 - OA1 or OA2 positions the cursor at the entered range and bearing from the selected steerpoint. If an offset aimpoint has a range of zero, it will not be in the sighting point rotary.&lt;br /&gt;
*IP/RP - If the selected steerpoint is equal to the initial or reference point, the selected IP or RP sighting option causes the cursor to be directly over the IP or RP. The option selected is a function of the operating mode or submode.&lt;br /&gt;
&lt;br /&gt;
The air-to-ground tracking sensor will break track when the sighting point rotary is changed by the MFDs.&lt;br /&gt;
&lt;br /&gt;
===FCR A-G Declutter Select/Deselect (OSB 11)===&lt;br /&gt;
When the DCLT OSB is depressed selected items are removed from the MFDs. Declutter is deselected by depressing the DCLT OSB a second time.&lt;br /&gt;
&lt;br /&gt;
====TTG, TUI, and TOF on FCR (above OSB 11)====&lt;br /&gt;
The FCR STBY, BIT, A-G Base page, and A-G Ranging (AGR) page (as well as the HSD and TGP) display the appropriate time-to-go (TTG), time-until-impact (TUI), and time-of-flight (TOF) information in the lower right corner. Time-on-target (TOT) depiction is placed directly below the time-to-pull-up/time-to-impact data.&lt;br /&gt;
&lt;br /&gt;
====Bearing and Range to System Point of Interest (SPI) (above OSB 15)====&lt;br /&gt;
In any GM mode, the location of the SPI is provided in two digital formats on the MFD. If the mode-selectable bullseye is not selected, the location of the SPI relative to the system STP is displayed above the backup steering symbol (flying W) on the MFD. If the mode-selectable bullseye has been selected, the flying W is replaced by ownship bullseye symbology, the same as on A-A FCR displays. Location of the SPI is then displayed relative to the bullseye. In either case, the location of the SPI relative to ownship is also displayed to the right of the flying W or ownship bullseye symbology.&lt;br /&gt;
&lt;br /&gt;
===Azimuth Scan Pattern (OSB 18)===&lt;br /&gt;
In all A-G mapping modes, the antenna azimuth scan pattern is initialized at ±60°. OSB 18 will cycle through the available antenna azimuth scan patterns; A1, A3, or A6 for ±10°, ±30°, or ±60° azimuth scans respectively.&lt;br /&gt;
&lt;br /&gt;
====Antenna Azimuth Symbol====&lt;br /&gt;
The radar antenna angle in azimuth is indicated by a T-symbol that moves along the bottom of the MFD display. The azimuth angle of the antenna is estimated by observing the position of the azimuth caret relative to the display width, which represents ±60° in unexpanded displays (in A-G modes, 0° is along the aircraft ground track).&lt;br /&gt;
&lt;br /&gt;
===FCR Range Display (OSB 19-20)===&lt;br /&gt;
FCR range scale with △ ▽ (INC/DEC) switches are displayed.&lt;br /&gt;
&lt;br /&gt;
===Gain Control===&lt;br /&gt;
The GAIN rocker switch, located at the top left of the MFD, adjusts the map gain around the default gain established by the radar. Hands-on gain adjustment is available by rotating the MAN RNG/UNCAGE control. The map gain is increased or decreased by approximately ±20% of the base setting when the knob is rotated.&lt;br /&gt;
&lt;br /&gt;
In order to provide additional gain, an indicator is displayed top left, next to the rocker switch. With maximum gain, the caret will be located at the top of the indicator; with minimum gain, the caret is located at the bottom.&lt;br /&gt;
&lt;br /&gt;
===Elevation Scan Pattern===&lt;br /&gt;
Elevation scan pattern is not selectable in A-G modes. The scan pattern is a 1-bar scan except when in FTT, GMTT, or AGR.&lt;br /&gt;
&lt;br /&gt;
====Antenna Elevation Symbol====&lt;br /&gt;
The radar antenna angle in elevation is indicated by a horizontal T-symbol that moves up and down the left side of the MFD display. The elevation angle of the antenna is estimated by observing the vertical position of the elevation caret relative to the display height, which represents ±60°.&lt;br /&gt;
&lt;br /&gt;
===Range Marks===&lt;br /&gt;
For unexpanded GM-type modes, the range marks consist of a series of concentric arcs. The number of range marks is a function of the selected range scale as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Range Scale&lt;br /&gt;
!Range Marks&lt;br /&gt;
!Miles/Mark&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|20 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ground Target Track===&lt;br /&gt;
In GM, SEA, and GMT modes, if a target is being tracked, the target will appear as a solid diamond at the intersection of the X-Y cursor and range will be displayed in the HUD slant range window&lt;br /&gt;
&lt;br /&gt;
==Ground Map (GM)==&lt;br /&gt;
GM mode is designed to provide a map display on the MFD suitable for navigation and for target detection. Weapons delivery is supported by a ground stabilized cursor whose position is indicated on the map display and is used to center the scan coverage. GM returns are displayed on a plan position indicator (PPI) (polar coordinates) sector format. The submodes EXP, 8:1 DBS1, and 64:1 DBS2 magnify a patch of the PPI sector resulting in increased resolution of the map and more precise cursor placement. &lt;br /&gt;
&lt;br /&gt;
Transition to FTT is available from GM NORM, EXP and DBS.&lt;br /&gt;
&lt;br /&gt;
STP, OA and SP cursor position are used for weapons delivery and centering of the map coverage. A STP, OA or SP can be selected as an initial cursor position. STP and OA information is used to continually determine the cursor range in all three axes from the aircraft to the STP. Therefore, the cursor is ground stabilized at that location.&lt;br /&gt;
SP allows observation of the map area in front of the aircraft without having to constantly select steerpoints located ahead of the aircraft. Pressing TMS up creates a pseudo-steerpoint at the current cursor position. At this time, the cursor position is ground stabilized, similar to selecting a steerpoint for the initial cursor position, and cursor placement may be adjusted.&lt;br /&gt;
&lt;br /&gt;
The cursor position is depicted relative to the map at the intersection of the horizontal and vertical lines on the MFD and is also indicated by the steerpoint diamond in the HUD. The CURSOR/ENABLE control is used to move the cursor onto the feature of interest on the displayed map.&lt;br /&gt;
&lt;br /&gt;
Pressing CZ on the MFD removes previous adjustments made to the initial A-G cursor position. This is useful if adjusting gain, changing submodes, or lowering range scale. In this case, the A-G cursor may be displaced from the correct position over the target.&lt;br /&gt;
&lt;br /&gt;
Scan pattern size and location in GM are controlled both automatically and manually. A 1-bar scan is roll and pitch stabilized with ±10, ±30, or ±60 azimuth scan width selections available from the MFD.&lt;br /&gt;
&lt;br /&gt;
Range resolution increases by 2:1 for each decrease in range scale while in the NORM, EXP and DBS1 submodes. Changing range scales in DBS2 has no effect on range resolution.&lt;br /&gt;
&lt;br /&gt;
==SEA==&lt;br /&gt;
SEA mode is designed to detect sea-borne targets in low sea states. SEA mode processing differs from GM in that more samples are integrated to produce the map. This requires a slightly slower scan rate to increase the integration time on sea targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control and operation of SEA mode are identical to GM except for the processing differences described above, and the lack of DBS submodes. The NORM and EXP submodes are available as well as the FZ option and transition to FTT.&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7009</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7009"/>
		<updated>2019-07-15T23:18:28Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Possible mnemonics (OSB 1)===&lt;br /&gt;
&lt;br /&gt;
*GM: Ground Map Mode&lt;br /&gt;
*GMT: Ground Moving Target Mode&lt;br /&gt;
*SEA: Sea Navigation Mode&lt;br /&gt;
&lt;br /&gt;
===Range Scale Selection (OSB 2)===&lt;br /&gt;
An automatic range scale option is available in the following modes: GM, EXP, DBS1, DBS2, FTT, SEA, GMTI, and GMTT. Auto range scale switching is enabled via OSB 2 which toggles AUTO or MAN. AUTO range scale switching, which is on by default, may be disabled by depressing OSB 2 or by manually changing the range scale. Any range scale change made via OSB will return the radar to manual (MAN) range scale operation.&lt;br /&gt;
&lt;br /&gt;
For A-G search operation the AUTO range scale (cursor bump) will increase the FCR range if the cursor is at 95% of the way up the MFD and decrease it if the cursor is at 42.5% of the way up the display or less. These switch points are shown in Figure 42 below as grey dashed lines. Note the bump will only happen if and when the cursor is not being slewed. This function will allow you to refine the cursor position without interruption if an auto range scale change is required. For FTT and GMTT the target position is the determining factor in changing range scales.&lt;br /&gt;
&lt;br /&gt;
===Field-of-View (FOV) Options (OSB 3)===&lt;br /&gt;
In all A-G mapping modes, the expanded (EXP) FOV option is available. Selection of EXP FOV results in a 4:1 range and azimuth expansion of the patch of map surrounding the cursor position.&lt;br /&gt;
&lt;br /&gt;
For GM mode only, two Doppler Beam Sharpening (DBS1 and DBS2) FOV’s are also available. Selection of DBS1 will provide the same FOV as with EXP, but with improved resolution (8:1). DBS2 will provide a FOV roughly double that of EXP and DBS1 with improved resolution (64:1). Either the EXPAND/FOV button on the stick or OSB 3 above the FOV mnemonic can be used to select the available FOVs in A-G mapping modes.&lt;br /&gt;
&lt;br /&gt;
====Expansion Cues====&lt;br /&gt;
In the normal GM, SEA and GMTI displays, four expansion cues (tick marks) are provided on the X-Y cursors to define the area that would be displayed upon selection of the EXP FOV. Similarly, in the GM mode, when the DBS1 FOV option has been selected, expansion cues will be provided to define the area that will be displayed upon selection of DBS2. (See Figure 43 above - note the cursor was slewed to the right and up to encompass the whole area of interest before the screenshot was taken for the DBS2 image above.)&lt;br /&gt;
&lt;br /&gt;
====Situation Awareness Symbol====&lt;br /&gt;
In any of the expanded ground map type mode FOV options including DBS1 and DBS2, a situation awareness symbol (a thin cross) will be positioned on the display to show where the X-Y cursors would be upon return to the unexpanded (NORM) display. This may be used to determine range to the selected sighting point.&lt;br /&gt;
&lt;br /&gt;
====Quarter Mile Scale Reference====&lt;br /&gt;
In any of the EXP FOV options including DBS1 and DBS2, a horizontal line is displayed in the upper left-hand corner of the display to indicate a length of 0.25 NM (1500 feet).&lt;br /&gt;
&lt;br /&gt;
===Standby Override Select/Deselect (OSB 4)===&lt;br /&gt;
“OVRD” selects FCR standby&lt;br /&gt;
&lt;br /&gt;
===FCR Control Page Select (OSB 5)===&lt;br /&gt;
“CNTL” selects the FCR control page.&lt;br /&gt;
&lt;br /&gt;
===Backup Bombing Sensor (BBS) (OSB 6)===&lt;br /&gt;
The Backup Bombing Sensor (BBS) is not currently implemented in BMS.&lt;br /&gt;
&lt;br /&gt;
===Freeze (FZ) Submode (OSB 7)===&lt;br /&gt;
The FZ option terminates radar transmissions although the antenna continues scan movements. A frozen map display suitable for navigation and weapons delivery is retained. The pilot can still refine the cursor position. With a patch of the PPI sector frozen, cursor refinements result in the movement of the vertical and horizontal lines depicting cursor position relative to the map. An aircraft position symbol, depicted as a bold cross, is displayed on frozen scenes and is continuously updated. This symbol represents the position of the aircraft relative to the frozen scene; that is, the symbol appears over that point on the map that is present directly beneath the aircraft. The FZ option may be deselecting by changing the FOV, changing the FCR mode, or by depressing the FZ OSB again.&lt;br /&gt;
&lt;br /&gt;
===Snowplow (SP) Submode (OSB 8)===&lt;br /&gt;
Depress OSB 8 next to the SP mnemonic to select the snowplow option. The mnemonic highlights indicating that you are in SP mode. SP sighting directs each sensor line-of-sight straight ahead in azimuth; it is not referenced to any steerpoint. In GM, GMT and SEA modes, the cursor will be positioned in the center of the MFD. The cursors remain fixed while the ground map video moves, or &amp;quot;snowplows,&amp;quot; across the MFD.&lt;br /&gt;
&lt;br /&gt;
At this point, there is no sensor of interest (SOI) and the cursors cannot be slewed. TMS up establishes the radar as SOI, ground-stabilizes the cursor and enables cursor slewing with the CURSOR/ENABLE switch. TMS up again with the cursor over a target will command target track. All cursor slews in SP are zeroed when SP is deselected.&lt;br /&gt;
&lt;br /&gt;
After ground stabilizing, the point under the cursors at the time of stabilization effectively becomes your steerpoint. All NAV and weapon delivery steering and symbology, including great circle steering, will be referenced to this &amp;quot;pseudo steerpoint.&amp;quot; Displays return to the previously selected sighting point when SP is deselected.&lt;br /&gt;
TMS down will only drop a ground target lock, placing the cursor at the same point it was before a lock attempt was made.&lt;br /&gt;
&lt;br /&gt;
SP is deselected any of the following ways:&lt;br /&gt;
*Depressing OSB 8 adjacent to the SP mnemonic.&lt;br /&gt;
*Entering any air-to-ground visual submode (CCIP, DTOS, STRAFE, EO-VIS).&lt;br /&gt;
*Changing steerpoint (only if SP is ground stabilized; pre-designate changes of steerpoint have no effect).&lt;br /&gt;
*Entering any air-to-air radar mode.&lt;br /&gt;
&lt;br /&gt;
As SP mode is not tied to a steerpoint it is particularly useful where target coordinates are not known in advance; either because specific enemy battalions are on the move, or for finding targets of opportunity. It can also be useful to scan ahead for potential ground threats or terrain obstacles while navigating, especially at low altitude.&lt;br /&gt;
&lt;br /&gt;
===Cursor Zero (CZ) (OSB 9)===&lt;br /&gt;
Depressing the OSB adjacent to the CZ mnemonic will zero accumulated A-G cursor corrections (slews). This mnemonic is available on all A-G FCR base pages, TGP base pages and OFF pages when in A-G or NAV master modes.&lt;br /&gt;
&lt;br /&gt;
===Sighting Point Rotary (OSB 10)===&lt;br /&gt;
&lt;br /&gt;
The sighting point rotary determines the System Point of Interest (SPI). Depressing OSB 10 adjacent to one of the following mnemonics selects the next available option in the rotary. Depressing TMS right will accomplish the same thing if the SOI is the HUD or FCR (and the radar is in air-to-ground mode). This causes the tracking sensors to break the lock and select the next option in the rotary just as the OSB does.&lt;br /&gt;
&lt;br /&gt;
*TGT/STP - TGT or STP sighting, position the cursor directly over target or steerpoint; i.e., destination coordinates plus cursor corrections are at the entered target location when using VRP sighting. The option selected is a function of the operating mode or submode.&lt;br /&gt;
*OA1/OA2 - OA1 or OA2 positions the cursor at the entered range and bearing from the selected steerpoint. If an offset aimpoint has a range of zero, it will not be in the sighting point rotary.&lt;br /&gt;
*IP/RP - If the selected steerpoint is equal to the initial or reference point, the selected IP or RP sighting option causes the cursor to be directly over the IP or RP. The option selected is a function of the operating mode or submode.&lt;br /&gt;
&lt;br /&gt;
The air-to-ground tracking sensor will break track when the sighting point rotary is changed by the MFDs.&lt;br /&gt;
&lt;br /&gt;
===FCR A-G Declutter Select/Deselect (OSB 11)===&lt;br /&gt;
When the DCLT OSB is depressed selected items are removed from the MFDs. Declutter is deselected by depressing the DCLT OSB a second time.&lt;br /&gt;
&lt;br /&gt;
====TTG, TUI, and TOF on FCR (above OSB 11)====&lt;br /&gt;
The FCR STBY, BIT, A-G Base page, and A-G Ranging (AGR) page (as well as the HSD and TGP) display the appropriate time-to-go (TTG), time-until-impact (TUI), and time-of-flight (TOF) information in the lower right corner. Time-on-target (TOT) depiction is placed directly below the time-to-pull-up/time-to-impact data.&lt;br /&gt;
&lt;br /&gt;
====Bearing and Range to System Point of Interest (SPI) (above OSB 15)====&lt;br /&gt;
In any GM mode, the location of the SPI is provided in two digital formats on the MFD. If the mode-selectable bullseye is not selected, the location of the SPI relative to the system STP is displayed above the backup steering symbol (flying W) on the MFD. If the mode-selectable bullseye has been selected, the flying W is replaced by ownship bullseye symbology, the same as on A-A FCR displays. Location of the SPI is then displayed relative to the bullseye. In either case, the location of the SPI relative to ownship is also displayed to the right of the flying W or ownship bullseye symbology.&lt;br /&gt;
&lt;br /&gt;
===Azimuth Scan Pattern (OSB 18)===&lt;br /&gt;
In all A-G mapping modes, the antenna azimuth scan pattern is initialized at ±60°. OSB 18 will cycle through the available antenna azimuth scan patterns; A1, A3, or A6 for ±10°, ±30°, or ±60° azimuth scans respectively.&lt;br /&gt;
&lt;br /&gt;
====Antenna Azimuth Symbol====&lt;br /&gt;
The radar antenna angle in azimuth is indicated by a T-symbol that moves along the bottom of the MFD display. The azimuth angle of the antenna is estimated by observing the position of the azimuth caret relative to the display width, which represents ±60° in unexpanded displays (in A-G modes, 0° is along the aircraft ground track).&lt;br /&gt;
&lt;br /&gt;
===FCR Range Display (OSB 19-20)===&lt;br /&gt;
FCR range scale with △ ▽ (INC/DEC) switches are displayed.&lt;br /&gt;
&lt;br /&gt;
===Gain Control===&lt;br /&gt;
The GAIN rocker switch, located at the top left of the MFD, adjusts the map gain around the default gain established by the radar. Hands-on gain adjustment is available by rotating the MAN RNG/UNCAGE control. The map gain is increased or decreased by approximately ±20% of the base setting when the knob is rotated.&lt;br /&gt;
&lt;br /&gt;
In order to provide additional gain, an indicator is displayed top left, next to the rocker switch. With maximum gain, the caret will be located at the top of the indicator; with minimum gain, the caret is located at the bottom.&lt;br /&gt;
&lt;br /&gt;
===Elevation Scan Pattern===&lt;br /&gt;
Elevation scan pattern is not selectable in A-G modes. The scan pattern is a 1-bar scan except when in FTT, GMTT, or AGR.&lt;br /&gt;
&lt;br /&gt;
====Antenna Elevation Symbol====&lt;br /&gt;
The radar antenna angle in elevation is indicated by a horizontal T-symbol that moves up and down the left side of the MFD display. The elevation angle of the antenna is estimated by observing the vertical position of the elevation caret relative to the display height, which represents ±60°.&lt;br /&gt;
&lt;br /&gt;
===Range Marks===&lt;br /&gt;
For unexpanded GM-type modes, the range marks consist of a series of concentric arcs. The number of range marks is a function of the selected range scale as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Range Scale&lt;br /&gt;
!Range Marks&lt;br /&gt;
!Miles/Mark&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|3&lt;br /&gt;
|20 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7008</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7008"/>
		<updated>2019-07-15T22:13:38Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ground_radar.jpg|border|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible mnemonics are:&lt;br /&gt;
&lt;br /&gt;
*GM: Ground Map Mode&lt;br /&gt;
*GMT: Ground Moving Target Mode&lt;br /&gt;
*SEA: Sea Navigation Mode&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7007</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7007"/>
		<updated>2019-07-15T22:13:00Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ground radar.jpg|Air to Ground FCR MFD|alt=|left|frameless|600x600px|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible mnemonics are:&lt;br /&gt;
*GM: Ground Map Mode&lt;br /&gt;
*GMT: Ground Moving Target Mode&lt;br /&gt;
*SEA: Sea Navigation Mode&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7006</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7006"/>
		<updated>2019-07-15T22:08:44Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Ground Radar Modes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ground radar.jpg|Air to Ground FCR MFD|alt=|left|frameless|600x600px|border]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7005</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7005"/>
		<updated>2019-07-15T22:06:57Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ground radar.jpg|Air to Ground FCR MFD|alt=|left|frameless|600x600px]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7004</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7004"/>
		<updated>2019-07-15T22:06:25Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Ground Radar Modes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
[[File:Ground radar.jpg|Air to Ground FCR MFD|alt=|left|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7003</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7003"/>
		<updated>2019-07-15T22:06:07Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
[[File:Ground radar.jpg|Air to Ground FCR MFD|alt=|left|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7002</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7002"/>
		<updated>2019-07-15T22:05:54Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
[[File:Ground radar.jpg|Air to Ground FCR MFD|alt=|left|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7001</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7001"/>
		<updated>2019-07-15T22:05:07Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ground radar.jpg|Air to Ground FCR MFD|alt=|left|frameless|600x600px]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7000</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=7000"/>
		<updated>2019-07-15T22:04:05Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Ground Radar Modes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ground radar.jpg|thumb|Air to Ground FCR MFD]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:Ground_radar.jpg&amp;diff=6999</id>
		<title>File:Ground radar.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:Ground_radar.jpg&amp;diff=6999"/>
		<updated>2019-07-15T22:01:34Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MFD&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=6998</id>
		<title>Air-to-ground radar</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-ground_radar&amp;diff=6998"/>
		<updated>2019-07-15T22:00:51Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Apg-68-fire-control-radar-f16.jpg||none|600px|left|]]&lt;br /&gt;
F16 is equipped with a AN/APG-68 Radar System giving it both air to air and air to ground capabilities. Within the aircraft systems, the AN/APG-68 is referred to as the Fire Control Radar (FCR)&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
#Know the different ground radar modes (GM - GMT - SEA etc)&lt;br /&gt;
#Understand what is the Doppler Beam Sharpening (DBS) and it's differences with the Expanded Field of View (FOV)&lt;br /&gt;
#Understand the difference between STP and SP modes&lt;br /&gt;
#Understand the concept of the SPI and the Cursor Zero command (CZ)&lt;br /&gt;
#Know the symbology of the FCR page and the associated cues in the HUD&lt;br /&gt;
#Know the useful functions of the HOTAS about the FCR (pinky switch, TMS Up, TMS Down, etc)&lt;br /&gt;
&lt;br /&gt;
=Ground Radar Modes=&lt;br /&gt;
The radar provides A-G modes for the ground map, target detection, tracking, and air-to-ground ranging. The modes are GM, SEA, FTT, GMT, AGR, and BCN (not implemented).&lt;br /&gt;
All modes, except air-to-ground ranging, are used to locate preplanned targets presenting a radar return. The ground map video may be expanded, frozen, or have Doppler Beam Sharpening (DBS) applied as aids in positioning the radar cursor over the target. Fixed targets may be acquired and tracked in the GM and SEA modes. The GM mode provides accurate cursor placement on conventional GM video for stationary targets. The GMT mode provides detection of moving ground targets. The SEA mode provides sea clutter reduction in moderate sea states for direct and offset sighting options and fixed target track. The AGR mode provides automatic ranging data for determining height above the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BMS_Codex&amp;diff=6997</id>
		<title>BMS Codex</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BMS_Codex&amp;diff=6997"/>
		<updated>2019-07-15T21:07:32Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UOAF_Roundel_clean.png|200px|right]]&lt;br /&gt;
These topics serve as a reference that virtual pilots can learn from. They also serve as learning objectives for a [[UOAF trainers|trainer]] to cover when teaching a session.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
*[[Configuration and setup]] &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;(Start here!)&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*[[Controllers]]*&lt;br /&gt;
*[[Basic takeoff and landing]]*&lt;br /&gt;
*[[Formation flying]]&lt;br /&gt;
*[[Communications and brevity]]&lt;br /&gt;
*[[Radios]]*&lt;br /&gt;
*[[Data link]]&lt;br /&gt;
*[[TACAN]]&lt;br /&gt;
*[[Countermeasures]]&lt;br /&gt;
*[[RWR]]&lt;br /&gt;
*[[Ramp start]]*&lt;br /&gt;
*[[Acronyms]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*[[Airport operations]]&lt;br /&gt;
*[[IFR landings]]&lt;br /&gt;
*[[Situational awareness]]&lt;br /&gt;
*[[Air-to-air refueling]]&lt;br /&gt;
*[[Bullseye]]&lt;br /&gt;
*[[Emergency procedures]]   &lt;br /&gt;
*[[Mission fragging]]    &lt;br /&gt;
*[[Package leading]]&lt;br /&gt;
*[[Flight leading]]&lt;br /&gt;
*[[Element leading]]&lt;br /&gt;
*[[Advanced avionics]]&lt;br /&gt;
*[[Carrier operations]]&lt;br /&gt;
*[[Specialty aircraft]]&lt;br /&gt;
*[[Dedicated server]]&lt;br /&gt;
*[[Player-controlled AWACS]]&lt;br /&gt;
&lt;br /&gt;
=Air to Air=&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
*[[Air-to-air radar]]&lt;br /&gt;
*[[Air-to-air weapons]]&lt;br /&gt;
*[[Air-to-air basic tactics]]&lt;br /&gt;
*[[Air-to-air missions]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*[[BVR tactics]]&lt;br /&gt;
*[[ACM/BFM tactics]]&lt;br /&gt;
*[[Air-to-air defense]]&lt;br /&gt;
*[[Air-to-air TGP]]&lt;br /&gt;
*[[Air-to-air tactical communication]]&lt;br /&gt;
*[[Air-to-air threat guide]]&lt;br /&gt;
&lt;br /&gt;
=Air to Ground=&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
*[[Air-to-ground radar]]&lt;br /&gt;
*[[Air-to-ground weapons]]&lt;br /&gt;
*[[Air-to-ground basic tactics]]&lt;br /&gt;
*[[Air-to-ground missions]]&lt;br /&gt;
&lt;br /&gt;
===Advanced===&lt;br /&gt;
&lt;br /&gt;
*[[Air-to-ground tactical communication]]&lt;br /&gt;
*[[Air-to-ground datalink]]&lt;br /&gt;
*[[Air-to-ground TGP]]&lt;br /&gt;
*[[Ground-to-air defense]]&lt;br /&gt;
*[[Ground-to-air threat guide]]&lt;br /&gt;
*[[Mavericks]]&lt;br /&gt;
*[[Anti-ship weapons]]&lt;br /&gt;
*[[Laser guided bombs]]&lt;br /&gt;
*[[JDAM]]&lt;br /&gt;
*[[JSOW]]&lt;br /&gt;
*[[SPICE]]&lt;br /&gt;
*[[Small diameter bombs]]&lt;br /&gt;
*[[Rockets]]&lt;br /&gt;
*[[Unguided bombs]]&lt;br /&gt;
*[[ARMs]]&lt;br /&gt;
*[[MiTL weapons]]&lt;br /&gt;
&lt;br /&gt;
=External references=&lt;br /&gt;
&lt;br /&gt;
*[http://www.benchmarksims.org Benchmarksims official forum]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PL3E09AA94FF0EACEC Krause's tutorial videos]&lt;br /&gt;
**[http://www.krauselabs.net/dump/TANITnotesFALCONBMS.pdf Krause's study notes for the videos]&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Mission_fragging&amp;diff=6996</id>
		<title>Mission fragging</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Mission_fragging&amp;diff=6996"/>
		<updated>2019-07-15T20:59:59Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Calendar post */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mission-brief.JPG||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Instructions on the steps, tips, and tricks to frag large player count coordinated missions.&lt;br /&gt;
&lt;br /&gt;
= Learning objectives =&lt;br /&gt;
# Choose a strategically relevant objective&lt;br /&gt;
# Create a coordinated package with the proper weapons and support to complete its job&lt;br /&gt;
# Configure a campaign for hosting on a dedicated server&lt;br /&gt;
# Modify a campaign to ensure an optimal player experience&lt;br /&gt;
# Communicate an official event and build theme and flavor&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [https://www.youtube.com/watch?v=dIHiKL2Ldgw Falcon BMS 4.32 Flight Fragging]&lt;br /&gt;
* [https://www.youtube.com/watch?v=e9A9F406Hfc&amp;amp;feature=youtu.be Falcon 4 BMS - Fragging a Package: Advanced Part I (ECM)]&lt;br /&gt;
&lt;br /&gt;
= Mission fragging =&lt;br /&gt;
The following are the steps to create a 20-player event frag that is capable of being hosted on a dedicated BMS server.&lt;br /&gt;
#Open the last Post_UOAF[event number] event&lt;br /&gt;
#Halt the clock&lt;br /&gt;
#Depending on the situation, run the clock forward by ~30 minutes at 64x to ensure that all previous mission aircraft are recovered and to simulate some time for refits and rearms&lt;br /&gt;
#Save your mission at this point&lt;br /&gt;
##Campaign frags should follow the naming convention [Pre_]UOAF[event number][version]&lt;br /&gt;
#Choose a mission that is strategically relevant&lt;br /&gt;
##Protect your own airbases from enemy strikes&lt;br /&gt;
##Knock out enemy air defenses&lt;br /&gt;
##OCA enemy air bases&lt;br /&gt;
##Interdict enemy ground forces&lt;br /&gt;
##Strike enemy infrastructure&lt;br /&gt;
#Determine the kinds of flights you think you will need to accomplish the mission&lt;br /&gt;
##Ideally, prepare to frag a full-sized package of 5xflights of 4xships, which will accommodate 20 players&lt;br /&gt;
##Try to frag a 4xF/A-18 flight in the package to accommodate players who want Hornets and carrier operations&lt;br /&gt;
##Decide if you want or need human boutique aircraft (e.g. F-4s, F-111s). But be mindful that many players are comfortable exclusively in the F-16&lt;br /&gt;
##Reference the flight inventory spreadsheet to see if you have any aircraft restrictions. Do not frag flights that use more aircraft documented here.&lt;br /&gt;
#Choose sever details&lt;br /&gt;
##Set weather to dynamic, which will load the dynamic weather files every 30 minutes from WeatherMapUpdates folder&lt;br /&gt;
#Right click on the map in the vicinity of the main package objective and choose Add Package&lt;br /&gt;
##Update the takeoff time for the package to at least 20 minutes past the current BMS time&lt;br /&gt;
##Click New to add a flight to the new package&lt;br /&gt;
###Choose your aircraft type&lt;br /&gt;
###Choose a squadron&lt;br /&gt;
###Make sure you set it to 4 aircraft&lt;br /&gt;
###Choose a mission&lt;br /&gt;
####If Escorting, choose the callsign of the flight being escorted&lt;br /&gt;
##A takeoff time and flight path is created.&lt;br /&gt;
##Add all remaining flights. These flights will have their mission set in the vicinity of the first flight. Don't worry if the flight plan is not what you want as you will make changes to this later.&lt;br /&gt;
#Click ATO&lt;br /&gt;
##Choose Show All Packages&lt;br /&gt;
##Find the package you just created&lt;br /&gt;
##Right click and join the first flight&lt;br /&gt;
#Double-click a seat in your flight to see the steerpoints&lt;br /&gt;
#Set up a flight plan&lt;br /&gt;
##Set up steer 3 as a package formup in a consistent location&lt;br /&gt;
##Avoid known SAM and AAA if possible, unless you have SEAD/DEAD, you plan to avoid the threats by going NOE, or there is no other choice and you expect flights to defend themselves&lt;br /&gt;
##Choose a logical IP that has a reasonable attack bearing to the target or the objective&lt;br /&gt;
##Choose an egress path that is safe&lt;br /&gt;
##Set an alternate airport by dragging the alternate airport marker to a field you want to use in emergencies&lt;br /&gt;
#Repeat the flight plans for the remaining flights&lt;br /&gt;
##Choose the checkbox to the right of the package in ATO to see all the flight plans for flights in that package&lt;br /&gt;
##When you make changes, check, uncheck, and check again to refresh the paths&lt;br /&gt;
#Double-click the steerpoints for targets and Assign the appropriate subtargets, if required&lt;br /&gt;
#Set the F/A-18s takeoff time so they are the first to take off&lt;br /&gt;
#Set all remaining flights to start at least one minute after the Hornets&lt;br /&gt;
##If multiple flights are taking off from a single airbase, stagger the takeoffs between those flights by 1 minute&lt;br /&gt;
##It is OK to have concurrent takeoff times for flights at different airbases&lt;br /&gt;
##Lock the takeoff times for all flights&lt;br /&gt;
##Ensure that every other steerpoint is unlocked&lt;br /&gt;
#Set the loadouts and fuel for each flight&lt;br /&gt;
##Choose weapons that support the mission (e.g. HARMs and Shrikes for SEAD, BLU-107s for low-level OCAs, Mavericks and CBUs for armor interdiction; make sure you have appropriate AA weapons for your CAP and escorts)&lt;br /&gt;
##Set your laser codes for flights carrying LGBs&lt;br /&gt;
###Laser codes start at 16[flight number][ship number], as per the brief. So if flight 3 in the brief has LGBs, set the codes to 1631, 1632, 1633, and 1644&lt;br /&gt;
###To set the laser codes, make sure you deselect all ships in the flight except the one you are setting the code on; do this for every ship until you have individual codes set&lt;br /&gt;
##Choose two wing bags for all F-16 flights, regardless of how far the flight needs to travel (unless you really don't want to put them on for some reason)&lt;br /&gt;
#Now set up timings&lt;br /&gt;
##Determine when the slowest flight (usually the furthest, but could also be slowest) will be at the target by clicking on the target steerpoint and noting the TOS&lt;br /&gt;
##Coordinate your supporting flight's so that their TOS makes sense in relation to the main mission.&lt;br /&gt;
###I usually send in SEAD 1-2 minutes ahead of a strike, with CAP being right behind them by a minute of so. Escorts usually have the same TOS as the flight they are escorting.&lt;br /&gt;
##If you find a flight is too fast (i.e. they will be at TOS well ahead of what you want), you can either slow down the speeds on the ingress legs, or you can adjust the holding time on steer 3&lt;br /&gt;
###Flights with a holding time are expected to orbit until they meet their hold time&lt;br /&gt;
#Set the bullseye to somewhere close to the action&lt;br /&gt;
##Make sure the bullseye is set so that bandit calls can quickly be assessed for threat level&lt;br /&gt;
#Frag any supporting flights&lt;br /&gt;
##Frag AI BARCAPs to protect your airbase, egress routes, or to help with air-heavy missions&lt;br /&gt;
##Frag AI Prowlers if you want jamming ona SAM-heavy target that you may not be able to adequately SEAD&lt;br /&gt;
##Frag a tanker package if you think fuel might be a problem&lt;br /&gt;
###Make sure you add fighter HAVCAP/Escort for the tanker&lt;br /&gt;
#Frag a new flight to act as your dedicated server&lt;br /&gt;
##Set the type to C-130&lt;br /&gt;
##Set its mission to training&lt;br /&gt;
##Drag its path so that it has a long duration. This is so the flight doesn't abort on the ground.&lt;br /&gt;
##Set its takeoff time to one minute prior to the F/A-18's&lt;br /&gt;
#Resave the campaign (actually, you should save regularly)&lt;br /&gt;
#Run the clock at 34x and verify that flights take off and that the AI follows your intent&lt;br /&gt;
##If flights cancel or do weird things, you need to fix the issues&lt;br /&gt;
#Back out of 2D and reload your last save&lt;br /&gt;
#Make any changes to get things rolling smoothly&lt;br /&gt;
#Resave&lt;br /&gt;
#Retest at 32/64x&lt;br /&gt;
#If everything works, your frag is complete. However, it is wise to run a quick server test to make sure that the carrier aircraft work.&lt;br /&gt;
&lt;br /&gt;
==Test your mission on the server==&lt;br /&gt;
#From the server&lt;br /&gt;
##Close BMS&lt;br /&gt;
##Close IVC client&lt;br /&gt;
##Close IVC&lt;br /&gt;
##Start IVC&lt;br /&gt;
##Start BMS&lt;br /&gt;
##Choose Comms&lt;br /&gt;
###Choose UOAF Server&lt;br /&gt;
###Start&lt;br /&gt;
##Click Campaign&lt;br /&gt;
##Load your last save&lt;br /&gt;
##Halt the clock&lt;br /&gt;
##Join the training flight&lt;br /&gt;
#Clients connect&lt;br /&gt;
#Clients slot into the carrier flight and any others you want to test&lt;br /&gt;
#Clients perform a quick IVC test (optional)&lt;br /&gt;
#Commit the server Takeoff -&amp;gt; Taxi&lt;br /&gt;
#Clients commit&lt;br /&gt;
#Run some quick tests to ensure nothing blows up or gets canceled&lt;br /&gt;
#If everything checks out, proceed with the event post&lt;br /&gt;
&lt;br /&gt;
==Create the Event post==&lt;br /&gt;
#Open the previous event thread&lt;br /&gt;
##Quote the event and copy everything&lt;br /&gt;
#Create a new event thread&lt;br /&gt;
##Paste the copied material, but omit the &amp;lt;quote&amp;gt; tags&lt;br /&gt;
#Change the title&lt;br /&gt;
#Change the content&lt;br /&gt;
#Add some role play flavor, especially situations that create continuity between the results of previous missions&lt;br /&gt;
#Link to the graphics&lt;br /&gt;
&lt;br /&gt;
===Event post graphics===&lt;br /&gt;
You can use any image editing software you want. One option is TechSmith's Snag-It. This tool has good cropping, image resizing, text effects, line effects, arrow effects, and opacity options. But it is not free. Paint.net or anything that you have is good enough to create basic mission graphics.&lt;br /&gt;
#Take a screenshot of the map unsing PrtScn&lt;br /&gt;
##Crop the map&lt;br /&gt;
##Draw colored lines for the different flights&lt;br /&gt;
##Add text labels to show which flights are which&lt;br /&gt;
#Take a screenshot of the briefing&lt;br /&gt;
##You may have to scroll and take multiple screenshots to get the whole briefing&lt;br /&gt;
##Crop and paste the two briefings so it is complete&lt;br /&gt;
#Take screenshots of any strike targets&lt;br /&gt;
##Crop&lt;br /&gt;
##Add a title to identify the target&lt;br /&gt;
##Add a graphic to show which way north is&lt;br /&gt;
#Add any flavor images&lt;br /&gt;
#If weather period has changed, open GRB file, cycle to mission start time and save cloud and precipitation maps&lt;br /&gt;
##Crop the weather images and set them up side-by-side&lt;br /&gt;
##Label the weather images&lt;br /&gt;
&lt;br /&gt;
=Event conclusion=&lt;br /&gt;
#After an event has concluded, save the campaign as [Post_]UOAF[event number] on your client as a backup&lt;br /&gt;
#Update  the flight inventory spreadsheet with the human air losses&lt;br /&gt;
&lt;br /&gt;
=Tips and tricks=&lt;br /&gt;
*If you try to frag missions when you are a remote client (i.e. you are not fragging directly on the server), your steerpoint 3 will not be a holding point steerpoint. So ideally, frag the initial flights on the server and make changes to these flights from the clients or server.&lt;br /&gt;
*Sometimes that AI does not send up fighters to defend itself, resulting in a bit of a boring time for human escorts. In some instances, you may want to join REDFOR on the campaign and manually frag some Sweeps or BARCAPs over the AO for the event, to keep things spicy.&lt;br /&gt;
**Just be careful not to go overboard, especially on night missions.&lt;br /&gt;
*Also important, in the config:&lt;br /&gt;
**set g_nNoPlayerPlay #&lt;br /&gt;
**Possible values 1, increasing incremental; Default is 2&lt;br /&gt;
**sets the hours to run a campaign without suffering player not flying, where # is the number of hours of no player flights. E.g. if you set 720, these are the hours that the campaign will run without being degraded even if player doesn't fly. If left default, our side will begin to lose if someone doesn't fly every two hours&lt;br /&gt;
*If your steerpoint splitter disappears on a flight plan, double-click the flight to see them again&lt;br /&gt;
&lt;br /&gt;
=Creating realistic and dynamic weather=&lt;br /&gt;
#Get zyGrib&lt;br /&gt;
#Configure it for your theater&lt;br /&gt;
##KTO:&lt;br /&gt;
##ITO:&lt;br /&gt;
##Balkans:&lt;br /&gt;
#Download weather&lt;br /&gt;
#Save the grb file&lt;br /&gt;
##It will save compressed, decompress it and save the raw grb to your desktop&lt;br /&gt;
#Run grbtofmap&lt;br /&gt;
##Set weather interval (30 minutes seems to work)&lt;br /&gt;
#Create fmaps&lt;br /&gt;
#Load all fmaps and grb file into WeatherMapUpdates folder in your campaign&lt;br /&gt;
&lt;br /&gt;
=Mission Commander=&lt;br /&gt;
Sometimes, you need to use Mission Commander to fix or enhance your mission.&lt;br /&gt;
While MC seems like a stable choice, there is a risk that you will corrupt the campaign. Therefore, it is suggested that MC be used sparingly.&lt;br /&gt;
When using MC:&lt;br /&gt;
*Back up your missions external to MC. If you use MC's Save As, you will lose the HIS file and lose all of your historical intel.&lt;br /&gt;
*Test your missions after you edit them to make sure nothing has broken.&lt;br /&gt;
&lt;br /&gt;
==Repairing airbases==&lt;br /&gt;
Sometimes the enemy is able to knock out your airbase. The first suggestion is to start fragging flights from other airbases, but that may not be possible to accommodate 20 players due to a lack of aircraft. In special instances, you may want to repair a destroyed airbase (friendly or enemy).&lt;br /&gt;
&lt;br /&gt;
==Restocking fuel tanks and weapons==&lt;br /&gt;
BMS consumes tanks and weapons, regardless if they are brought home. This can lead to annoying situations where you run out of things like fuel tanks or limited specialized weapons that you don't use. You can restock certain supplies for your squadrons.&lt;br /&gt;
&lt;br /&gt;
==Restocking fighters==&lt;br /&gt;
BMS will not allow you to use 2 reserve fighters. This can lead to shortages when trying to frag missions. Furthermore, if you are tracking losses, there is usually a manual restocking rule that is in play. This is how you add or replenish your fighters:&lt;br /&gt;
&lt;br /&gt;
==Destroying airbases==&lt;br /&gt;
Sometimes your strike hits an enemy airbase but BMS reports that it is still up. If so, here is how you can know the runways or other structures out of action:&lt;br /&gt;
&lt;br /&gt;
==Canceling flights==&lt;br /&gt;
Sometimes the AI can frag a bunch of flights that you do not want. Rather than cancelling them in game, you can remove the flights completely using MC:&lt;br /&gt;
&lt;br /&gt;
==Changing the carrier task force==&lt;br /&gt;
Due to the way ships work, it may be necessary to custom edit the waypoint paths of your carrier to that it is pointed into the wind. You typically do not want your carrier aircraft trying to land in a crosswind.&lt;br /&gt;
&lt;br /&gt;
==Setting up user selected callsigns==&lt;br /&gt;
Sometimes it is fun to choose the callsigns of your package aircraft rather than letting BMS do it. Here is what you need to do:&lt;br /&gt;
&lt;br /&gt;
=Hosting on the dedicated server=&lt;br /&gt;
UOAF has its own dedicated server. This is a VM with no graphics card, so some special steps are required to get it to work. Furthermore, when hosting on a dedicated server, it is important that the server be running in 3D while the mission is being flown by humans. Not doing this results in invisible aircraft and missiles, and generally glitchy behavior.&lt;br /&gt;
&lt;br /&gt;
You need to be granted TeamViewer permission to access the UOAF BMS server.&lt;br /&gt;
&lt;br /&gt;
==Start-up==&lt;br /&gt;
#Connect to the dedicated server with TeamViewer&lt;br /&gt;
#Make sure BMS and IVC are closed&lt;br /&gt;
#Run IVC server&lt;br /&gt;
#Run BMS headless client batch file&lt;br /&gt;
##This batch file allows the server to run in 3D on a system without a graphics accelerator&lt;br /&gt;
#Select Comms&lt;br /&gt;
##Select UOAF server&lt;br /&gt;
##Click Connect&lt;br /&gt;
##Verify server starts. You will get a dialog box popped up letting you know IVC is connected.&lt;br /&gt;
#Go to Campaign&lt;br /&gt;
#Load the event mission&lt;br /&gt;
#Specify server settings&lt;br /&gt;
##Make sure clients are at 30&lt;br /&gt;
##Make sure realism is set high&lt;br /&gt;
#Halt the clock&lt;br /&gt;
&lt;br /&gt;
==Taking the server in==&lt;br /&gt;
#Check Comms and ensure all clients are connected at least 1024kb/s&lt;br /&gt;
#Put the server account into the fragged server flight&lt;br /&gt;
#Once everybody is connected and ready to fly, commit the server to takeoff taxi&lt;br /&gt;
#The server is configured to go taxi at 6 minutes from takeoff&lt;br /&gt;
##The screen will turn black and you will hear aircraft engines when the server loads. This means you are in 3D&lt;br /&gt;
#Leave TeamViewer and continue to fly with your own BMS client&lt;br /&gt;
&lt;br /&gt;
==Shutting the server down==&lt;br /&gt;
#After the mission, connect to the server with TeamViewer&lt;br /&gt;
#Click the black screen&lt;br /&gt;
#Press Escape and E a few times to get the dedicated out of 3D&lt;br /&gt;
##You won't be able to see anything, so you may have to do this a few times&lt;br /&gt;
#Save the campaign as [Post_]UOAF[event number]&lt;br /&gt;
#Exit the campaign&lt;br /&gt;
#Close IVC&lt;br /&gt;
#Close TeamViewer&lt;br /&gt;
&lt;br /&gt;
=18 rules for surviving a campaign=&lt;br /&gt;
==1. KILL RADAR, KILL RADAR==&lt;br /&gt;
&lt;br /&gt;
The IADS (Integrated Air Defense System) is now FULLY operational. The BIGGEST killer of aircraft ISN’T ENEMY AIRCRAFT. The BIGGEST killer of friendly aircraft is , SAM missiles and their eyes, RADAR. Search radars and AWACS now function as they should, and can no longer be ignored. Long-range search radars are now a THREAT of the HIGHEST order and should be dealt with accordingly. And often.&lt;br /&gt;
&lt;br /&gt;
==2. FLYING THE COURSE THE AI GENERATES...==&lt;br /&gt;
Is absolute suicide. ALWAYS modify your course, altitudes and speeds before you leave the base, as well as in flight when the tactical situation ON THE SPOT dictates. Move you waypoints to minimize your exposure, and lower your altitude to minimize your radar exposure. Time over target is fine, but if you can’t make it due to tactical considerations, so be it. Remember, the AI really doesn’t care WHAT side wins or loses…the difference between flying a successful mission and adding a death to your pilot record is the gray matter locked in your brain housing group. You know the threats, and what they’re capable of. Why fly right over the top of those threats just because the computer wants you to have a wild ride?&lt;br /&gt;
&lt;br /&gt;
==3. ENEMY AIRCRAFT (PART 1)==&lt;br /&gt;
&lt;br /&gt;
Until A-G ordinance is expended, and unless you have NO other choice, DO NOT engage enemy aircraft. If you have a flight of enemy aircraft in the area, go under them, go around them, but DO NOT engage them. If you want to win the campaign, taking out enemy aircraft one by one WILL NOT DO IT. Ingressing into the target, you are Cat3, you are heavy and you KNOW if you yell for help from AWACS they won’t come. You’ll burn precious fuel fighting these guys with one arm tied behind your back. Get low, get fast, get away from the threat and continue with the mission.&lt;br /&gt;
&lt;br /&gt;
==4. The Element Of Surprise==&lt;br /&gt;
&lt;br /&gt;
Always, ALWAYS use the element of surprise. If you can attack from out to sea, do it. If you can come into the target from the north, do it. The AI is EXPECTING attack from the SOUTH (In the Korean Theatre) or the WEST (In the Balkans Theatre). Attack from the east, from the west or from the north if possible. ALWAYS recon the target area, and find out what the threats in the area are, and attack from the weakest side. If possible always have a clear view and run to the target. Sometimes that isn’t possible, but strive for that whenever possible. The exception to this is an OCA runway strike. Always attack from the long axis of the runway (one way or the other). These targets are usually heavily defended. Low and fast is the way to go. One pass only.&lt;br /&gt;
&lt;br /&gt;
==5. A-A Ordinance (Enemy Aircraft, Part 2)==&lt;br /&gt;
&lt;br /&gt;
If you can hit them with a heat seeker they are way too close. If you are out of missiles you are OUT OF AMMUNITION. Mano A Mano combat went out with the Crusades. Mug the enemy. Ambush Them. The enemy doesn’t deserve, and damn sure won’t give you, a fighting chance. The further away the better (as long as it’s in the weapons envelope). The gun is included on your aircraft FOR MORALE PURPOSES ONLY – TO MAKE YOU FEEL BETTER. THAT IS ALL. IF YOU OR YOUR WINGMAN ARE OUT OF MISSLES YOU ARE OUT OF WEAPONS. CLEAR THE AREA AND RTB. Supply in this game is iffy at best and getting replacement aircraft is few and far between (if at all).&lt;br /&gt;
&lt;br /&gt;
==6. KILL RADAR, KILL RADAR, KILL RADAR==&lt;br /&gt;
&lt;br /&gt;
See rule one&lt;br /&gt;
&lt;br /&gt;
==7. ALTERNATE TARGETS==&lt;br /&gt;
&lt;br /&gt;
Always set out an alternate target in the general area, but outside the range of air defenses of the main target. It’s as simple as creating a new waypoint and dragging it over an alternate target. If you can hit the main, fine, bypass the alternate and go home. If not, switch to it and press home the attack.&lt;br /&gt;
&lt;br /&gt;
==8. A-A ORDINANCE (Enemy Aircraft Part 3)==&lt;br /&gt;
&lt;br /&gt;
A-A weapons should be considered SELF DEFENCE weapons. They are there to KEEP THE ENEMY OFF YOU, NOT TO PISS OFF ENEMY FIGHTER PILOTS. There is NOTHING wrong with coming home with all you’re A-A weapons. Ideally, if the plan works as it should, you SHOULD come home with all you’re A-A ordinance. If you have to cut your way out of a hot target, so be it. DON’T GO CRUISING FOR TROUBLE. YOU WILL FIND IT. The F16 is an agile fighter, but doesn’t have enough hard points to carry A-G ordinance with enough room left over to self-escort. If you are on an AG mission, LEAVE THE AIRBORNE ENEMY ALONE. I know that goes against the fighter pilot ethos, Top Gun movies, and all the press and PR that the various flying military services like to put out. Remember, there are old pilots, and bold pilots, but there are no old bold pilots. Trying to fly a burning jet with a sucking chest wound is nature’s way of saying “slow down”&lt;br /&gt;
&lt;br /&gt;
==9. KILL RADAR, KILL RADAR, KILL RADAR==&lt;br /&gt;
&lt;br /&gt;
Again, see rule one.&lt;br /&gt;
&lt;br /&gt;
==10: FLOT AND TARGET INGRESS==&lt;br /&gt;
&lt;br /&gt;
NEVER fly over the FLOT or ingress to the target over 300ft AGL unless you have stand off weapons, or a mission profiles that demands you use yourself as bait (SEAD). You are walking into the enemy’s house with the intent of killing his dog. He ain’t going to like that, and if he can see you do it (Radar, BARCAP, passing flight of aircraft, ground troops) he’s GOING to try to stop you. Do it quick and stealthy as possible, and get back to a safe area as quick as possible. DON’T HANG AROUND AND WAIT FOR THE COPS.&lt;br /&gt;
&lt;br /&gt;
==11: HITTING THE TARGET==&lt;br /&gt;
&lt;br /&gt;
DON’T make multiple passes over a hot target. They WILL have the range on you and will get you on the second pass. IF you have undropped ordinance, go hit the secondary with it.&lt;br /&gt;
&lt;br /&gt;
==12: CHINA AND RUSSIA==&lt;br /&gt;
&lt;br /&gt;
In the early stages of the first two campaigns, China (and possibly Russia) will be neutral combatants, but will be flying support missions (AWACS and Tanker duty) for North Korea. Although killing those assets at first seems like a good idea, a better plan is to strike bases for SU-27’s in China, THEN apply rule #1 to the Chinese AWACS and Tanker aircraft. If you’re beating the campaign too badly, the Chinese will come in anyway. Neutralize the cover for the HIVAL aircraft, and then apply rule#1.&lt;br /&gt;
&lt;br /&gt;
==13: JAMMERS AND ECM==&lt;br /&gt;
&lt;br /&gt;
Use them SPARINGLY. A lot of people don’t know this, but the ALQ-131 covers ONLY the front and rear quarters of the aircraft in pie shaped wedges at about a 45-degree angle. The quarters along the 3/9 like are UNDEFENDED. All you are doing is putting a big target on your forehead that SCREAMS “I AM HERE”. You can see it yourself when you are tracking an aircraft that is using active jamming. You can’t lock him up, but you can tell that he DAMN SURE doesn’t WANT anybody locking him up, either. There has to be a reason why (no matter what side he’s on) and the enemy can tell who’s actively emitting and who isn’t just as easy as you can. Unless the enemy has a HARD lock on you aircraft (a diamond icon in your RWR) leave it OFF. And then flash it as needed. Some missiles out there have HOME ON JAM capability and will lock into your jammer and be just as deadly. Flash the jammer, pop some chaff, then shut it down and evade. If it’s still tracking, repeat the process, try to get as low as possible as fast as you can while keeping the missile on the 3/9 line, and hope for the best.&lt;br /&gt;
&lt;br /&gt;
==14: KILL RADAR, KILL RADAR, KILL RADAR==&lt;br /&gt;
&lt;br /&gt;
Once again, see rule #1&lt;br /&gt;
&lt;br /&gt;
==15: A-G WEAPONS LOADOUT==&lt;br /&gt;
&lt;br /&gt;
Carry as much ordinance as you can load on the aircraft. Hit the target as HARD AS YOU CAN TO DESTROY IT. If you just damage it, you haven’t accomplished the mission, as the target will be back in commission and operational, and you’ll just have to hit it again.&lt;br /&gt;
&lt;br /&gt;
==16: THINK LIKE A RAIDER==&lt;br /&gt;
&lt;br /&gt;
In an A-G mission envelope, you don’t have the fuel or A-A weapons to have much combat persistence. Ingress under cover (NOE), or outside radar coverage from the sea. Get in quick, hit the target, and get to the nearest safe are (weather it is out to sea or over the FLOT) as fast as you can. You are in a high threat environment, low on fuel, and 4 missiles are not enough to keep the enemy off you for very long.&lt;br /&gt;
&lt;br /&gt;
==17: KILL RADAR, KILL RADAR, KILL RADAR==&lt;br /&gt;
&lt;br /&gt;
Seeing a trend here?&lt;br /&gt;
&lt;br /&gt;
==18: DON’T PISS OFF YOUR CREW CHIEF==&lt;br /&gt;
&lt;br /&gt;
This one is also self-explanatory&lt;br /&gt;
&lt;br /&gt;
Gunner15a Better Living Through Superior Firepower&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=IFR_landings&amp;diff=6995</id>
		<title>IFR landings</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=IFR_landings&amp;diff=6995"/>
		<updated>2019-07-15T20:54:58Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* F16 ILS landing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ifr.gif||none|500px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Turn on and configure the ILS&lt;br /&gt;
#Follow the ILS cues&lt;br /&gt;
#Use ground-based TACAN to help set you up for your approach&lt;br /&gt;
#Understand an approach plate&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; &amp;gt;https://www.youtube.com/watch?v=DPC8vRnGg2I&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=T-ILS page=&lt;br /&gt;
[[File:UFC T-ILS page.jpg|thumb|right|T-ILS page]]&lt;br /&gt;
This page refers to the TACAN and ILS settings. You can access it through the T-ILS ICP button.&lt;br /&gt;
The first line of the DED gives the TCN and ILS status (ILS is turned on/off with the ILS knob on the AUDIO2 panel). The scratchpad is on the left between the two asterisks and that is where the TACAN &amp;amp; ILS frequencies are entered. The system is able to differentiate a valid TACAN channel (0-126) from a valid ILS freq (VHF 4 or 5 digits).&amp;lt;br /&amp;gt;&lt;br /&gt;
The next line gives the current and active TACAN and ILS frequencies respectively and the last line displays the TACAN band (X or Y) and the CRS set for the ILS approach.&amp;lt;br /&amp;gt;&lt;br /&gt;
To enter a new TACAN channel or an ILS frequency simply input the relevant numbers within the asterisks and hit ENTR. To change the TACAN band: input 0 (zero) in the scratchpad and press ENTR. That toggles from X to Y to X and so on.&amp;lt;br /&amp;gt;&lt;br /&gt;
To change the TACAN from T/R (ground domain) to A/A TR (air domain) use the DCS SEQ button.&amp;lt;br /&amp;gt;&lt;br /&gt;
ILS CMD STRG can be inhibited or activated by placing the scratchpad over it and mode selecting it with the M-SEL 0 ICP pushbutton. The CMD STRG line in the DED is highlighted when command steering is active. To change the ILS course place the scratchpad on the CRS field using DCS up/down and enter the correct runway heading for the active ILS. Press ENTR to input the data into the system.&lt;br /&gt;
&lt;br /&gt;
=ILS Steering Cues=&lt;br /&gt;
ILS steering cues are turned On and Off in the T-ILS page using the CMD STRG line which you can mode select or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
When mode selected a steering cue will be displayed in the HUD showing you your course for optimal intercept of the ILS. If you do not wish to use it simply un-mode select CMD STRG with the M-SEL 0 button.&amp;lt;br /&amp;gt;&lt;br /&gt;
''NOTE:'' On that picture the glideslope is dashed because outside of parameters.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;460px&amp;quot; heights=&amp;quot;460px&amp;quot; mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
File:ILS steering cues.jpg|&lt;br /&gt;
File:ILS steering cues-final.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
All the approach will be made flying the needles and the CMD STRG cue. The CMD STRG cue will guide you horizontally and vertically once within 5°of the ILS cone. If you place the cue into your FPM you will fly a perfect approach. When the glideslope is within 5° the pitch cue will appear on the CMD STRG cue. It’s a large vertical bar on top of the circle. When it is displayed the CMD STRG cue will provide vertical guidance on the glideslope as well. You may see the cue go up or down in your HUD. Each bar has 5 marks. Each represents 2.5°. The optimum position is both bars centred on their middle mark.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The HUD symbology will change when the gear is down. The AOA bracket and the minus 2.5° dashed pitch line will be displayed. The heading tape will switch to the top of the HUD.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note also the inverted V on the heading tape. This cue gives you the wind corrected heading you need to steer to maintain the desired approach course. So if you have the CMD STRG cue under the FPM and the V centred on the heading tape, your nose should be crabbed into the wind just the right amount to maintain ground track along the approach course centreline to the runway.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In such situations the HUD can become crowded with information. You can declutter it with the UNCAGE button on the throttle. It will remove some of the symbology on the HUD to give you a cleaner look at your aim point on the runway. The problem is that it will also remove the ILS bars so you can see the FPM and the AoA staple and the runway a little more clearly. The declutter will cancel itself with Weight On Wheels if you don't proactively toggle the declutter off again yourself.&lt;br /&gt;
&lt;br /&gt;
=F-16 ILS landing=&lt;br /&gt;
For the purpose of this training we'll use the approach plate of the runway 20 at Kwangju&amp;lt;br /&amp;gt;&lt;br /&gt;
approach plates are located in Falcon BMS 4.33\Docs\Airport Approach &amp;amp; Navigation Charts)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The title let us know that we're looking at the plate of the RWY 20 at Kwangju AB and RWY 20 '''only''' ! (The opposite runway will use an other plate.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Many important information are located in the header :&lt;br /&gt;
&lt;br /&gt;
:*TACAN (frequency of the AB TACAN) be advised BMS does not feature ILSDME, so distance is never to the ILS, but to the TACAN or the active steerpoint.&lt;br /&gt;
:*TWR : radio frequency of the Tower (UHF and VHF)&lt;br /&gt;
:*ILS : Frequency of the ILS&lt;br /&gt;
:*ILS DA(H) : Decision Altitude(Height) In our case if we don't have visual on the runway at 200 ft AGL we'll conduct a missed approach procedure.&lt;br /&gt;
:*LOC : Localizer heading. This is what you will use as CRS in the T-ILS page.&lt;br /&gt;
:*MSA : Minimum Safe Altitude. It gives a topside view of a circle of fixed radius centred on the relevant tacan with safe altitude (MSL) according to quadrants limited by arrival headings. On this example, pilots should notice that the minimal safe altitude is 4900 ft in a radius of 25 Nm of KWA TCN.&lt;br /&gt;
:*PAPI - ALSF-1 gives information about the ALS (Approach Lighting System) for that runway and in the case of Papi, the side where the PAPI is located is also given (here PAPI LEFT)&lt;br /&gt;
&lt;br /&gt;
During the training fly to the steerpoint 3 (which is JADOO an IAF holding pattern) at an altitude of 7000 ft then you just have to follow the plate:&lt;br /&gt;
&lt;br /&gt;
:*Fly bearing 235° until DME 12 and start your descent (you should be at 4000 ft at DME12)&lt;br /&gt;
:*Start a 12 Nm DME arc at 4000 ft and start to turn left to the RWY passing the R-030° of Kwangju TCN (switch your HSI to TCN/ILS mode)&lt;br /&gt;
:*You should now fly to bearing 200°. Adjust your altitude to 2000 ft before DME 9 to intercept the Localizer first and then the Glideslope. We always intercept a glideslope from below to avoid diving to chase it.(Aim for a speed of no more than 220 kts at that time)&lt;br /&gt;
:*Now that you have intercepted the glideslope wait for it to centre on the ADI and at that precise time, lower the landing gear and get on the correct speed for landing which usually is around 140 kts but depends on your weight.&lt;br /&gt;
:*Final guidance is made by following the steering cues and the AOA indicator until you're able so see the runway. As soon as you're visual you can declutter your HUD using the UNCAGE button to remove DED data and steering cues. If you're reaching the minimums (310 ft or 200 ft AGL) before being able to see the runway then go around and try an other approach or divert to your alternate.&lt;br /&gt;
&lt;br /&gt;
==F18 carrier ILS landing==&lt;br /&gt;
[[File:USNavy CV1 approach to carrier.jpg|thumb|500px|right|Case III approach used during IFR]]&lt;br /&gt;
Work In progress ;)&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
 &lt;br /&gt;
 [[Category:UOAF]]&lt;br /&gt;
 &lt;br /&gt;
 [[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=IFR_landings&amp;diff=6994</id>
		<title>IFR landings</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=IFR_landings&amp;diff=6994"/>
		<updated>2019-07-15T20:54:45Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Training Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ifr.gif||none|500px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Turn on and configure the ILS&lt;br /&gt;
# Follow the ILS cues&lt;br /&gt;
# Use ground-based TACAN to help set you up for your approach&lt;br /&gt;
# Understand an approach plate&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; &amp;gt;https://www.youtube.com/watch?v=DPC8vRnGg2I&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=T-ILS page=&lt;br /&gt;
[[File:UFC T-ILS page.jpg|thumb|right|T-ILS page]]&lt;br /&gt;
This page refers to the TACAN and ILS settings. You can access it through the T-ILS ICP button.&lt;br /&gt;
The first line of the DED gives the TCN and ILS status (ILS is turned on/off with the ILS knob on the AUDIO2 panel). The scratchpad is on the left between the two asterisks and that is where the TACAN &amp;amp; ILS frequencies are entered. The system is able to differentiate a valid TACAN channel (0-126) from a valid ILS freq (VHF 4 or 5 digits).&amp;lt;br /&amp;gt;&lt;br /&gt;
The next line gives the current and active TACAN and ILS frequencies respectively and the last line displays the TACAN band (X or Y) and the CRS set for the ILS approach.&amp;lt;br /&amp;gt;&lt;br /&gt;
To enter a new TACAN channel or an ILS frequency simply input the relevant numbers within the asterisks and hit ENTR. To change the TACAN band: input 0 (zero) in the scratchpad and press ENTR. That toggles from X to Y to X and so on.&amp;lt;br /&amp;gt;&lt;br /&gt;
To change the TACAN from T/R (ground domain) to A/A TR (air domain) use the DCS SEQ button.&amp;lt;br /&amp;gt;&lt;br /&gt;
ILS CMD STRG can be inhibited or activated by placing the scratchpad over it and mode selecting it with the M-SEL 0 ICP pushbutton. The CMD STRG line in the DED is highlighted when command steering is active. To change the ILS course place the scratchpad on the CRS field using DCS up/down and enter the correct runway heading for the active ILS. Press ENTR to input the data into the system.&lt;br /&gt;
&lt;br /&gt;
=ILS Steering Cues=&lt;br /&gt;
ILS steering cues are turned On and Off in the T-ILS page using the CMD STRG line which you can mode select or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
When mode selected a steering cue will be displayed in the HUD showing you your course for optimal intercept of the ILS. If you do not wish to use it simply un-mode select CMD STRG with the M-SEL 0 button.&amp;lt;br /&amp;gt;&lt;br /&gt;
''NOTE:'' On that picture the glideslope is dashed because outside of parameters.&lt;br /&gt;
&amp;lt;gallery widths=460px heights=460px mode=&amp;quot;traditional&amp;quot;&amp;gt;&lt;br /&gt;
File:ILS steering cues.jpg|&lt;br /&gt;
File:ILS steering cues-final.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
All the approach will be made flying the needles and the CMD STRG cue. The CMD STRG cue will guide you horizontally and vertically once within 5°of the ILS cone. If you place the cue into your FPM you will fly a perfect approach. When the glideslope is within 5° the pitch cue will appear on the CMD STRG cue. It’s a large vertical bar on top of the circle. When it is displayed the CMD STRG cue will provide vertical guidance on the glideslope as well. You may see the cue go up or down in your HUD. Each bar has 5 marks. Each represents 2.5°. The optimum position is both bars centred on their middle mark.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The HUD symbology will change when the gear is down. The AOA bracket and the minus 2.5° dashed pitch line will be displayed. The heading tape will switch to the top of the HUD.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note also the inverted V on the heading tape. This cue gives you the wind corrected heading you need to steer to maintain the desired approach course. So if you have the CMD STRG cue under the FPM and the V centred on the heading tape, your nose should be crabbed into the wind just the right amount to maintain ground track along the approach course centreline to the runway.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In such situations the HUD can become crowded with information. You can declutter it with the UNCAGE button on the throttle. It will remove some of the symbology on the HUD to give you a cleaner look at your aim point on the runway. The problem is that it will also remove the ILS bars so you can see the FPM and the AoA staple and the runway a little more clearly. The declutter will cancel itself with Weight On Wheels if you don't proactively toggle the declutter off again yourself.&lt;br /&gt;
&lt;br /&gt;
=F16 ILS landing=&lt;br /&gt;
For the purpose of this training we'll use the approach plate of the runway 20 at Kwangju&amp;lt;br /&amp;gt;&lt;br /&gt;
approach plates are located in Falcon BMS 4.33\Docs\Airport Approach &amp;amp; Navigation Charts)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The title let us know that we're looking at the plate of the RWY 20 at Kwangju AB and RWY 20 '''only''' ! (The opposite runway will use an other plate.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Many important information are located in the header :&lt;br /&gt;
:* TACAN (frequency of the AB TACAN) be advised BMS does not feature ILSDME, so distance is never to the ILS, but to the TACAN or the active steerpoint.&lt;br /&gt;
:* TWR : radio frequency of the Tower (UHF and VHF)&lt;br /&gt;
:* ILS : Frequency of the ILS&lt;br /&gt;
:* ILS DA(H) : Decision Altitude(Height) In our case if we don't have visual on the runway at 200 ft AGL we'll conduct a missed approach procedure.&lt;br /&gt;
:* LOC : Localizer heading. This is what you will use as CRS in the T-ILS page.&lt;br /&gt;
:* MSA : Minimum Safe Altitude. It gives a topside view of a circle of fixed radius centred on the relevant tacan with safe altitude (MSL) according to quadrants limited by arrival headings. On this example, pilots should notice that the minimal safe altitude is 4900 ft in a radius of 25 Nm of KWA TCN.&lt;br /&gt;
:* PAPI - ALSF-1 gives information about the ALS (Approach Lighting System) for that runway and in the case of Papi, the side where the PAPI is located is also given (here PAPI LEFT)&lt;br /&gt;
&lt;br /&gt;
During the training fly to the steerpoint 3 (which is JADOO an IAF holding pattern) at an altitude of 7000 ft then you just have to follow the plate:&lt;br /&gt;
:* Fly bearing 235° until DME 12 and start your descent (you should be at 4000 ft at DME12)&lt;br /&gt;
:* Start a 12 Nm DME arc at 4000 ft and start to turn left to the RWY passing the R-030° of Kwangju TCN (switch your HSI to TCN/ILS mode)&lt;br /&gt;
:* You should now fly to bearing 200°. Adjust your altitude to 2000 ft before DME 9 to intercept the Localizer first and then the Glideslope. We always intercept a glideslope from below to avoid diving to chase it.(Aim for a speed of no more than 220 kts at that time)&lt;br /&gt;
:* Now that you have intercepted the glideslope wait for it to centre on the ADI and at that precise time, lower the landing gear and get on the correct speed for landing which usually is around 140 kts but depends on your weight.&lt;br /&gt;
:* Final guidance is made by following the steering cues and the AOA indicator until you're able so see the runway. As soon as you're visual you can declutter your HUD using the UNCAGE button to remove DED data and steering cues. If you're reaching the minimums (310 ft or 200 ft AGL) before being able to see the runway then go around and try an other approach or divert to your alternate.&lt;br /&gt;
&lt;br /&gt;
==F18 carrier ILS landing==&lt;br /&gt;
[[File:USNavy CV1 approach to carrier.jpg|thumb|500px|right|Case III approach used during IFR]]&lt;br /&gt;
Work In progress ;)&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Acronyms&amp;diff=6993</id>
		<title>Acronyms</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Acronyms&amp;diff=6993"/>
		<updated>2019-07-15T20:48:12Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Acronyms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Become familiar with common BMS acronyms&lt;br /&gt;
&lt;br /&gt;
=Acronyms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Acronym&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|KTO: &lt;br /&gt;
|Korean Theater Of Operation&lt;br /&gt;
|-&lt;br /&gt;
|TGP: &lt;br /&gt;
|Targeting Pod&lt;br /&gt;
|-&lt;br /&gt;
|AGM: &lt;br /&gt;
|Air-to-Ground Missile&lt;br /&gt;
|-&lt;br /&gt;
|DPRK: &lt;br /&gt;
|Democratic People’s Republic of Korea&lt;br /&gt;
|-&lt;br /&gt;
|MANPAD: &lt;br /&gt;
|Man-portable Air Defense System&lt;br /&gt;
|-&lt;br /&gt;
|AAA: &lt;br /&gt;
|Anti-Aircraft Artillery&lt;br /&gt;
|-&lt;br /&gt;
|AGL: &lt;br /&gt;
|Above Ground Level&lt;br /&gt;
|-&lt;br /&gt;
|Nm: &lt;br /&gt;
|Nautical Miles&lt;br /&gt;
|-&lt;br /&gt;
|HADB: &lt;br /&gt;
|High-Altitude Dive-Bomb&lt;br /&gt;
|-&lt;br /&gt;
|CCIP: &lt;br /&gt;
|Constantly Computed Impact Point&lt;br /&gt;
|-&lt;br /&gt;
|CCRP: &lt;br /&gt;
|Constantly Computed Release Point&lt;br /&gt;
|-&lt;br /&gt;
|WEZ: &lt;br /&gt;
|Weapons Envelope Zone&lt;br /&gt;
|-&lt;br /&gt;
|SAM: &lt;br /&gt;
|Surface-to-Air Missile&lt;br /&gt;
|-&lt;br /&gt;
|CAT: &lt;br /&gt;
|Category&lt;br /&gt;
|-&lt;br /&gt;
|TOS: &lt;br /&gt;
|Time On Station&lt;br /&gt;
|-&lt;br /&gt;
|FCR: &lt;br /&gt;
|Fire Control Radar&lt;br /&gt;
|-&lt;br /&gt;
|(A)FAC: &lt;br /&gt;
|(Airborne) Forward Air Controller&lt;br /&gt;
|-&lt;br /&gt;
|AA: &lt;br /&gt;
|Anti-Air&lt;br /&gt;
|-&lt;br /&gt;
|SHORAD: &lt;br /&gt;
|Short-Range Air Defense&lt;br /&gt;
|-&lt;br /&gt;
|AAA: &lt;br /&gt;
|Anti-Aircraft Artillery&lt;br /&gt;
|-&lt;br /&gt;
|NOE: &lt;br /&gt;
|Nap Of The Earth&lt;br /&gt;
|-&lt;br /&gt;
|AO: &lt;br /&gt;
|Area of Operations&lt;br /&gt;
|-&lt;br /&gt;
|SE: &lt;br /&gt;
|Snake-Eyes&lt;br /&gt;
|-&lt;br /&gt;
|BDA: &lt;br /&gt;
|Bomb Damage Assessment&lt;br /&gt;
|-&lt;br /&gt;
|LANTIRN: &lt;br /&gt;
|Low-Altitude Navigation and Targeting Infrared for Night&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Acronyms&amp;diff=6992</id>
		<title>Acronyms</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Acronyms&amp;diff=6992"/>
		<updated>2019-07-15T20:47:47Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Acronyms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Become familiar with common BMS acronyms&lt;br /&gt;
&lt;br /&gt;
=Acronyms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Acronym&lt;br /&gt;
!Meaning&lt;br /&gt;
|KTO: &lt;br /&gt;
|Korean Theater Of Operation&lt;br /&gt;
|-&lt;br /&gt;
|TGP: &lt;br /&gt;
|Targeting Pod&lt;br /&gt;
|-&lt;br /&gt;
|AGM: &lt;br /&gt;
|Air-to-Ground Missile&lt;br /&gt;
|-&lt;br /&gt;
|DPRK: &lt;br /&gt;
|Democratic People’s Republic of Korea&lt;br /&gt;
|-&lt;br /&gt;
|MANPAD: &lt;br /&gt;
|Man-portable Air Defense System&lt;br /&gt;
|-&lt;br /&gt;
|AAA: &lt;br /&gt;
|Anti-Aircraft Artillery&lt;br /&gt;
|-&lt;br /&gt;
|AGL: &lt;br /&gt;
|Above Ground Level&lt;br /&gt;
|-&lt;br /&gt;
|Nm: &lt;br /&gt;
|Nautical Miles&lt;br /&gt;
|-&lt;br /&gt;
|HADB: &lt;br /&gt;
|High-Altitude Dive-Bomb&lt;br /&gt;
|-&lt;br /&gt;
|CCIP: &lt;br /&gt;
|Constantly Computed Impact Point&lt;br /&gt;
|-&lt;br /&gt;
|CCRP: &lt;br /&gt;
|Constantly Computed Release Point&lt;br /&gt;
|-&lt;br /&gt;
|WEZ: &lt;br /&gt;
|Weapons Envelope Zone&lt;br /&gt;
|-&lt;br /&gt;
|SAM: &lt;br /&gt;
|Surface-to-Air Missile&lt;br /&gt;
|-&lt;br /&gt;
|CAT: &lt;br /&gt;
|Category&lt;br /&gt;
|-&lt;br /&gt;
|TOS: &lt;br /&gt;
|Time On Station&lt;br /&gt;
|-&lt;br /&gt;
|FCR: &lt;br /&gt;
|Fire Control Radar&lt;br /&gt;
|-&lt;br /&gt;
|(A)FAC: &lt;br /&gt;
|(Airborne) Forward Air Controller&lt;br /&gt;
|-&lt;br /&gt;
|AA: &lt;br /&gt;
|Anti-Air&lt;br /&gt;
|-&lt;br /&gt;
|SHORAD: &lt;br /&gt;
|Short-Range Air Defense&lt;br /&gt;
|-&lt;br /&gt;
|AAA: &lt;br /&gt;
|Anti-Aircraft Artillery&lt;br /&gt;
|-&lt;br /&gt;
|NOE: &lt;br /&gt;
|Nap Of The Earth&lt;br /&gt;
|-&lt;br /&gt;
|AO: &lt;br /&gt;
|Area of Operations&lt;br /&gt;
|-&lt;br /&gt;
|SE: &lt;br /&gt;
|Snake-Eyes&lt;br /&gt;
|-&lt;br /&gt;
|BDA: &lt;br /&gt;
|Bomb Damage Assessment&lt;br /&gt;
|-&lt;br /&gt;
|LANTIRN: &lt;br /&gt;
|Low-Altitude Navigation and Targeting Infrared for Night&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Acronyms&amp;diff=6991</id>
		<title>Acronyms</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Acronyms&amp;diff=6991"/>
		<updated>2019-07-15T20:46:22Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Acronyms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Become familiar with common BMS acronyms&lt;br /&gt;
&lt;br /&gt;
=Acronyms=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|KTO: &lt;br /&gt;
|Korean Theater Of Operation&lt;br /&gt;
|-&lt;br /&gt;
|TGP: &lt;br /&gt;
|Targeting Pod&lt;br /&gt;
|-&lt;br /&gt;
|AGM: &lt;br /&gt;
|Air-to-Ground Missile&lt;br /&gt;
|-&lt;br /&gt;
|DPRK: &lt;br /&gt;
|Democratic People’s Republic of Korea&lt;br /&gt;
|-&lt;br /&gt;
|MANPAD: &lt;br /&gt;
|Man-portable Air Defense System&lt;br /&gt;
|-&lt;br /&gt;
|AAA: &lt;br /&gt;
|Anti-Aircraft Artillery&lt;br /&gt;
|-&lt;br /&gt;
|AGL: &lt;br /&gt;
|Above Ground Level&lt;br /&gt;
|-&lt;br /&gt;
|Nm: &lt;br /&gt;
|Nautical Miles&lt;br /&gt;
|-&lt;br /&gt;
|HADB: &lt;br /&gt;
|High-Altitude Dive-Bomb&lt;br /&gt;
|-&lt;br /&gt;
|CCIP: &lt;br /&gt;
|Constantly Computed Impact Point&lt;br /&gt;
|-&lt;br /&gt;
|CCRP: &lt;br /&gt;
|Constantly Computed Release Point&lt;br /&gt;
|-&lt;br /&gt;
|WEZ: &lt;br /&gt;
|Weapons Envelope Zone&lt;br /&gt;
|-&lt;br /&gt;
|SAM: &lt;br /&gt;
|Surface-to-Air Missile&lt;br /&gt;
|-&lt;br /&gt;
|CAT: &lt;br /&gt;
|Category&lt;br /&gt;
|-&lt;br /&gt;
|TOS: &lt;br /&gt;
|Time On Station&lt;br /&gt;
|-&lt;br /&gt;
|FCR: &lt;br /&gt;
|Fire Control Radar&lt;br /&gt;
|-&lt;br /&gt;
|(A)FAC: &lt;br /&gt;
|(Airborne) Forward Air Controller&lt;br /&gt;
|-&lt;br /&gt;
|AA: &lt;br /&gt;
|Anti-Air&lt;br /&gt;
|-&lt;br /&gt;
|SHORAD: &lt;br /&gt;
|Short-Range Air Defense&lt;br /&gt;
|-&lt;br /&gt;
|AAA: &lt;br /&gt;
|Anti-Aircraft Artillery&lt;br /&gt;
|-&lt;br /&gt;
|NOE: &lt;br /&gt;
|Nap Of The Earth&lt;br /&gt;
|-&lt;br /&gt;
|AO: &lt;br /&gt;
|Area of Operations&lt;br /&gt;
|-&lt;br /&gt;
|SE: &lt;br /&gt;
|Snake-Eyes&lt;br /&gt;
|-&lt;br /&gt;
|BDA: &lt;br /&gt;
|Bomb Damage Assessment&lt;br /&gt;
|-&lt;br /&gt;
|LANTIRN: &lt;br /&gt;
|Low-Altitude Navigation and Targeting Infrared for Night&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=6990</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=6990"/>
		<updated>2019-07-15T20:37:35Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* RWR symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RWR.png||none|546x|left|]]&lt;br /&gt;
The Radar Warning Receiver consists of several antennas, a processing unit, a radar library and a display.&amp;lt;br /&amp;gt;&lt;br /&gt;
It allows the aircraft to detect and identify radio emissions of radar systems reaching the aircraft and is a vital tool in both A-A and A-G operations for identifying, avoiding, evading or engaging threats.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know how to verify RWR is on and working&lt;br /&gt;
#Understand the threat rings&lt;br /&gt;
#Recognize the different threats&lt;br /&gt;
#Switch RWR radar filters&lt;br /&gt;
#Know the difference between NAILS and SPIKE&lt;br /&gt;
&lt;br /&gt;
=Learning Files=&lt;br /&gt;
Video from Krause made with BMS 4.32&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;500&amp;quot;&amp;gt;https://www.youtube.com/watch?v=KQ-ekHiVwsw&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General information=&lt;br /&gt;
==Introduction==&lt;br /&gt;
The RWR interface in the cockpit is made through 3 main components :&lt;br /&gt;
&lt;br /&gt;
:*The Threat Warning Prime panel (TWP) is located right next to the RWR display and manages the information displayed. The TWP is made of 6 square lights all featuring a push button. Each indicator has multiple lights (top and bottom) the bottom light comes on when the system is powered and the top light comes on depending on the status of the relevant system, except for the Missile LAUNCH indicator.&lt;br /&gt;
:*The Threat Warning Aux panel (TWA) is part of the EWS suite. It is made up of 4 indicators (3 with pushbuttons): SEARCH, ACT/PWR, ALTITUDE &amp;amp; POWER.&lt;br /&gt;
:*The RWR displays threat emitters depending on their azimuth relative to your aircraft. It does not though give distance information. The display is made of two concentric circles: inner and outer. The threats are categorized by order of importance; the more lethal threats are placed in the inner circle while the secondary threats are left in the outer. The symbols displayed on the RWR depend on their radar type.&lt;br /&gt;
&lt;br /&gt;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;250px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BMS RWR-TWP.jpg|Blank RWR during normal operations (No threats detected)&lt;br /&gt;
File:BMS RWR-TWP test.jpg|TWP and RWR in BITE test &lt;br /&gt;
File:BMS RWR-TWA.jpg|TWA panel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RWR symbols==&lt;br /&gt;
The following tables are showing the RWR symbols. Airborne symbols are displayed with an inverted V on top of them to differentiate them from the ground emitters.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Note :'' Those tables are for the US default RWR (ALR-56) Symbology may differ on foreign F16 (IAF, EAF, BAF etc ...)&lt;br /&gt;
&lt;br /&gt;
:[[File:RWR symbols 4.34.jpg|690x690px]]&lt;br /&gt;
&lt;br /&gt;
Those tables does not includes active radar missile (Fox 3) symbology.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a fox 3 will be active it will be displayed on your RWR using a M symbol (stand for Missile)&lt;br /&gt;
&lt;br /&gt;
=Modes of operations=&lt;br /&gt;
==Selectable modes from TWP==&lt;br /&gt;
[[File:BMS RWR-TWP.jpg|thumb|400px|right|TWP panel (Left of the RWR)]]&lt;br /&gt;
===HANDOFF===&lt;br /&gt;
used to set the mode of operation of the RWR. The 4 modes are: Normal, Diamond Float, Transient and Latch.&amp;lt;br /&amp;gt;&lt;br /&gt;
You should simply know that the mode giving the best Situational Awareness is the Diamond Float mode where the diamond floats to the highest priority symbol. That mode is entered with a short push (less than one second) on the HANDOFF button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom light of the indicator is on as soon as there is power and the top indicator comes on only when a handoff mode is engaged (Diamond Float, Transient, Latch).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the HANDOFF button controls how each of these modes are entered and controls the function of the diamond symbol on the display.&lt;br /&gt;
&lt;br /&gt;
:*''Normal :'' In normal, the diamond symbol is inhibited and threat audio is limited to “new guy” (or new threat) alert and missile launch audio. New guy audio is 3 bursts of sound in 1.5 seconds of that emitter. New guy alert is also seen visually by symbols alternating between normal size and 1.5 times normal size for the first 4 seconds of display. Normal mode will yield a fairly quiet RWR.&lt;br /&gt;
:*''Diamond Float :'' Diamond float mode is entered via a short push of the HANDOFF button. In this mode the diamond symbol on the HANDOFF button illuminates and the diamond on the display floats to the highest priority symbol. Sound for that emitter is heard continuously. Another short push of the HANDOFF button will deselect this mode and go back into normal mode. This mode is recommended for maximum SA.&lt;br /&gt;
:*''Transient :'' Transient mode is entered by pressing and holding the HANDOFF button. In this mode the diamond symbol steps from the highest priority symbol to the next highest in descending priority order. The diamond will continue stepping for as long as the HANDOFF button is held and audio is played as the diamond enhances the symbol. Releasing the button changes the mode to latched.&lt;br /&gt;
:*''Latch :'' In latched mode the diamond symbol remains on the last symbol it was on when the HANDOFF button is released. Sound for that emitter is heard continuously. If the symbol times out (emitter no longer detected), the RWR will go back to diamond float mode.&lt;br /&gt;
&lt;br /&gt;
===LAUNCH===  &lt;br /&gt;
this indicator flashes at 4Hz as soon as the EWS (Electronic Warfare System) detects a radar missile launched at ownship.&amp;lt;br /&amp;gt;&lt;br /&gt;
The indicator is backed up by audible warning tones. The indicator features a pushbutton to test the launch warning. Press the button to check the audio tone and indicator light.&lt;br /&gt;
===PRIORITY (MODE)===  &lt;br /&gt;
enables some declutter of the RWR display by displaying only the 5 most important symbols instead of the usual 12 symbols (16 when UNKNOWN mode is selected).&amp;lt;br /&amp;gt;&lt;br /&gt;
When the priority MODE button is depressed the RWR enters PRIORITY mode, the top light comes on and the bottom light OPEN goes off, as both lights are mutually exclusive.&amp;lt;br /&amp;gt;&lt;br /&gt;
When PRIORITY mode is enabled the top PRIORITY light will flash if the EWS detects more than 5 threat emitters. The RWR remains in this mode until the pilot exits PRIORITY MODE by depressing the button again. At that time the top light extinguishes and the bottom OPEN light illuminates.&lt;br /&gt;
===UNKNOWN (SHIP SYMBOL)=== &lt;br /&gt;
When depressed the top (U) light illuminates and the RWR displays U symbols (unknown radar). It can then also display 16 symbols instead of the usual 12. The pilot can deselect this mode by depressing the pushbutton again. The top light then extinguishes.&lt;br /&gt;
===SYS TEST===  &lt;br /&gt;
The bottom light of the indicator will be on whenever the EWS is powered. The top light will come on whenever the system test is running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depressing the push button will initiate the test sequence that will run for a few seconds. During that time all TWP lights and modes will be tested. Some alphanumeric codes will also be displayed on the RWR.&lt;br /&gt;
===TGT SEP (T)=== &lt;br /&gt;
Depress this indicator when you want to have a better view of two emitters which are close to each other.&amp;lt;br /&amp;gt;&lt;br /&gt;
When depressed the top TGT SEP light illuminates and the symbols on the RWR are spread out for 5 seconds. After that time the RWR reverts to normal and the top light extinguishes.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom light is on as soon as power is applied.&lt;br /&gt;
&lt;br /&gt;
==selectable modes from TWA==&lt;br /&gt;
[[File:BMS RWR-TWA.jpg|thumb|150px|right|TWA panel]]&lt;br /&gt;
===POWER=== &lt;br /&gt;
applies and removes power to the EWS suite. The green indicator comes on when the EWS is powered. &lt;br /&gt;
===ACT/PWR=== &lt;br /&gt;
is a dual indicator and has no button. The top indicator labelled ACTIVITY comes on if the EWS is powered and detects a radar painting the aircraft. The bottom indicator labelled POWER is on whenever the EWS suite is powered. &lt;br /&gt;
===SEARCH=== &lt;br /&gt;
allows ‘S’ search radar symbols to be displayed on the RWR display if the EWS is powered and detects a search radar; by default they are not.&amp;lt;br /&amp;gt;&lt;br /&gt;
With SEARCH enabled a SAM radar in search mode will display as an ‘S’ well before you would expect to see its acquisition symbol if SEARCH was not enabled, giving you an early warning in most cases.&amp;lt;br /&amp;gt;&lt;br /&gt;
With the SEARCH option not active the green ‘S’ indicator on the TWA will blink at 4Hz whenever the EWS detects a search radar painting the aircraft. In that configuration ‘S’ symbols are not displayed on the RWR.&amp;lt;br /&amp;gt;&lt;br /&gt;
The green ‘S’ indicator on the TWA will remain lit as long as the SEARCH option is active. A further press of the button deactivates the SEARCH option. &lt;br /&gt;
===ALTITUDE===&lt;br /&gt;
is both a pushbutton and a dual indicator. The pushbutton toggles between HIGH &amp;amp; LOW altitude threat assessment biasing. The EWS is able to categorize the SAM threat according to their lethality at low or high altitude.&amp;lt;br /&amp;gt;&lt;br /&gt;
The top indicator labelled LOW comes on if the EWS is powered when the LOW option is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom indicator labelled ALT comes on whenever the EWS suite is powered.&lt;br /&gt;
&lt;br /&gt;
=Quick Tips=&lt;br /&gt;
==RWR setup==&lt;br /&gt;
&lt;br /&gt;
:*Be sure your RWR is turned ON (green lines in the middle)&lt;br /&gt;
:*Be sure to use the Handoff Diamond Float mode on your RWR (it will be the default one when you'll spawn in Taxi or TO).&amp;lt;br /&amp;gt;In this mode the highest priority threat will be boxed with a diamond.&lt;br /&gt;
&lt;br /&gt;
==Threat Rings==&lt;br /&gt;
The RWR display is in plan view with your aircraft in the center. As threats are displayed around the center of the display, the icons represent the azimuth direction to the threat.&amp;lt;br /&amp;gt;&lt;br /&gt;
''For example:'' an icon of the left side of the display would indicate an emitter located off your left. In addition to the icons, an audio system will alert you to the status of the radars detected (search, track, and launch).&amp;lt;br /&amp;gt;&lt;br /&gt;
The locations of radar emitters and detected missile launches on the display '''do not necessarily correlate''' to emitter range from your aircraft.&amp;lt;br /&amp;gt;&lt;br /&gt;
The distance of the threat icon from the center of the display indicates radar signal strength. The closer the icon is to the center of the display generally indicates the closer the radar is to you.&lt;br /&gt;
&lt;br /&gt;
:*If threat is in the outer ring you should be OK and you're not yet in danger.&lt;br /&gt;
:*If threat is in the inner ring then the ennemy is in lethal range to kill you ! At this time you should have it in sight or you'll finish your day in a POW (best case scenario).&lt;br /&gt;
:*If threat is right in the middle of the RWR in the tiny circle. Then it is almost at gun range. Better look outside and find him before he's shooting at you with a Fox2 or guns.&lt;br /&gt;
&lt;br /&gt;
==Brevity words associated==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Term&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|SPIKE (with direction)&lt;br /&gt;
|RWR indication of an AI threat in track or launch. (E.g. &amp;quot;Spike 23, 6 o'clock&amp;quot; - I have a Mig23 hardlocking me in my 6)&lt;br /&gt;
|-&lt;br /&gt;
|NAILS (with direction)&lt;br /&gt;
|RWR indication of AI radar in search. (E.g. &amp;quot;Nails 29, 10 o'clock&amp;quot; - I have a Mig29 scanning me 10 o'clock)&lt;br /&gt;
|-&lt;br /&gt;
|MUD (with direction)&lt;br /&gt;
|RWR indication of SAM or AAA radar. (E.g. &amp;quot;Mud 5, 2 o'clock&amp;quot; - I have a SA-5 scanning me 2 o'clock)&lt;br /&gt;
|-&lt;br /&gt;
|NAKED&lt;br /&gt;
|No RWR indications on the RWR scope.&lt;br /&gt;
|}&lt;br /&gt;
''Note:'' MUD can be combined with SPIKE. This means you're hardlocked by a SAM battery. (E.g. &amp;quot;Mudspike 3, 10 o'clock&amp;quot; - I have a SA-3 hardlocking me at 10 o'clock )&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
    &lt;br /&gt;
    [[Category:UOAF]]&lt;br /&gt;
   &lt;br /&gt;
    &lt;br /&gt;
    [[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=6989</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=6989"/>
		<updated>2019-07-15T20:35:30Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* brevity words associated */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RWR.png||none|546x|left|]]&lt;br /&gt;
The Radar Warning Receiver consists of several antennas, a processing unit, a radar library and a display.&amp;lt;br /&amp;gt;&lt;br /&gt;
It allows the aircraft to detect and identify radio emissions of radar systems reaching the aircraft and is a vital tool in both A-A and A-G operations for identifying, avoiding, evading or engaging threats.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know how to verify RWR is on and working&lt;br /&gt;
#Understand the threat rings&lt;br /&gt;
#Recognize the different threats&lt;br /&gt;
#Switch RWR radar filters&lt;br /&gt;
#Know the difference between NAILS and SPIKE&lt;br /&gt;
&lt;br /&gt;
=Learning Files=&lt;br /&gt;
Video from Krause made with BMS 4.32&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;500&amp;quot;&amp;gt;https://www.youtube.com/watch?v=KQ-ekHiVwsw&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General information=&lt;br /&gt;
==Introduction==&lt;br /&gt;
The RWR interface in the cockpit is made through 3 main components :&lt;br /&gt;
&lt;br /&gt;
:*The Threat Warning Prime panel (TWP) is located right next to the RWR display and manages the information displayed. The TWP is made of 6 square lights all featuring a push button. Each indicator has multiple lights (top and bottom) the bottom light comes on when the system is powered and the top light comes on depending on the status of the relevant system, except for the Missile LAUNCH indicator.&lt;br /&gt;
:*The Threat Warning Aux panel (TWA) is part of the EWS suite. It is made up of 4 indicators (3 with pushbuttons): SEARCH, ACT/PWR, ALTITUDE &amp;amp; POWER.&lt;br /&gt;
:*The RWR displays threat emitters depending on their azimuth relative to your aircraft. It does not though give distance information. The display is made of two concentric circles: inner and outer. The threats are categorized by order of importance; the more lethal threats are placed in the inner circle while the secondary threats are left in the outer. The symbols displayed on the RWR depend on their radar type.&lt;br /&gt;
&lt;br /&gt;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;250px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BMS RWR-TWP.jpg|Blank RWR during normal operations (No threats detected)&lt;br /&gt;
File:BMS RWR-TWP test.jpg|TWP and RWR in BITE test &lt;br /&gt;
File:BMS RWR-TWA.jpg|TWA panel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RWR symbols==&lt;br /&gt;
The following tables are showing the RWR symbols. Airborne symbols are displayed with an inverted V on top of them to differentiate them from the ground emitters.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Note :'' Those tables are for the US default RWR (ALR-56) Symbology may differ on foreign F16 (IAF, EAF, BAF etc ...)&lt;br /&gt;
&lt;br /&gt;
:[[File:RWR symbols 4.34.jpg|690x690px]]&lt;br /&gt;
&lt;br /&gt;
Those tables does not includes active radar missile (Fox 3) symbology.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a fox 3 will be active it will be displayed on your RWR using a M symbol (stand for Missile)&lt;br /&gt;
&lt;br /&gt;
=Modes of operations=&lt;br /&gt;
==Selectable modes from TWP==&lt;br /&gt;
[[File:BMS RWR-TWP.jpg|thumb|400px|right|TWP panel (Left of the RWR)]]&lt;br /&gt;
===HANDOFF===&lt;br /&gt;
used to set the mode of operation of the RWR. The 4 modes are: Normal, Diamond Float, Transient and Latch.&amp;lt;br /&amp;gt;&lt;br /&gt;
You should simply know that the mode giving the best Situational Awareness is the Diamond Float mode where the diamond floats to the highest priority symbol. That mode is entered with a short push (less than one second) on the HANDOFF button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom light of the indicator is on as soon as there is power and the top indicator comes on only when a handoff mode is engaged (Diamond Float, Transient, Latch).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the HANDOFF button controls how each of these modes are entered and controls the function of the diamond symbol on the display.&lt;br /&gt;
&lt;br /&gt;
:*''Normal :'' In normal, the diamond symbol is inhibited and threat audio is limited to “new guy” (or new threat) alert and missile launch audio. New guy audio is 3 bursts of sound in 1.5 seconds of that emitter. New guy alert is also seen visually by symbols alternating between normal size and 1.5 times normal size for the first 4 seconds of display. Normal mode will yield a fairly quiet RWR.&lt;br /&gt;
:*''Diamond Float :'' Diamond float mode is entered via a short push of the HANDOFF button. In this mode the diamond symbol on the HANDOFF button illuminates and the diamond on the display floats to the highest priority symbol. Sound for that emitter is heard continuously. Another short push of the HANDOFF button will deselect this mode and go back into normal mode. This mode is recommended for maximum SA.&lt;br /&gt;
:*''Transient :'' Transient mode is entered by pressing and holding the HANDOFF button. In this mode the diamond symbol steps from the highest priority symbol to the next highest in descending priority order. The diamond will continue stepping for as long as the HANDOFF button is held and audio is played as the diamond enhances the symbol. Releasing the button changes the mode to latched.&lt;br /&gt;
:*''Latch :'' In latched mode the diamond symbol remains on the last symbol it was on when the HANDOFF button is released. Sound for that emitter is heard continuously. If the symbol times out (emitter no longer detected), the RWR will go back to diamond float mode.&lt;br /&gt;
&lt;br /&gt;
===LAUNCH===  &lt;br /&gt;
this indicator flashes at 4Hz as soon as the EWS (Electronic Warfare System) detects a radar missile launched at ownship.&amp;lt;br /&amp;gt;&lt;br /&gt;
The indicator is backed up by audible warning tones. The indicator features a pushbutton to test the launch warning. Press the button to check the audio tone and indicator light.&lt;br /&gt;
===PRIORITY (MODE)===  &lt;br /&gt;
enables some declutter of the RWR display by displaying only the 5 most important symbols instead of the usual 12 symbols (16 when UNKNOWN mode is selected).&amp;lt;br /&amp;gt;&lt;br /&gt;
When the priority MODE button is depressed the RWR enters PRIORITY mode, the top light comes on and the bottom light OPEN goes off, as both lights are mutually exclusive.&amp;lt;br /&amp;gt;&lt;br /&gt;
When PRIORITY mode is enabled the top PRIORITY light will flash if the EWS detects more than 5 threat emitters. The RWR remains in this mode until the pilot exits PRIORITY MODE by depressing the button again. At that time the top light extinguishes and the bottom OPEN light illuminates.&lt;br /&gt;
===UNKNOWN (SHIP SYMBOL)=== &lt;br /&gt;
When depressed the top (U) light illuminates and the RWR displays U symbols (unknown radar). It can then also display 16 symbols instead of the usual 12. The pilot can deselect this mode by depressing the pushbutton again. The top light then extinguishes.&lt;br /&gt;
===SYS TEST===  &lt;br /&gt;
The bottom light of the indicator will be on whenever the EWS is powered. The top light will come on whenever the system test is running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depressing the push button will initiate the test sequence that will run for a few seconds. During that time all TWP lights and modes will be tested. Some alphanumeric codes will also be displayed on the RWR.&lt;br /&gt;
===TGT SEP (T)=== &lt;br /&gt;
Depress this indicator when you want to have a better view of two emitters which are close to each other.&amp;lt;br /&amp;gt;&lt;br /&gt;
When depressed the top TGT SEP light illuminates and the symbols on the RWR are spread out for 5 seconds. After that time the RWR reverts to normal and the top light extinguishes.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom light is on as soon as power is applied.&lt;br /&gt;
&lt;br /&gt;
==selectable modes from TWA==&lt;br /&gt;
[[File:BMS RWR-TWA.jpg|thumb|150px|right|TWA panel]]&lt;br /&gt;
===POWER=== &lt;br /&gt;
applies and removes power to the EWS suite. The green indicator comes on when the EWS is powered. &lt;br /&gt;
===ACT/PWR=== &lt;br /&gt;
is a dual indicator and has no button. The top indicator labelled ACTIVITY comes on if the EWS is powered and detects a radar painting the aircraft. The bottom indicator labelled POWER is on whenever the EWS suite is powered. &lt;br /&gt;
===SEARCH=== &lt;br /&gt;
allows ‘S’ search radar symbols to be displayed on the RWR display if the EWS is powered and detects a search radar; by default they are not.&amp;lt;br /&amp;gt;&lt;br /&gt;
With SEARCH enabled a SAM radar in search mode will display as an ‘S’ well before you would expect to see its acquisition symbol if SEARCH was not enabled, giving you an early warning in most cases.&amp;lt;br /&amp;gt;&lt;br /&gt;
With the SEARCH option not active the green ‘S’ indicator on the TWA will blink at 4Hz whenever the EWS detects a search radar painting the aircraft. In that configuration ‘S’ symbols are not displayed on the RWR.&amp;lt;br /&amp;gt;&lt;br /&gt;
The green ‘S’ indicator on the TWA will remain lit as long as the SEARCH option is active. A further press of the button deactivates the SEARCH option. &lt;br /&gt;
===ALTITUDE===&lt;br /&gt;
is both a pushbutton and a dual indicator. The pushbutton toggles between HIGH &amp;amp; LOW altitude threat assessment biasing. The EWS is able to categorize the SAM threat according to their lethality at low or high altitude.&amp;lt;br /&amp;gt;&lt;br /&gt;
The top indicator labelled LOW comes on if the EWS is powered when the LOW option is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom indicator labelled ALT comes on whenever the EWS suite is powered.&lt;br /&gt;
&lt;br /&gt;
=Quick Tips=&lt;br /&gt;
==RWR setup==&lt;br /&gt;
&lt;br /&gt;
:*Be sure your RWR is turned ON (green lines in the middle)&lt;br /&gt;
:*Be sure to use the Handoff Diamond Float mode on your RWR (it will be the default one when you'll spawn in Taxi or TO).&amp;lt;br /&amp;gt;In this mode the highest priority threat will be boxed with a diamond.&lt;br /&gt;
&lt;br /&gt;
==Threat Rings==&lt;br /&gt;
The RWR display is in plan view with your aircraft in the center. As threats are displayed around the center of the display, the icons represent the azimuth direction to the threat.&amp;lt;br /&amp;gt;&lt;br /&gt;
''For example:'' an icon of the left side of the display would indicate an emitter located off your left. In addition to the icons, an audio system will alert you to the status of the radars detected (search, track, and launch).&amp;lt;br /&amp;gt;&lt;br /&gt;
The locations of radar emitters and detected missile launches on the display '''do not necessarily correlate''' to emitter range from your aircraft.&amp;lt;br /&amp;gt;&lt;br /&gt;
The distance of the threat icon from the center of the display indicates radar signal strength. The closer the icon is to the center of the display generally indicates the closer the radar is to you.&lt;br /&gt;
&lt;br /&gt;
:*If threat is in the outer ring you should be OK and you're not yet in danger.&lt;br /&gt;
:*If threat is in the inner ring then the ennemy is in lethal range to kill you ! At this time you should have it in sight or you'll finish your day in a POW (best case scenario).&lt;br /&gt;
:*If threat is right in the middle of the RWR in the tiny circle. Then it is almost at gun range. Better look outside and find him before he's shooting at you with a Fox2 or guns.&lt;br /&gt;
&lt;br /&gt;
==Brevity words associated==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Term&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|SPIKE (with direction)&lt;br /&gt;
|RWR indication of an AI threat in track or launch. (E.g. &amp;quot;Spike 23, 6 o'clock&amp;quot; - I have a Mig23 hardlocking me in my 6)&lt;br /&gt;
|-&lt;br /&gt;
|NAILS (with direction)&lt;br /&gt;
|RWR indication of AI radar in search. (E.g. &amp;quot;Nails 29, 10 o'clock&amp;quot; - I have a Mig29 scanning me 10 o'clock)&lt;br /&gt;
|-&lt;br /&gt;
|MUD (with direction)&lt;br /&gt;
|RWR indication of SAM or AAA radar. (E.g. &amp;quot;Mud 5, 2 o'clock&amp;quot; - I have a SA-5 scanning me 2 o'clock)&lt;br /&gt;
|-&lt;br /&gt;
|NAKED&lt;br /&gt;
|No RWR indications on the RWR scope.&lt;br /&gt;
|}&lt;br /&gt;
''Note:'' MUD can be combined with SPIKE. This means you're hardlocked by a SAM battery. (E.g. &amp;quot;Mudspike 3, 10 o'clock&amp;quot; - I have a SA-3 hardlocking me at 10 o'clock )&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
   &lt;br /&gt;
   [[Category:UOAF]]&lt;br /&gt;
  &lt;br /&gt;
   &lt;br /&gt;
   [[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=6988</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=6988"/>
		<updated>2019-07-15T20:34:29Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* RWR symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RWR.png||none|546x|left|]]&lt;br /&gt;
The Radar Warning Receiver consists of several antennas, a processing unit, a radar library and a display.&amp;lt;br /&amp;gt;&lt;br /&gt;
It allows the aircraft to detect and identify radio emissions of radar systems reaching the aircraft and is a vital tool in both A-A and A-G operations for identifying, avoiding, evading or engaging threats.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know how to verify RWR is on and working&lt;br /&gt;
#Understand the threat rings&lt;br /&gt;
#Recognize the different threats&lt;br /&gt;
#Switch RWR radar filters&lt;br /&gt;
#Know the difference between NAILS and SPIKE&lt;br /&gt;
&lt;br /&gt;
=Learning Files=&lt;br /&gt;
Video from Krause made with BMS 4.32&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;500&amp;quot;&amp;gt;https://www.youtube.com/watch?v=KQ-ekHiVwsw&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General information=&lt;br /&gt;
==Introduction==&lt;br /&gt;
The RWR interface in the cockpit is made through 3 main components :&lt;br /&gt;
&lt;br /&gt;
:*The Threat Warning Prime panel (TWP) is located right next to the RWR display and manages the information displayed. The TWP is made of 6 square lights all featuring a push button. Each indicator has multiple lights (top and bottom) the bottom light comes on when the system is powered and the top light comes on depending on the status of the relevant system, except for the Missile LAUNCH indicator.&lt;br /&gt;
:*The Threat Warning Aux panel (TWA) is part of the EWS suite. It is made up of 4 indicators (3 with pushbuttons): SEARCH, ACT/PWR, ALTITUDE &amp;amp; POWER.&lt;br /&gt;
:*The RWR displays threat emitters depending on their azimuth relative to your aircraft. It does not though give distance information. The display is made of two concentric circles: inner and outer. The threats are categorized by order of importance; the more lethal threats are placed in the inner circle while the secondary threats are left in the outer. The symbols displayed on the RWR depend on their radar type.&lt;br /&gt;
&lt;br /&gt;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;250px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BMS RWR-TWP.jpg|Blank RWR during normal operations (No threats detected)&lt;br /&gt;
File:BMS RWR-TWP test.jpg|TWP and RWR in BITE test &lt;br /&gt;
File:BMS RWR-TWA.jpg|TWA panel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RWR symbols==&lt;br /&gt;
The following tables are showing the RWR symbols. Airborne symbols are displayed with an inverted V on top of them to differentiate them from the ground emitters.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Note :'' Those tables are for the US default RWR (ALR-56) Symbology may differ on foreign F16 (IAF, EAF, BAF etc ...)&lt;br /&gt;
&lt;br /&gt;
:[[File:RWR symbols 4.34.jpg|690x690px]]&lt;br /&gt;
&lt;br /&gt;
Those tables does not includes active radar missile (Fox 3) symbology.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a fox 3 will be active it will be displayed on your RWR using a M symbol (stand for Missile)&lt;br /&gt;
&lt;br /&gt;
=Modes of operations=&lt;br /&gt;
==Selectable modes from TWP==&lt;br /&gt;
[[File:BMS RWR-TWP.jpg|thumb|400px|right|TWP panel (Left of the RWR)]]&lt;br /&gt;
===HANDOFF===&lt;br /&gt;
used to set the mode of operation of the RWR. The 4 modes are: Normal, Diamond Float, Transient and Latch.&amp;lt;br /&amp;gt;&lt;br /&gt;
You should simply know that the mode giving the best Situational Awareness is the Diamond Float mode where the diamond floats to the highest priority symbol. That mode is entered with a short push (less than one second) on the HANDOFF button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom light of the indicator is on as soon as there is power and the top indicator comes on only when a handoff mode is engaged (Diamond Float, Transient, Latch).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the HANDOFF button controls how each of these modes are entered and controls the function of the diamond symbol on the display.&lt;br /&gt;
&lt;br /&gt;
:*''Normal :'' In normal, the diamond symbol is inhibited and threat audio is limited to “new guy” (or new threat) alert and missile launch audio. New guy audio is 3 bursts of sound in 1.5 seconds of that emitter. New guy alert is also seen visually by symbols alternating between normal size and 1.5 times normal size for the first 4 seconds of display. Normal mode will yield a fairly quiet RWR.&lt;br /&gt;
:*''Diamond Float :'' Diamond float mode is entered via a short push of the HANDOFF button. In this mode the diamond symbol on the HANDOFF button illuminates and the diamond on the display floats to the highest priority symbol. Sound for that emitter is heard continuously. Another short push of the HANDOFF button will deselect this mode and go back into normal mode. This mode is recommended for maximum SA.&lt;br /&gt;
:*''Transient :'' Transient mode is entered by pressing and holding the HANDOFF button. In this mode the diamond symbol steps from the highest priority symbol to the next highest in descending priority order. The diamond will continue stepping for as long as the HANDOFF button is held and audio is played as the diamond enhances the symbol. Releasing the button changes the mode to latched.&lt;br /&gt;
:*''Latch :'' In latched mode the diamond symbol remains on the last symbol it was on when the HANDOFF button is released. Sound for that emitter is heard continuously. If the symbol times out (emitter no longer detected), the RWR will go back to diamond float mode.&lt;br /&gt;
&lt;br /&gt;
===LAUNCH===  &lt;br /&gt;
this indicator flashes at 4Hz as soon as the EWS (Electronic Warfare System) detects a radar missile launched at ownship.&amp;lt;br /&amp;gt;&lt;br /&gt;
The indicator is backed up by audible warning tones. The indicator features a pushbutton to test the launch warning. Press the button to check the audio tone and indicator light.&lt;br /&gt;
===PRIORITY (MODE)===  &lt;br /&gt;
enables some declutter of the RWR display by displaying only the 5 most important symbols instead of the usual 12 symbols (16 when UNKNOWN mode is selected).&amp;lt;br /&amp;gt;&lt;br /&gt;
When the priority MODE button is depressed the RWR enters PRIORITY mode, the top light comes on and the bottom light OPEN goes off, as both lights are mutually exclusive.&amp;lt;br /&amp;gt;&lt;br /&gt;
When PRIORITY mode is enabled the top PRIORITY light will flash if the EWS detects more than 5 threat emitters. The RWR remains in this mode until the pilot exits PRIORITY MODE by depressing the button again. At that time the top light extinguishes and the bottom OPEN light illuminates.&lt;br /&gt;
===UNKNOWN (SHIP SYMBOL)=== &lt;br /&gt;
When depressed the top (U) light illuminates and the RWR displays U symbols (unknown radar). It can then also display 16 symbols instead of the usual 12. The pilot can deselect this mode by depressing the pushbutton again. The top light then extinguishes.&lt;br /&gt;
===SYS TEST===  &lt;br /&gt;
The bottom light of the indicator will be on whenever the EWS is powered. The top light will come on whenever the system test is running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depressing the push button will initiate the test sequence that will run for a few seconds. During that time all TWP lights and modes will be tested. Some alphanumeric codes will also be displayed on the RWR.&lt;br /&gt;
===TGT SEP (T)=== &lt;br /&gt;
Depress this indicator when you want to have a better view of two emitters which are close to each other.&amp;lt;br /&amp;gt;&lt;br /&gt;
When depressed the top TGT SEP light illuminates and the symbols on the RWR are spread out for 5 seconds. After that time the RWR reverts to normal and the top light extinguishes.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom light is on as soon as power is applied.&lt;br /&gt;
&lt;br /&gt;
==selectable modes from TWA==&lt;br /&gt;
[[File:BMS RWR-TWA.jpg|thumb|150px|right|TWA panel]]&lt;br /&gt;
===POWER=== &lt;br /&gt;
applies and removes power to the EWS suite. The green indicator comes on when the EWS is powered. &lt;br /&gt;
===ACT/PWR=== &lt;br /&gt;
is a dual indicator and has no button. The top indicator labelled ACTIVITY comes on if the EWS is powered and detects a radar painting the aircraft. The bottom indicator labelled POWER is on whenever the EWS suite is powered. &lt;br /&gt;
===SEARCH=== &lt;br /&gt;
allows ‘S’ search radar symbols to be displayed on the RWR display if the EWS is powered and detects a search radar; by default they are not.&amp;lt;br /&amp;gt;&lt;br /&gt;
With SEARCH enabled a SAM radar in search mode will display as an ‘S’ well before you would expect to see its acquisition symbol if SEARCH was not enabled, giving you an early warning in most cases.&amp;lt;br /&amp;gt;&lt;br /&gt;
With the SEARCH option not active the green ‘S’ indicator on the TWA will blink at 4Hz whenever the EWS detects a search radar painting the aircraft. In that configuration ‘S’ symbols are not displayed on the RWR.&amp;lt;br /&amp;gt;&lt;br /&gt;
The green ‘S’ indicator on the TWA will remain lit as long as the SEARCH option is active. A further press of the button deactivates the SEARCH option. &lt;br /&gt;
===ALTITUDE===&lt;br /&gt;
is both a pushbutton and a dual indicator. The pushbutton toggles between HIGH &amp;amp; LOW altitude threat assessment biasing. The EWS is able to categorize the SAM threat according to their lethality at low or high altitude.&amp;lt;br /&amp;gt;&lt;br /&gt;
The top indicator labelled LOW comes on if the EWS is powered when the LOW option is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom indicator labelled ALT comes on whenever the EWS suite is powered.&lt;br /&gt;
&lt;br /&gt;
=Quick Tips=&lt;br /&gt;
==RWR setup==&lt;br /&gt;
&lt;br /&gt;
:*Be sure your RWR is turned ON (green lines in the middle)&lt;br /&gt;
:*Be sure to use the Handoff Diamond Float mode on your RWR (it will be the default one when you'll spawn in Taxi or TO).&amp;lt;br /&amp;gt;In this mode the highest priority threat will be boxed with a diamond.&lt;br /&gt;
&lt;br /&gt;
==Threat Rings==&lt;br /&gt;
The RWR display is in plan view with your aircraft in the center. As threats are displayed around the center of the display, the icons represent the azimuth direction to the threat.&amp;lt;br /&amp;gt;&lt;br /&gt;
''For example:'' an icon of the left side of the display would indicate an emitter located off your left. In addition to the icons, an audio system will alert you to the status of the radars detected (search, track, and launch).&amp;lt;br /&amp;gt;&lt;br /&gt;
The locations of radar emitters and detected missile launches on the display '''do not necessarily correlate''' to emitter range from your aircraft.&amp;lt;br /&amp;gt;&lt;br /&gt;
The distance of the threat icon from the center of the display indicates radar signal strength. The closer the icon is to the center of the display generally indicates the closer the radar is to you.&lt;br /&gt;
&lt;br /&gt;
:*If threat is in the outer ring you should be OK and you're not yet in danger.&lt;br /&gt;
:*If threat is in the inner ring then the ennemy is in lethal range to kill you ! At this time you should have it in sight or you'll finish your day in a POW (best case scenario).&lt;br /&gt;
:*If threat is right in the middle of the RWR in the tiny circle. Then it is almost at gun range. Better look outside and find him before he's shooting at you with a Fox2 or guns.&lt;br /&gt;
&lt;br /&gt;
==brevity words associated==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Term&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|SPIKE (with direction)&lt;br /&gt;
|RWR indication of an AI threat in track or launch. (E.g. &amp;quot;Spike 23, 6 o'clock&amp;quot; - I have a Mig23 hardlocking me in my 6)&lt;br /&gt;
|-&lt;br /&gt;
|NAILS (with direction)&lt;br /&gt;
|RWR indication of AI radar in search. (E.g. &amp;quot;Nails 29, 10 o'clock&amp;quot; - I have a Mig29 scanning me 10 o'clock)&lt;br /&gt;
|-&lt;br /&gt;
|MUD (with direction)&lt;br /&gt;
|RWR indication of SAM or AAA radar. (E.g. &amp;quot;Mud 5, 2 o'clock&amp;quot; - I have a SA-5 scanning me 2 o'clock)&lt;br /&gt;
|-&lt;br /&gt;
|NAKED&lt;br /&gt;
|No RWR indications on the RWR scope.&lt;br /&gt;
|}&lt;br /&gt;
''Note:'' MUD can be combined with SPIKE. This means you're hardlocked by a SAM battery. (E.g. &amp;quot;Mudspike 3, 10 o'clock&amp;quot; - I have a SA-3 hardlocking me at 10 o'clock )&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
  &lt;br /&gt;
  [[Category:UOAF]]&lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
  [[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:RWR_symbols_4.34.jpg&amp;diff=6987</id>
		<title>File:RWR symbols 4.34.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:RWR_symbols_4.34.jpg&amp;diff=6987"/>
		<updated>2019-07-15T20:33:37Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RWR&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=6986</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=6986"/>
		<updated>2019-07-15T19:50:23Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* selectable modes from TWP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RWR.png||none|546x|left|]]&lt;br /&gt;
The Radar Warning Receiver consists of several antennas, a processing unit, a radar library and a display.&amp;lt;br /&amp;gt;&lt;br /&gt;
It allows the aircraft to detect and identify radio emissions of radar systems reaching the aircraft and is a vital tool in both A-A and A-G operations for identifying, avoiding, evading or engaging threats.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Know how to verify RWR is on and working&lt;br /&gt;
#Understand the threat rings&lt;br /&gt;
#Recognize the different threats&lt;br /&gt;
#Switch RWR radar filters&lt;br /&gt;
#Know the difference between NAILS and SPIKE&lt;br /&gt;
&lt;br /&gt;
=Learning Files=&lt;br /&gt;
Video from Krause made with BMS 4.32&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;500&amp;quot;&amp;gt;https://www.youtube.com/watch?v=KQ-ekHiVwsw&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General information=&lt;br /&gt;
==Introduction==&lt;br /&gt;
The RWR interface in the cockpit is made through 3 main components :&lt;br /&gt;
&lt;br /&gt;
:*The Threat Warning Prime panel (TWP) is located right next to the RWR display and manages the information displayed. The TWP is made of 6 square lights all featuring a push button. Each indicator has multiple lights (top and bottom) the bottom light comes on when the system is powered and the top light comes on depending on the status of the relevant system, except for the Missile LAUNCH indicator.&lt;br /&gt;
:*The Threat Warning Aux panel (TWA) is part of the EWS suite. It is made up of 4 indicators (3 with pushbuttons): SEARCH, ACT/PWR, ALTITUDE &amp;amp; POWER.&lt;br /&gt;
:*The RWR displays threat emitters depending on their azimuth relative to your aircraft. It does not though give distance information. The display is made of two concentric circles: inner and outer. The threats are categorized by order of importance; the more lethal threats are placed in the inner circle while the secondary threats are left in the outer. The symbols displayed on the RWR depend on their radar type.&lt;br /&gt;
&lt;br /&gt;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;250px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BMS RWR-TWP.jpg|Blank RWR during normal operations (No threats detected)&lt;br /&gt;
File:BMS RWR-TWP test.jpg|TWP and RWR in BITE test &lt;br /&gt;
File:BMS RWR-TWA.jpg|TWA panel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==RWR symbols==&lt;br /&gt;
The following tables are showing the RWR symbols. Airborne symbols are displayed with an inverted V on top of them to differentiate them from the ground emitters.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Note :'' Those tables are for the US default RWR (ALR-56) Symbology may differ on foreign F16 (IAF, EAF, BAF etc ...)&lt;br /&gt;
&lt;br /&gt;
:[[File:BMS RWR-symbols.png||none|690px|left|]]&lt;br /&gt;
&lt;br /&gt;
Those tables does not includes active radar missile (Fox 3) symbology.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a fox 3 will be active it will be displayed on your RWR using a M symbol (stand for Missile)&lt;br /&gt;
&lt;br /&gt;
=Modes of operations=&lt;br /&gt;
==Selectable modes from TWP==&lt;br /&gt;
[[File:BMS RWR-TWP.jpg|thumb|400px|right|TWP panel (Left of the RWR)]]&lt;br /&gt;
===HANDOFF===&lt;br /&gt;
used to set the mode of operation of the RWR. The 4 modes are: Normal, Diamond Float, Transient and Latch.&amp;lt;br /&amp;gt;&lt;br /&gt;
You should simply know that the mode giving the best Situational Awareness is the Diamond Float mode where the diamond floats to the highest priority symbol. That mode is entered with a short push (less than one second) on the HANDOFF button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom light of the indicator is on as soon as there is power and the top indicator comes on only when a handoff mode is engaged (Diamond Float, Transient, Latch).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the HANDOFF button controls how each of these modes are entered and controls the function of the diamond symbol on the display.&lt;br /&gt;
&lt;br /&gt;
:*''Normal :'' In normal, the diamond symbol is inhibited and threat audio is limited to “new guy” (or new threat) alert and missile launch audio. New guy audio is 3 bursts of sound in 1.5 seconds of that emitter. New guy alert is also seen visually by symbols alternating between normal size and 1.5 times normal size for the first 4 seconds of display. Normal mode will yield a fairly quiet RWR.&lt;br /&gt;
:*''Diamond Float :'' Diamond float mode is entered via a short push of the HANDOFF button. In this mode the diamond symbol on the HANDOFF button illuminates and the diamond on the display floats to the highest priority symbol. Sound for that emitter is heard continuously. Another short push of the HANDOFF button will deselect this mode and go back into normal mode. This mode is recommended for maximum SA.&lt;br /&gt;
:*''Transient :'' Transient mode is entered by pressing and holding the HANDOFF button. In this mode the diamond symbol steps from the highest priority symbol to the next highest in descending priority order. The diamond will continue stepping for as long as the HANDOFF button is held and audio is played as the diamond enhances the symbol. Releasing the button changes the mode to latched.&lt;br /&gt;
:*''Latch :'' In latched mode the diamond symbol remains on the last symbol it was on when the HANDOFF button is released. Sound for that emitter is heard continuously. If the symbol times out (emitter no longer detected), the RWR will go back to diamond float mode.&lt;br /&gt;
&lt;br /&gt;
===LAUNCH===  &lt;br /&gt;
this indicator flashes at 4Hz as soon as the EWS (Electronic Warfare System) detects a radar missile launched at ownship.&amp;lt;br /&amp;gt;&lt;br /&gt;
The indicator is backed up by audible warning tones. The indicator features a pushbutton to test the launch warning. Press the button to check the audio tone and indicator light.&lt;br /&gt;
===PRIORITY (MODE)===  &lt;br /&gt;
enables some declutter of the RWR display by displaying only the 5 most important symbols instead of the usual 12 symbols (16 when UNKNOWN mode is selected).&amp;lt;br /&amp;gt;&lt;br /&gt;
When the priority MODE button is depressed the RWR enters PRIORITY mode, the top light comes on and the bottom light OPEN goes off, as both lights are mutually exclusive.&amp;lt;br /&amp;gt;&lt;br /&gt;
When PRIORITY mode is enabled the top PRIORITY light will flash if the EWS detects more than 5 threat emitters. The RWR remains in this mode until the pilot exits PRIORITY MODE by depressing the button again. At that time the top light extinguishes and the bottom OPEN light illuminates.&lt;br /&gt;
===UNKNOWN (SHIP SYMBOL)=== &lt;br /&gt;
When depressed the top (U) light illuminates and the RWR displays U symbols (unknown radar). It can then also display 16 symbols instead of the usual 12. The pilot can deselect this mode by depressing the pushbutton again. The top light then extinguishes.&lt;br /&gt;
===SYS TEST===  &lt;br /&gt;
The bottom light of the indicator will be on whenever the EWS is powered. The top light will come on whenever the system test is running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depressing the push button will initiate the test sequence that will run for a few seconds. During that time all TWP lights and modes will be tested. Some alphanumeric codes will also be displayed on the RWR.&lt;br /&gt;
===TGT SEP (T)=== &lt;br /&gt;
Depress this indicator when you want to have a better view of two emitters which are close to each other.&amp;lt;br /&amp;gt;&lt;br /&gt;
When depressed the top TGT SEP light illuminates and the symbols on the RWR are spread out for 5 seconds. After that time the RWR reverts to normal and the top light extinguishes.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom light is on as soon as power is applied.&lt;br /&gt;
&lt;br /&gt;
==selectable modes from TWA==&lt;br /&gt;
[[File:BMS RWR-TWA.jpg|thumb|150px|right|TWA panel]]&lt;br /&gt;
===POWER=== &lt;br /&gt;
applies and removes power to the EWS suite. The green indicator comes on when the EWS is powered. &lt;br /&gt;
===ACT/PWR=== &lt;br /&gt;
is a dual indicator and has no button. The top indicator labelled ACTIVITY comes on if the EWS is powered and detects a radar painting the aircraft. The bottom indicator labelled POWER is on whenever the EWS suite is powered. &lt;br /&gt;
===SEARCH=== &lt;br /&gt;
allows ‘S’ search radar symbols to be displayed on the RWR display if the EWS is powered and detects a search radar; by default they are not.&amp;lt;br /&amp;gt;&lt;br /&gt;
With SEARCH enabled a SAM radar in search mode will display as an ‘S’ well before you would expect to see its acquisition symbol if SEARCH was not enabled, giving you an early warning in most cases.&amp;lt;br /&amp;gt;&lt;br /&gt;
With the SEARCH option not active the green ‘S’ indicator on the TWA will blink at 4Hz whenever the EWS detects a search radar painting the aircraft. In that configuration ‘S’ symbols are not displayed on the RWR.&amp;lt;br /&amp;gt;&lt;br /&gt;
The green ‘S’ indicator on the TWA will remain lit as long as the SEARCH option is active. A further press of the button deactivates the SEARCH option. &lt;br /&gt;
===ALTITUDE===&lt;br /&gt;
is both a pushbutton and a dual indicator. The pushbutton toggles between HIGH &amp;amp; LOW altitude threat assessment biasing. The EWS is able to categorize the SAM threat according to their lethality at low or high altitude.&amp;lt;br /&amp;gt;&lt;br /&gt;
The top indicator labelled LOW comes on if the EWS is powered when the LOW option is selected.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bottom indicator labelled ALT comes on whenever the EWS suite is powered.&lt;br /&gt;
&lt;br /&gt;
=Quick Tips=&lt;br /&gt;
==RWR setup==&lt;br /&gt;
&lt;br /&gt;
:*Be sure your RWR is turned ON (green lines in the middle)&lt;br /&gt;
:*Be sure to use the Handoff Diamond Float mode on your RWR (it will be the default one when you'll spawn in Taxi or TO).&amp;lt;br /&amp;gt;In this mode the highest priority threat will be boxed with a diamond.&lt;br /&gt;
&lt;br /&gt;
==Threat Rings==&lt;br /&gt;
The RWR display is in plan view with your aircraft in the center. As threats are displayed around the center of the display, the icons represent the azimuth direction to the threat.&amp;lt;br /&amp;gt;&lt;br /&gt;
''For example:'' an icon of the left side of the display would indicate an emitter located off your left. In addition to the icons, an audio system will alert you to the status of the radars detected (search, track, and launch).&amp;lt;br /&amp;gt;&lt;br /&gt;
The locations of radar emitters and detected missile launches on the display '''do not necessarily correlate''' to emitter range from your aircraft.&amp;lt;br /&amp;gt;&lt;br /&gt;
The distance of the threat icon from the center of the display indicates radar signal strength. The closer the icon is to the center of the display generally indicates the closer the radar is to you.&lt;br /&gt;
&lt;br /&gt;
:*If threat is in the outer ring you should be OK and you're not yet in danger.&lt;br /&gt;
:*If threat is in the inner ring then the ennemy is in lethal range to kill you ! At this time you should have it in sight or you'll finish your day in a POW (best case scenario).&lt;br /&gt;
:*If threat is right in the middle of the RWR in the tiny circle. Then it is almost at gun range. Better look outside and find him before he's shooting at you with a Fox2 or guns.&lt;br /&gt;
&lt;br /&gt;
==brevity words associated==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Term&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|SPIKE (with direction)&lt;br /&gt;
|RWR indication of an AI threat in track or launch. (E.g. &amp;quot;Spike 23, 6 o'clock&amp;quot; - I have a Mig23 hardlocking me in my 6)&lt;br /&gt;
|-&lt;br /&gt;
|NAILS (with direction)&lt;br /&gt;
|RWR indication of AI radar in search. (E.g. &amp;quot;Nails 29, 10 o'clock&amp;quot; - I have a Mig29 scanning me 10 o'clock)&lt;br /&gt;
|-&lt;br /&gt;
|MUD (with direction)&lt;br /&gt;
|RWR indication of SAM or AAA radar. (E.g. &amp;quot;Mud 5, 2 o'clock&amp;quot; - I have a SA-5 scanning me 2 o'clock)&lt;br /&gt;
|-&lt;br /&gt;
|NAKED&lt;br /&gt;
|No RWR indications on the RWR scope.&lt;br /&gt;
|}&lt;br /&gt;
''Note:'' MUD can be combined with SPIKE. This means you're hardlocked by a SAM battery. (E.g. &amp;quot;Mudspike 3, 10 o'clock&amp;quot; - I have a SA-3 hardlocking me at 10 o'clock )&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
 &lt;br /&gt;
 [[Category:UOAF]]&lt;br /&gt;
 &lt;br /&gt;
 [[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Communications_and_brevity&amp;diff=6985</id>
		<title>Communications and brevity</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Communications_and_brevity&amp;diff=6985"/>
		<updated>2019-07-15T19:33:07Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Brevity Code Masterlist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-pilot.jpg||none|500px|left|]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Learning Objectives ==&lt;br /&gt;
#Understand the correct syntax used when communicating between fighter aircraft.&lt;br /&gt;
#Learn the important brevity code words.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Learning Files =&lt;br /&gt;
* [http://www.krauselabs.net/dump/Us_Marine_Corps---Multi_Service_Brevity_Codes_Mcrp_3-25B.pdf MULTI-SERVICE BREVITY CODES PDF] &lt;br /&gt;
*[https://en.wikipedia.org/wiki/Multiservice_tactical_brevity_code Wikipedia Brevity Page]&lt;br /&gt;
&lt;br /&gt;
= Basic Principles of Brevity =&lt;br /&gt;
* '''Know when to speak (and when to be silent).'''&lt;br /&gt;
Pilots should speak up when engaged either defensively (most important) or offensively, this is so the rest of the flight can adjust accordingly to help you out! When in a high-stress environment it becomes more critical that you allow other pilots to communicate their messages; don't be yapping about your speed and thus step on your flight who are trying to tell you they are in danger!&lt;br /&gt;
* '''Know what to say.'''&lt;br /&gt;
Pilots should try to get their point across with all the necessary information, avoiding unnecessary fluff. Avoid raising your voice as this tends to escalate the volume of communication and demoralise pilots under stress.&lt;br /&gt;
* '''Accuracy and clarity.'''&lt;br /&gt;
No-one will mind if you don't know all the brevity words used for every situation. Remain calm, speak clearly and don't clog up the comms!&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;Definitions&amp;lt;/u&amp;gt; ====&lt;br /&gt;
: '''Ship''': Single aircraft.&lt;br /&gt;
: '''Element''': Two ships working in tandem. This is the basic combat unit.&lt;br /&gt;
: '''Flight''': Two elements working in tandem. (Sometimes you can have three-ship flights).&lt;br /&gt;
: '''Package''': Two or more flights tasked with accomplishing a single mission.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Types of radio messages&amp;lt;/u&amp;gt;====&lt;br /&gt;
There are two (main) kinds of messages: ''Advisories'' and ''directives''.&amp;lt;br&amp;gt;&lt;br /&gt;
An '''advisory''' is a message where you state what you are doing or intending to do. It is particularly important to remember if you're a flight lead or element lead to let other flights know when you're being engaged, or if you're engaging someone, or if you're running away from something.&lt;br /&gt;
Advisories do not need to be acknowledged, although they can be.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* The flight lead can call out his altitude and speed when climbing from take-off to let his flight know if they’re going to fast or lagging behind.&lt;br /&gt;
* Giving an ''&amp;quot;IN&amp;quot;'' call when attacking a ground target.&lt;br /&gt;
* Giving an ''&amp;quot;Engaged defensive&amp;quot;'' call to the rest of the package if your flight finds itself engaged by enemy fighters.&lt;br /&gt;
&lt;br /&gt;
A '''directive''' is an order to perform some action. They’re usually given by element-, flight-, or package leaders to their subordinates. However others can also give directives depending on the circumstances. E.g. you are supporting your element leader in a dogfight and you see a bandit about to fire on him, you would then direct your leader to &amp;quot;BREAK&amp;quot; in concert with you trying to gain a position to attack the bandit.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;Responding to communications&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
'''Within the flight (VHF)''' when a flight lead gives a directive the''' entire flight must respond in correct form'''; this is done by giving your flight number and pilots most respond in ascending order (e.g. Cowboy 1-1: &amp;quot;Flight go trail&amp;quot; Cowboy 1-2: &amp;quot;TWO&amp;quot; Cowboy 1-3: &amp;quot;THREE&amp;quot; Cowboy 1-4: &amp;quot;FOUR&amp;quot;). This makes it clear for the flight lead to understand who has heard them and has intent to carry out the order. If someone is silent, it's OK to skip them and allow them to respond later, however the flight lead(s) will be the one to investigate any silence in comms.  &lt;br /&gt;
&lt;br /&gt;
When you are unable to carry out the order you should say &amp;quot;unable&amp;quot; and elaborate should the situation require it. In some situations you may find you are engaged offensive or defensive and can add this, i.e. &amp;quot;Viper 1-4 unable, engaged defensive&amp;quot;. The amount of information you give should be reasonable; let the flight know if you're in a dogfight or defending missiles if they don't already. &lt;br /&gt;
&lt;br /&gt;
'''Between flights (UHF)''', the flight lead will need to use the flight callsign as an identifier as multiple flights have access to this method of communication (e.g. &amp;quot;Falcon 1, Panther 2 we have entered the AO, looking for targets&amp;quot; &amp;quot;Panther 2, Falcon 1, roger that&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Whenever you start a message not directed toward others you start with your callsign. On package comms where everyone will hear you, you use your full callsign.&lt;br /&gt;
&lt;br /&gt;
The flight does not need to respond to any informative calls (e.g. &amp;quot;Falcon 1 traffic 9 o'clock level) which differ from directive calls in that the flight is not being requested to take action but merely being given supplemental information to improve flight efficiency and cohesiveness.&lt;br /&gt;
&lt;br /&gt;
Directives e.g. &amp;quot;Flight fence in&amp;quot; , &amp;quot;Element 2 go trail&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Informatives e.g. &amp;quot;My altitude, Angels 10&amp;quot; , &amp;quot;My TrackIR just f***ed up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Do's and Don'ts ==&lt;br /&gt;
DO speak up if you're in immediate danger!&lt;br /&gt;
&lt;br /&gt;
DO give an &amp;quot;Engaged offensive&amp;quot; call followed by the BRAA or bullseye of the target when in a dogfight.&lt;br /&gt;
&lt;br /&gt;
DO remain calm and speak clearly.&lt;br /&gt;
&lt;br /&gt;
DON'T use &amp;quot;ground combat terms&amp;quot; for Flight Comms (e.g. &amp;quot;Lobo this is Panther, message&amp;quot;, &amp;quot;Panther this is Lobo, go ahead, over.&amp;quot; &amp;quot;Lobo, be advised you have bandits over the target area time now.&amp;quot;, &amp;quot;Panther, we copy all, out.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
DON'T give informatives out during high-workload periods of flight (e.g. talk about your fuel consumption during a furball)&lt;br /&gt;
&lt;br /&gt;
DON'T repeat communications. (e.g. &amp;quot;MAGNUM SA-2, I REPEAT, MAGNUM SA-2).&lt;br /&gt;
&lt;br /&gt;
DON'T comply with a directive that is sure to kill you; you are the best judge of this.&lt;br /&gt;
&lt;br /&gt;
DON'T clog up the communications with pointless information. (e.g. let other flights know about bandits 200 miles away over UHF OR repeatedly ask AWACS for picture)&lt;br /&gt;
&lt;br /&gt;
DON'T use &amp;quot;over&amp;quot; or &amp;quot;out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DON'T use &amp;quot;break&amp;quot; to signal a pause. Break is a brevity word to perform a rapid turn.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sub&amp;gt;These are not the same as the [[:Category:Official Documentation|UO SOPs]] or the [http://forums.unitedoperations.net/index.php/topic/15344-uoaf-sops UOAF SOPs], which are the rules of the community. You've read [[:Category:Official Documentation|the rules]], right?&amp;lt;/sub&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
== Being a good Flight Lead ==&lt;br /&gt;
A good flight lead completes their mission and brings everyone home; to accomplish this it is their responsibility to utilize both elements and all pilots without micromanaging them heavily. &lt;br /&gt;
&lt;br /&gt;
Flight Leads should endeavor to ensure understanding in the pilots in the briefing: pilots must understand the intent of the package and be aware of the threats they must deal with.&lt;br /&gt;
&lt;br /&gt;
Flight Leads are the primary communicator for the flight with other flights in the package, it is their responsibility to update the package with the flight's status as appropriate. The Flight Lead should make sure other flights are aware of their presence (whether on ingress or egress from the target) to avoid collisions and blue-on-blue incidents, however, all pilots are expected to respond to RAYGUN calls over UHF and maintain general Situational Awareness of the rest of the package. &lt;br /&gt;
&lt;br /&gt;
It is important in inter-flight communications that you'' identify your own flight '''second''''', as well as your flight number where appropriate. Communication to other flights does not need to be requested; Flight Leads just give their information accurately and clearly directly over UHF e.g. &lt;br /&gt;
&lt;br /&gt;
{{green|&amp;quot;Panther 1, '''Lobo 2''' engaging bandits over steer 5, 20 thousand, nose hot&amp;quot;.}} &lt;br /&gt;
&lt;br /&gt;
In this example we see that''' Lobo 2''' is informing Panther 1 that they are committing to bandits over (a presumed shared) steerpoint 5, these bandits are at 20,000ft and are &amp;quot;nose hot&amp;quot; or turned towards''' Lobo 2'''. However, when asking for information it may be courteous to simply ask for a response e.g. &lt;br /&gt;
&lt;br /&gt;
{{green|&amp;quot;Panther 1, '''Lobo 2'''&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Indicating that '''Lobo 2''' is requesting Panther 1 to respond, which they would do by saying the reverse: &lt;br /&gt;
&lt;br /&gt;
{{red|&amp;quot;Lobo 2, '''Panther 1'''&amp;quot;}} &lt;br /&gt;
&lt;br /&gt;
Some people may add &amp;quot;go&amp;quot; or &amp;quot;send it&amp;quot; or another addition in order to increase the ''clarity of the response'' by ensuring the other flight understands they are listening.&lt;br /&gt;
&lt;br /&gt;
As a Flight Lead you need to ensure you control the flight's formation;'' ensure you don't fly too fast and create fuel problems for everyone trying to catch up!'' A Flight Lead should know the best formations for the situations that may arise spontaneously but generally formations are discussed during the briefing. The Flight Lead will make a directive to change formation when appropriate e.g. &lt;br /&gt;
&lt;br /&gt;
{{green|&amp;quot;Cowboy 1 Go Trail&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
If no formation call is briefed or directed, assume a Finger 4 formation is in affect.&lt;br /&gt;
&lt;br /&gt;
The Flight Lead must also designate targets for the flight, when this luxury is available to them, the Flight Lead must  manage the resources of the flight to ensure all aircraft remain combat effective for as long as possible. Don't be a hero and shoot off all your missiles for one kill, try to designate targets and keep those missiles for more pressing targets.&lt;br /&gt;
&lt;br /&gt;
Other information the Flight Lead must consider communicating to their flight are: MUSIC (ECM jamming), changing steerpoints, calculated airspeed, flight altitude, equipment configuration, Air-to-Air TACAN, Datalink, etc.&lt;br /&gt;
&lt;br /&gt;
== Brevity Code Masterlist ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Term&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| '''ANGELS'''&lt;br /&gt;
| Height of FRIENDLY aircraft in thousands of feet mean sea level (MSL)&lt;br /&gt;
|-&lt;br /&gt;
| ARIZONA&lt;br /&gt;
| No ARM ordnance remaining. (HARMS for you BMS pilots)&lt;br /&gt;
|-&lt;br /&gt;
| AS FRAGGED&lt;br /&gt;
| Unit or element will be performing exactly as stated by the air tasking order (ATO).&lt;br /&gt;
|-&lt;br /&gt;
| '''BANDIT''' &lt;br /&gt;
| Identified enemy aircraft. Does not neccesarily imply direction or authority to engage.&lt;br /&gt;
|-&lt;br /&gt;
| BANZAI&lt;br /&gt;
| Informative or directive call to execute launch-and-decide tactics.&lt;br /&gt;
|- &lt;br /&gt;
| BEAMING&lt;br /&gt;
| Moving towards a target at a perpendicular angle OR close to radar gimbal limits.&lt;br /&gt;
|-&lt;br /&gt;
| (system) BENT&lt;br /&gt;
| System indicated is inoperative.&lt;br /&gt;
|-&lt;br /&gt;
| BINGO &lt;br /&gt;
| Fuel state needed for recovery (to RTB)&lt;br /&gt;
|-&lt;br /&gt;
| BIRD&lt;br /&gt;
| Friendly surface-to-air missile (SAM).&lt;br /&gt;
|-&lt;br /&gt;
| BLIND &lt;br /&gt;
| No visual contact with friendly aircraft / ground position. Opposite of VISUAL.&lt;br /&gt;
|-&lt;br /&gt;
| BLOW THROUGH&lt;br /&gt;
| Directive or informative call that indicates aircraft will continue straight ahead at the merge and not become anchored with target/targets.&lt;br /&gt;
|-&lt;br /&gt;
| '''BOGEY''' &lt;br /&gt;
| Radar or visual contact whose identity is unknown.&lt;br /&gt;
|-&lt;br /&gt;
| BOGEY DOPE&lt;br /&gt;
| Request for target information as requested or closest group in BRAA (with appropriate fill-ins).&lt;br /&gt;
|-&lt;br /&gt;
| BRAA &lt;br /&gt;
| Bearing Range Altitude and Aspect. Aspect only required if other than HOT.&lt;br /&gt;
|-&lt;br /&gt;
| BREAK &lt;br /&gt;
| Directive call to perform an immediate maximum performance 180-degree turn (or as directed) in the indicated direction. Assumes a defensive situation requiring infrared missile defense (IRMD).&lt;br /&gt;
|-&lt;br /&gt;
| BREVITY &lt;br /&gt;
| Radio frequency is becoming saturated/degraded or jammed and briefer transmissions must follow.&lt;br /&gt;
|-&lt;br /&gt;
| BROKE LOCK &lt;br /&gt;
| Advisory call regarding loss of radar/IR lock-on.&lt;br /&gt;
|-&lt;br /&gt;
| '''BUDDY LOCK''' &lt;br /&gt;
| Locked on to a friendly aircraft, often a response to SPIKE or BUDDY SPIKE. Generally a good idea if you identify yourself as well.&lt;br /&gt;
|-&lt;br /&gt;
| '''BUDDY SPIKE''' &lt;br /&gt;
| Friendly aircraft A-A radar track on the RWR, can be a response to RAYGUN or general advisory call. Generally a good idea if you identify yourself as well.&lt;br /&gt;
|-&lt;br /&gt;
| BUGOUT (with direction)&lt;br /&gt;
| Separation from that particular engagement/attack/operation; no intent to reengage/return.&lt;br /&gt;
|-&lt;br /&gt;
| BUSTER &lt;br /&gt;
| Directive call to fly at max continuous speed (Mil power).&lt;br /&gt;
|-&lt;br /&gt;
| CEASE FIRE&lt;br /&gt;
| Discontinue firing/do not open fire. Complete intercept if weapons are in flight. Continue to track.&lt;br /&gt;
|-&lt;br /&gt;
| CHECK &lt;br /&gt;
| (number, left/right) Turn (number) degrees left or right and maintain new heading.&lt;br /&gt;
|-&lt;br /&gt;
| CHERUBS || Hundreds of feet above ground level. (“CHERUBS 3” means 300 feet AGL)&amp;lt;ref&amp;gt;CHERUBS '''only''' means altitude above ground level, and is not to be used as a general codeword for hundreds of feet. Saying &amp;quot;ANGELS 20 CHERUBS 3&amp;quot; when meaning 20300 feet MSL is not allowed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| CHICKS&lt;br /&gt;
| Friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| CLEAN &lt;br /&gt;
| No sensor information on non-friendly aircraft of interest / no visible battle damage.&lt;br /&gt;
|-&lt;br /&gt;
| CLEARED &lt;br /&gt;
| Flight lead response: requested action is authorised. &lt;br /&gt;
|-&lt;br /&gt;
| CLEARED HOT &lt;br /&gt;
| Flight lead response: release of ordinance is authorised.&lt;br /&gt;
|-&lt;br /&gt;
| COLD &lt;br /&gt;
| Essentially means &amp;quot;turned away&amp;quot;. Can be used as a direction or description e.g. &amp;quot;Bandit nose cold&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''COMMIT''' &lt;br /&gt;
| Directive call to intercept. &lt;br /&gt;
|-&lt;br /&gt;
| CONTINUE&lt;br /&gt;
| Continue present maneuver; does not imply a change in clearance to engage or expend ordnance.&lt;br /&gt;
|-&lt;br /&gt;
| CONTACT &lt;br /&gt;
| Similar to TALLY, relating specifically to acquisition of target via radar.&lt;br /&gt;
|-&lt;br /&gt;
| COVER&lt;br /&gt;
| Directive/informative call to assume a supporting position that will allow engagement of a specified track or threat to the flight if required.&lt;br /&gt;
|-&lt;br /&gt;
| CRANK [left/right] || Turn as far as possible left or right while keeping the target on your radar&lt;br /&gt;
|-&lt;br /&gt;
| '''DEFENSIVE''' &lt;br /&gt;
| The speaker is under attack, moving defensively and unable to support others.&lt;br /&gt;
|-&lt;br /&gt;
| DELOUSE &lt;br /&gt;
| Directive call to detect, identify and engage (if required) unknown aircraft trailing friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| DOLLY &lt;br /&gt;
| LINK-4A/TADIL-C. Aka. &amp;quot;The data link&amp;quot; in BMS&lt;br /&gt;
|-&lt;br /&gt;
| DROP KICK&lt;br /&gt;
| Informative to the flight that an intentional deviation from any briefed action is being made.&lt;br /&gt;
|-&lt;br /&gt;
| DROPPING&lt;br /&gt;
| Informative call that a fighter has discontinued targeting responsibility.&lt;br /&gt;
|-&lt;br /&gt;
| ENGAGED&lt;br /&gt;
| Informative call used to establish engaged and support roles in the visual arena.&lt;br /&gt;
|-&lt;br /&gt;
| EXTEND (with direction)&lt;br /&gt;
| Short-term maneuver to gain energy, distance, or separation normally with the intent of reengaging.&lt;br /&gt;
|-&lt;br /&gt;
| FADED &lt;br /&gt;
| Radar contact (temporally) is lost on a non-friendly aircraft/surface contact and any positional information given is estimated.&lt;br /&gt;
|-&lt;br /&gt;
| FAST&lt;br /&gt;
| Target speed is estimated to be 600 to 900 knots ground speed/Mach 1 to 1.5.&lt;br /&gt;
|-&lt;br /&gt;
| FEET WET/DRY&lt;br /&gt;
| Flying over water/land.&lt;br /&gt;
|-&lt;br /&gt;
| FENCE IN || Directive to prepare your aircraft for battle. See UOAF SOP Section&lt;br /&gt;
|-&lt;br /&gt;
| FLASH (system)&lt;br /&gt;
| Temporarily activate specified system for identification purposes (e.g., IFF, afterburner, flare, or chaff).&lt;br /&gt;
|-&lt;br /&gt;
| FLOW [direction] || Turn to and fly in the designated heading&lt;br /&gt;
|-&lt;br /&gt;
| '''FOX''' &lt;br /&gt;
| A-A weapons employment (most should know this one already!) Fox One indicates a [[wikipedia:Semi-active_radar_homing|semi-active radar-guided]] missile (AIM-7), Fox Two indicates an [[wikipedia:Infrared_homing|infrared-guided]] missile (AIM-9) and Fox Three, indicating an [[wikipedia:Active_radar_homing|active radar-guided]] missile (AIM-120/AIM-54) &lt;br /&gt;
|-&lt;br /&gt;
| FURBALL &lt;br /&gt;
| Known bandits and friendlies in close proximity.&lt;br /&gt;
|-&lt;br /&gt;
| GATE &lt;br /&gt;
| Directive/informative call to fly as quickly as possible, using afterburner/max power.&lt;br /&gt;
|-&lt;br /&gt;
| GORILLA &lt;br /&gt;
| A large force of indeterminable numbers and formation i.e. a metric shit ton.&lt;br /&gt;
|-&lt;br /&gt;
| HIGH&lt;br /&gt;
| Target is between 25,000 and 40,000 feet MSL.&lt;br /&gt;
|-&lt;br /&gt;
| HOLDING HANDS&lt;br /&gt;
| Aircraft in visual formation&lt;br /&gt;
|-&lt;br /&gt;
| HOOK &lt;br /&gt;
| (with direction) Directive call to perform an in-place 180-degree turn.&lt;br /&gt;
|-&lt;br /&gt;
| HOSTILE&lt;br /&gt;
| A contact identified as an enemy upon which clearance to fire is authorized IAW the theater rules of engagement (ROE).&lt;br /&gt;
|-&lt;br /&gt;
| HOT &lt;br /&gt;
| Meaning &amp;quot;turned towards&amp;quot;;  the opposite of COLD.&lt;br /&gt;
|-&lt;br /&gt;
| HOUND DOG &lt;br /&gt;
| I see something I want to shoot / I see the target you are referring to.&lt;br /&gt;
|-&lt;br /&gt;
| IN&lt;br /&gt;
| Informative call indicating a turn toward a known threat, may imply a request for information.&lt;br /&gt;
|-&lt;br /&gt;
| JINK&lt;br /&gt;
| Directive call to perform an unpredictable maneuver to negate a gun tracking solution.&lt;br /&gt;
|-&lt;br /&gt;
| JOKER || Prebriefed fuel remaining when you should start heading home&lt;br /&gt;
|-&lt;br /&gt;
| JUDY &lt;br /&gt;
| Aircrew has radar or visual contact of the correct target, only requires situational awareness information and the weapon director will minimise radio transmissions. In practice, this is an &amp;quot;I got this&amp;quot; call from the flight to an AWACS.&lt;br /&gt;
|-&lt;br /&gt;
| KILL&lt;br /&gt;
| Directive call to fire on designated target.&lt;br /&gt;
|-&lt;br /&gt;
| KNOCK-IT-OFF&lt;br /&gt;
| Directive call to cease air combat maneuvers/attacks/activities.&lt;br /&gt;
|-&lt;br /&gt;
| LEAN (with direction)&lt;br /&gt;
| Directive/informative call to maneuver in a direction to avoid the threat.&lt;br /&gt;
|-&lt;br /&gt;
| LOCKED (with position)&lt;br /&gt;
| Radar lock-on; correct targeting is not assumed.&lt;br /&gt;
|-&lt;br /&gt;
| LOW &lt;br /&gt;
| Below 10,000 feet MSL&lt;br /&gt;
|-&lt;br /&gt;
| MAGNUM || With direction and type of target. Anti-radiation weapon launched&lt;br /&gt;
|-&lt;br /&gt;
| '''MILLER TIME''' &lt;br /&gt;
| Informative call indicating completion of A-G ordnance delivery. Generally used by the last striker in conjuction with the egress plan. In practice, used by the package lead as an RTB call. &amp;lt;ref&amp;gt;&amp;quot;Ducks on a pond&amp;quot; is also used in BMS (and the best RTB call).&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| MARKING&lt;br /&gt;
| Friendly aircraft leaving contrails.&lt;br /&gt;
|-&lt;br /&gt;
| MARSHAL(ING)&lt;br /&gt;
| Establish(ed) at a specific point.&lt;br /&gt;
|-&lt;br /&gt;
| MERGE(D)&lt;br /&gt;
| Informative call that friendlies and targets have arrived in the same visual arena. &lt;br /&gt;
|-&lt;br /&gt;
| MUD || RWR indication of SAM or AAA radar&lt;br /&gt;
|-&lt;br /&gt;
| MUSIC &lt;br /&gt;
| Electronic radar jamming. E.g. &amp;quot;Flight, music on&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''NAILS''' &lt;br /&gt;
| (with direction) RWR indication of radar in search. E.g. &amp;quot;Nails 29, left 10&amp;quot; (I have a  MiG-29 on my RWR, from my nose left, 10 o'clock)&lt;br /&gt;
|-&lt;br /&gt;
| NAKED &lt;br /&gt;
| No RWR indications.&lt;br /&gt;
|-&lt;br /&gt;
| NO FACTOR || Not a threat&lt;br /&gt;
|-&lt;br /&gt;
| NO JOY &lt;br /&gt;
| No visual contact with target/landmark, opposite of TALLY.&lt;br /&gt;
|-&lt;br /&gt;
| NOTCH(ING) &lt;br /&gt;
|(Left/Right): Moving on a beam away from the target, usually done to support a radar-guided missile in order to reduce the closure rate whilst maintaining a radar lock.&lt;br /&gt;
|-&lt;br /&gt;
| OFF (with direction)&lt;br /&gt;
| Informative call indicating attack is terminated and maneuvering to the indicated direction.&lt;br /&gt;
|-&lt;br /&gt;
| OFFSET (with direction)&lt;br /&gt;
| Informative call indicating maneuver in a specified direction with reference to the target.&lt;br /&gt;
|-&lt;br /&gt;
| OUT&lt;br /&gt;
| Informative call indicating a turn to a cold aspect relative to the known threat.&lt;br /&gt;
|-&lt;br /&gt;
| OUTLAW &lt;br /&gt;
| Similar to Bogey but assumed hostile due to point of origin i.e. unknown aircraft flying from enemy airspace.&lt;br /&gt;
|-&lt;br /&gt;
| PADLOCKED&lt;br /&gt;
| Informative call indicating aircrew cannot take eyes off an aircraft or ground target without risk of losing tally/visual.&lt;br /&gt;
|-&lt;br /&gt;
| PID &lt;br /&gt;
|(Positive Identification) The ability to confirm the nature of a target (friendly hostile) via means that could include by radar or visually (through the TGP or with the MK1 eyeball). &lt;br /&gt;
|-&lt;br /&gt;
| PINCE&lt;br /&gt;
| Threat maneuvering for a bracket attack.&lt;br /&gt;
|-&lt;br /&gt;
| PITBULL &lt;br /&gt;
| AIM-120 missile has reached MPRF active range (gone active).&lt;br /&gt;
|-&lt;br /&gt;
| POP&lt;br /&gt;
| Starting climb for A/S attack OR Max performance climb out of low-altitude structure.&lt;br /&gt;
|-&lt;br /&gt;
| POSIT&lt;br /&gt;
| Request for friendly position; response in terms of a geographic landmark or off a common reference point.&lt;br /&gt;
|-&lt;br /&gt;
| PRESS&lt;br /&gt;
| Directive call to continue the attack; mutual support will be maintained. Supportive role will be assumed by the speaker.&lt;br /&gt;
|-&lt;br /&gt;
| PUMP&lt;br /&gt;
| A briefed maneuver to low aspect to stop closure on the threat or geographical boundary with the intent to reengage. Will be used to initiate a Grinder tactic.&lt;br /&gt;
|-&lt;br /&gt;
| PUSH &lt;br /&gt;
| Go to designated frequency, no acknowledgement required.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYTIME &lt;br /&gt;
| Amount of time aircraft can remain on station.&lt;br /&gt;
|-&lt;br /&gt;
| '''RAYGUN''' &lt;br /&gt;
| Indicating a radar lock on unknown aircraft. A request for BUDDY SPIDE reply from friendly aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| RESET&lt;br /&gt;
| Proceed to a pre-briefed position or area of operation (AO).&lt;br /&gt;
|-&lt;br /&gt;
| RIFLE &lt;br /&gt;
| Friendly A-G missile launch.&lt;br /&gt;
|-&lt;br /&gt;
| ROGER &lt;br /&gt;
| Indicates aircrew understands the radio transmission, ''DOES NOT INDICATE COMPLIANCE OR REACTION.''&lt;br /&gt;
|-&lt;br /&gt;
| ROLEX &lt;br /&gt;
| Time adjustment in minutes, references from the original planned time. Plus means later, minus means earlier.&lt;br /&gt;
|-&lt;br /&gt;
| '''SAM''' &lt;br /&gt;
| Visual acquisition of a SAM in flight or SAM launch, should include position and type if known.&lt;br /&gt;
|-&lt;br /&gt;
| SAUNTER &lt;br /&gt;
| Fly at best endurance.&lt;br /&gt;
|-&lt;br /&gt;
| '''SINGER''' (type with direction)&lt;br /&gt;
| Informative call of an RWR indication of SAM launch.&lt;br /&gt;
|-&lt;br /&gt;
| SKIP IT&lt;br /&gt;
| Veto of fighter commit call, usually followed with further directions.&lt;br /&gt;
|-&lt;br /&gt;
| SKOSH&lt;br /&gt;
| Aircraft is out of or unable to employ active radar missiles.&lt;br /&gt;
|-&lt;br /&gt;
| SLICE / SLICEBACK (LEFT/RIGHT)&lt;br /&gt;
&lt;br /&gt;
SMASH&lt;br /&gt;
| Directive call to perform a high-G descending turn in the stated direction, usually 180-degree turn.&lt;br /&gt;
&lt;br /&gt;
A brand of instant mashed potato, popular in the UK&lt;br /&gt;
|-&lt;br /&gt;
| SORT &lt;br /&gt;
| Directive call to assign responsibility within a GROUP; criteria can be met visually, electronically (radar), or both.&lt;br /&gt;
|-&lt;br /&gt;
| SPIKE&lt;br /&gt;
| (with direction) RWR indication of an AI threat in track or launch.&lt;br /&gt;
|-&lt;br /&gt;
| STRIPPED&lt;br /&gt;
| Informative call that aircraft is out of briefed formation&lt;br /&gt;
|-&lt;br /&gt;
| TALLY &lt;br /&gt;
| Sighting of a target. Opposite of NO JOY.&lt;br /&gt;
|-&lt;br /&gt;
| TUMBLEWEED &lt;br /&gt;
| Indicates limited situational awareness, NO JOY and BLIND. A request for information.&lt;br /&gt;
|-&lt;br /&gt;
| '''UNABLE''' &lt;br /&gt;
| Cannot comply as requested or directed (preferably with reason if possible).&lt;br /&gt;
|-&lt;br /&gt;
| UNIFORM &lt;br /&gt;
| UHF/AM radio.&lt;br /&gt;
|-&lt;br /&gt;
| VAMPIRE &lt;br /&gt;
| Hostile antiship missile launch.&lt;br /&gt;
|-&lt;br /&gt;
| VICTOR &lt;br /&gt;
| VHF/AM radio.&lt;br /&gt;
|-&lt;br /&gt;
| VISUAL &lt;br /&gt;
| Sighting of a FRIENDLY aircraft or ground position. Opposite of BLIND.&lt;br /&gt;
|-&lt;br /&gt;
| WEEDS&lt;br /&gt;
| Indicates that aircraft are operating close to the surface.&lt;br /&gt;
|-&lt;br /&gt;
| WHAT LUCK &lt;br /&gt;
| Request for results of mission or tasks.&lt;br /&gt;
|-&lt;br /&gt;
| WHAT STATE &lt;br /&gt;
| Report amount of fuel and missiles. Ammunition and oxygen are reported only when specifically requested or critical. &amp;quot;Weapon state&amp;quot; and &amp;quot;Fuel state&amp;quot; also used at UOAF.&lt;br /&gt;
|-&lt;br /&gt;
| '''WILCO''' &lt;br /&gt;
| Will comply (with received instructions).&lt;br /&gt;
|-&lt;br /&gt;
| WINCHESTER &lt;br /&gt;
| No ordinance remaining.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Final Reminders=&lt;br /&gt;
&amp;lt;!-- feel free to add more --&amp;gt;&lt;br /&gt;
For a &amp;quot;complete&amp;quot; list of brevity terms, see '''OPERATIONAL BREVITY WORDS, DEFINITIONS, AND COUNTERAIR (AFTTP 3-1.1).pdf''' in the ''/docs/Operational Manuals/'' folder of your Falcon install.&lt;br /&gt;
:        &lt;br /&gt;
==== &amp;lt;u&amp;gt;ABCs&amp;lt;/u&amp;gt; ====&lt;br /&gt;
When communicating, especially in a combat situation, remember the ABCs of radio protocol:&lt;br /&gt;
&lt;br /&gt;
'''Accuracy'''&lt;br /&gt;
&lt;br /&gt;
Make sure what you are saying is accurate and think about what you need to say before you broadcast.&lt;br /&gt;
&lt;br /&gt;
'''Brevity'''&lt;br /&gt;
&lt;br /&gt;
Be brief and use brevity terms as much as possible. In a hectic situation there’s a lot of information that needs to be transmitted and processed, and only one person can talk on the radio at a time.&lt;br /&gt;
&lt;br /&gt;
'''Clarity'''&lt;br /&gt;
&lt;br /&gt;
Speak clearly and slowly enough that other people can understand you. The last part is particularly important if you’re not a native english speaker or speaking to a non-native speaker.&lt;br /&gt;
&lt;br /&gt;
=Video Examples=&lt;br /&gt;
A few video examples of brevity in-game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;400&amp;quot;&amp;gt;https://www.youtube.com/watch?v=IgdzvQ-YBng&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;400&amp;quot;&amp;gt;https://www.youtube.com/watch?v=zT1Dn91c9Zw&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;400&amp;quot;&amp;gt;https://www.youtube.com/watch?v=Yknk7uO51UU&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot; dimensions=&amp;quot;400&amp;quot;&amp;gt;https://www.youtube.com/watch?v=PTtsCXTHHNU&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=6984</id>
		<title>Taxi and Takeoff</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Taxi_and_Takeoff&amp;diff=6984"/>
		<updated>2019-07-15T19:29:34Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* More information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F16-takeoff.JPG||none|500px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Taxi to the proper active runway&lt;br /&gt;
#Perform rolling, interval and formation takeoffs&lt;br /&gt;
#Perform a voiceless takeoff&lt;br /&gt;
#Assume a safe glideslope and descent speed for landing&lt;br /&gt;
#Flare on landing&lt;br /&gt;
#Safely exit the active runway&lt;br /&gt;
&lt;br /&gt;
=More information=&lt;br /&gt;
discussion topics: (i have zero intent/investment on anything below, simply throwing stuff out there - food for thought) &lt;br /&gt;
&lt;br /&gt;
#Taking the active. - are we open to rolling take off? RL viper pilot Ive been flying with states that formation T/O is done for practice but the norm is for single ship rolling with 1000' spacing, e.g., #1 lights the can or mil power T/O, #2 is at hold-short line; once #1 is rolling #2 takes the active - rinse &amp;amp; repeat for #3 / #4.  His rationale is safety and to expedite the process.&lt;br /&gt;
#also, are flight leads taking the 'down-wind' side of the runway based on winds?&lt;br /&gt;
#Jets loaded with AA missiles and/or forward firing ordinance (mavs/harm etc) ok to do formation T/O. But other bombs on the on the racks it's always interval departures 10 or 20 seconds from what ivve been told. A rejoin is simple if flown 400-450 max if lead maintains 5 deg up 350kts, and if turning to stpt makes for even faster rejoin.&lt;br /&gt;
#with formation T/O - if the wingy is not precise with the throttle then it's very hard to stay in formation- what if when lead rolls he/she goes gate/burner @ 100kts so the wingy can make speed corrections prior to burner.  Lead burner out at 350 as cited below.&lt;br /&gt;
#minimize comms at T/O:  do we need to say &amp;quot;''brakes set&amp;quot;''?  If 2/3/4 ship on the active, what if first element lead zippers the mic (2 clicks) for run-up 80% then another zipper that he/she's rolling?  2nd element does the same. No one says in position because FL can tell whether or not the position is correct.  No call for 'airborne gear-up' -- last ship calls ''visual/tied'' once airborne and proceeds with rejoin.&lt;br /&gt;
&lt;br /&gt;
====Takeoff====&lt;br /&gt;
We do all takeoffs from the Taxiway position. When “takeoff taxi” is called, click the '''Takeoff''' button on the 2D screen and select '''Taxiway'''.&lt;br /&gt;
&lt;br /&gt;
Standard takeoff procedure is for each element in the flight to take off at the same time (two ship departure). The element lead will call active left or active right indicating which side of the runway he’s taking. When lined up, turn breaks on, throttle up to 80-ish percent throttle, release the brakes, and then go full afterburner (Gate). The element leader will be calling out and counting down to each action, ensuring a coordinated takeoff.&lt;br /&gt;
&lt;br /&gt;
After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fence check====&lt;br /&gt;
The fence check is the final preparation for taking your aircraft into combat.&lt;br /&gt;
&lt;br /&gt;
The flight leader will call “Flight fence in”, at which point you should turn Master Arm switch to ARM, turn your exterior lights off (at night you should leave the anti collision light on), and ensure any weapons that require it are powered on (Mavericks and HARMs, for example).&lt;br /&gt;
&lt;br /&gt;
Confirm the Fence in call by reading off the first three numbers on your fuel gauge.&lt;br /&gt;
&lt;br /&gt;
Comms example:&lt;br /&gt;
&lt;br /&gt;
:'''Lead:''' {{green|&amp;quot;Flight, fence in. Lead's fenced 091&amp;quot;}}&lt;br /&gt;
:'''2:''' {{green|&amp;quot;Two fenced 090&amp;quot;}}&lt;br /&gt;
:'''3:''' {{green|&amp;quot;Three fenced 091&amp;quot;}}&lt;br /&gt;
:'''4:''' {{green|&amp;quot;Four fenced 089&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay basics==&lt;br /&gt;
In this part of the guide, we’ll explore some of the very basics of playing BMS. There’s a ''lot'' more to learn, though, so make sure to read the '''BMS Dash 1''' and the '''BMS manual''' (in the Falcon BMS manuals folder).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejoin sight-picture'''&lt;br /&gt;
&lt;br /&gt;
[[File:RejoinSightPic.png|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
'''Combat Departure/Climb'''&lt;br /&gt;
&lt;br /&gt;
To execute a combat departure, begin the take-off as before (Buster to 100 kts, then Gate) then once airborne fly runway heading while accelerating to 450 KCAS in full afterburner maintaining 1000' AGL (or as briefed), then pitch up 60° using no more than 4-5G. Hold that attitude until within 2,000 feet of your clearance altitude, at which point you roll inverted, pull back down to the horizon before turning back upright at your clearance altitude and setting RPM as needed to maintain airspeed and altitude.&lt;br /&gt;
&lt;br /&gt;
[[File:Combat Departure-Climb.png|thumb|600px]]&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
 &lt;br /&gt;
 [[Category:UOAF]]&lt;br /&gt;
 &lt;br /&gt;
 [[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Controllers&amp;diff=6983</id>
		<title>Controllers</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Controllers&amp;diff=6983"/>
		<updated>2019-07-15T19:24:41Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Learning files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Warthog_map.png||none|700px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Understand how to configure your joystick&lt;br /&gt;
#Understand how to configure your HOTAS&lt;br /&gt;
#Understand how to configure your head tracking device&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
&lt;br /&gt;
*WIP&lt;br /&gt;
&lt;br /&gt;
=Setting up controls=&lt;br /&gt;
If you are new to BMS, your first job is to setup your settings and controls and data cartridge. The controls are a series of bindings that you need before you can perform basic flight, the data cartridge is a program you load into BMS in order to have good functionality in your aircraft's avionics, including default configurations for your multi-function displays (MFDs). Without a data cartridge you will have to manually setup your avionics every time you fly, and when you press the countermeasures switch, which controls the deployment of chaff and flare, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Make sure you having a working throttle and rudder. If you don't have a twist axis on your joystick, you can assign keys or joystick buttons to represent the rudder.&lt;br /&gt;
&lt;br /&gt;
==Buttons==&lt;br /&gt;
Controls you absolutely need to know, and (as far as possible) should bind to your joystick:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Function||Default (from BMS.key)&lt;br /&gt;
|-&lt;br /&gt;
|Trigger (Cannon)||&amp;quot;/&amp;quot; on english keyboards, &amp;quot;-&amp;quot; on most other european keyboards&lt;br /&gt;
|-&lt;br /&gt;
|Pickle (Fire missiles/bombs)||Space&lt;br /&gt;
|-&lt;br /&gt;
|TMS Up||Ctrl+Up arrow&lt;br /&gt;
|-&lt;br /&gt;
|TMS Down||Ctrl+Down arrow&lt;br /&gt;
|-&lt;br /&gt;
|DMS Down||Ctrl+Alt+Down arrow&lt;br /&gt;
|-&lt;br /&gt;
|Cursor slew||Arrow keys&lt;br /&gt;
|-&lt;br /&gt;
|Run countermeasure program||Z or X&lt;br /&gt;
|-&lt;br /&gt;
|Comm 1 and 2 transmit||Alt+1 and Alt+2&lt;br /&gt;
|-&lt;br /&gt;
|Wheel brakes||K&lt;br /&gt;
|-&lt;br /&gt;
|Nose wheel steering||Shift+/ or Shift+- (same difference as Trigger)&lt;br /&gt;
|-&lt;br /&gt;
|Gear up/down||G&lt;br /&gt;
|-&lt;br /&gt;
|Speed brakes out/in||B&lt;br /&gt;
|-&lt;br /&gt;
|Dogfight mode enable/cancel||D and C&lt;br /&gt;
|-&lt;br /&gt;
|Antenna tilt down/up||F5 and F7. F6 centers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Binding to joystick can be done via profiling software, or via in-game/DirectX assignments. See [http://forums.unitedoperations.net/index.php/topic/15693-bms-advanced-joystick-bindings-shift-states-without-joystick-software/ this thread].&lt;br /&gt;
&lt;br /&gt;
==Axes==&lt;br /&gt;
Beyond the normal pitch, roll, throttle, and rudder axes, if your joystick has extra wheels or sliders, it’s recommended to assign them to the '''Radar antenna elevation''' and '''Range knob''' under advanced control settings.&lt;br /&gt;
&lt;br /&gt;
==DeviceSorting.txt==&lt;br /&gt;
If you find your controllers are working weird, or you have lost some of your controls, check and change the order of your devices in Falcon BMS/User/Config/devicesorting.txt.&lt;br /&gt;
&lt;br /&gt;
Here is an example; I had to move the Joystick and throttle ahead of the MFDs and the pedals had to be at the end for my controls to work properly.&lt;br /&gt;
&lt;br /&gt;
 {0402044F-0000-0000-0000-504944564944} &amp;quot;Joystick - HOTAS Warthog&amp;quot;&lt;br /&gt;
 {0404044F-0000-0000-0000-504944564944} &amp;quot;Throttle - HOTAS Warthog&amp;quot;&lt;br /&gt;
 {FFFF044F-0000-0000-0000-504944564944} &amp;quot;Thrustmaster Virtual Game Controller (root)&amp;quot;&lt;br /&gt;
 {B351044F-0000-0000-0000-504944564944} &amp;quot;F16 MFD 1&amp;quot;&lt;br /&gt;
 {B352044F-0000-0000-0000-504944564944} &amp;quot;F16 MFD 2&amp;quot;&lt;br /&gt;
 {00F2068E-0000-0000-0000-504944564944} &amp;quot;CH PRO PEDALS USB &amp;quot;&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
==Thrustmaster Warthog==&lt;br /&gt;
The Thrustmaster Warthog is a replica of the HOTAS used in the A10-C aircraft. It is basicaly a F16 stick combined with a F15-E throttle.&lt;br /&gt;
&lt;br /&gt;
The best way to configure BMS is to use the directX input. (this way you're keeping all the advantages of the F16 master modes (AA-AG-SRM as well as the short and long push functions etc)&lt;br /&gt;
&lt;br /&gt;
You can use the HOTAS directly in game without any software using directX input but be advised that BMS will pick up the first 32 buttons of each controllers (32 buttons for the sticks and 32 for the throttle) due to a DirectX limitation and only ONE hat (the one from your primary input device that you have set in the CONTROLLER drop down menu). This means that if you have your joystick set as primary input device BMS will not recognize the hat of your throttle (coolie switch)&lt;br /&gt;
&lt;br /&gt;
Anyway we can use a workaround using the Warthog software suite called TARGET. (There is two different version of TARGET. You can either use a GUI version or a more complicated but more powerfull Script version.)&lt;br /&gt;
&lt;br /&gt;
Here what you should do:&lt;br /&gt;
&lt;br /&gt;
*As the warthog stick have less than 32 buttons you should use it in-game without TARGET as your primary input device.&amp;lt;&lt;br /&gt;
*Then you should use the throttle but as it does have more than 32 buttons if you're using it without TARGET you will not be able to use the coolie switch and you're will not be able to choose the 32 directX buttons. They will be designated by windows.&lt;br /&gt;
**To avoid this my best advice is to make a TARGET profile (with the script editor) to be able to choose what buttons on the throttle will have a directX output (this way you can use your coolie switch) When you've affected all the 32 directX buttons you can still use what you have left using the script to emulate any keyboard keybinds.&lt;br /&gt;
&lt;br /&gt;
There is several other good reasons to use the script editor. For example, you can use the LED lights of the throttle (i.e lights ON when master ARM ON etc ...) You may also manage axes with any kind of button (this way I'm using 2 buttons to move my antenna elevation like an axis) and you can also make some chains of command that gives you the ability to have multiple outputs by pressing a button once. (very useful for turning ON or OFF all the lights with one button only)&lt;br /&gt;
&lt;br /&gt;
==Saitek X52 Pro==&lt;br /&gt;
X52 Pro has customization MFDs among a couple other features. I have the regular and am fine with it but those with the Pro say it improves there experience by a lot &lt;br /&gt;
&lt;br /&gt;
==Saitek X65F==&lt;br /&gt;
&lt;br /&gt;
I refuse to buy an X-65 because it has no second trigger detent. That means you can't have the proper switchology to engage the TGP laser or ACMI recording in auto mode, and in DCS PAC doesn't work.&lt;br /&gt;
&lt;br /&gt;
You could do some workarounds to fix these issues - for instance, designate a button or keypress for the first trigger detent in BMS and use that to trigger the TGP. I just find it highly annoying that saitek's top-end stick doesn't have something that is now common on sticks.&lt;br /&gt;
&lt;br /&gt;
Otherwise, I've heard good things from the BMS crowd regarding the X-65's force sensing, it's apparently really enjoyable to fly. &lt;br /&gt;
&lt;br /&gt;
=Rudder Pedals=&lt;br /&gt;
A good set of rudder pedals with toe brakes can make your taxiing and your maneuvering even better.&lt;br /&gt;
&lt;br /&gt;
=Head Tracking=&lt;br /&gt;
==Track-IR==&lt;br /&gt;
BMS supports TrackIR and other head tracking systems natively. Enable TrackIR for 3D cockpit and TrackIR vector in the advanced control settings.&lt;br /&gt;
&lt;br /&gt;
Although this video refers to DCS A-10, it it one of the best for learning how to configure your Track-IR properly for you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=TASEXUd4Oto&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Track==&lt;br /&gt;
Cheap Track-IR alternative.&lt;br /&gt;
&lt;br /&gt;
The purple lights coming from the LED's is Infrared light that is invisible to the naked eye. However, these LED's have a little red light indicating that they are powered.&lt;br /&gt;
&lt;br /&gt;
All the wiring for the bottom two LED's is modular and is constrained in the tube.&lt;br /&gt;
&lt;br /&gt;
Same kind of thing, the LED and wiring are constrained in the tube.&lt;br /&gt;
&lt;br /&gt;
The whole thing is wired in parallel so if any of the LED's burn out (I have not had a single LED failure in 5 years), I know which one is the problem. Also, the parallel wiring allows me to put all the positives and negatives together when I connect it with the power supply, making it look cleaner than random wires everywhere in a series circuit.&lt;br /&gt;
&lt;br /&gt;
You can use the TrackClip PRO with this.&lt;br /&gt;
&lt;br /&gt;
'''Specifications'''&lt;br /&gt;
&lt;br /&gt;
*5 Volt, 2000mA power supply (&amp;quot;PlayStation Portable [PSP]&amp;quot; charger with male/female connector)&lt;br /&gt;
*Copper Wiring&lt;br /&gt;
*3x IR LED's (OSRAM SFH485P or equivalent), 1.5 volts each, 60 degree FOV&lt;br /&gt;
*1x 27 Ohm resistor&lt;br /&gt;
*Webcam: Microsoft VX 3000 (with IR filter removed), incredibly reliable with no failures in 5 years.&lt;br /&gt;
&lt;br /&gt;
=MFDs=&lt;br /&gt;
[[File:mfds.jpg|thumb|right|Cougar MFDs with mini monitors]]&lt;br /&gt;
For extra buttons and added immersion, you can set up USB MFDs to interact with BMS. Couple this with some monitors and you have a cool experience.&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
 &lt;br /&gt;
 [[Category:UOAF]]&lt;br /&gt;
 &lt;br /&gt;
 [[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6982</id>
		<title>BMS Configuration and Setup</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6982"/>
		<updated>2019-07-15T19:21:53Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: Made &amp;quot;Advanced&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:home-pit.jpg||none|500px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Install BMS and update to the latest version&lt;br /&gt;
#Configure your controllers&lt;br /&gt;
#Configure the most common settings&lt;br /&gt;
#Set up windowed mode, if necessary&lt;br /&gt;
&lt;br /&gt;
=Installing BMS=&lt;br /&gt;
To install BMS you’ll need to install a copy of Falcon 4 to your hard drive. You can get this version from Steam, GOG, etc, and it is relatively cheap.&lt;br /&gt;
&lt;br /&gt;
Once you’ve gathered all the components do the following:&lt;br /&gt;
&lt;br /&gt;
#Download and install original Falcon 4&lt;br /&gt;
#Navigate [https://www.benchmarksims.org/forum/showthread.php?35505-Falcon-BMS-4-34-Full-Installer HERE] to download the 4.34 installer&lt;br /&gt;
#Follow the steps, then confirm your game is Falcon BMS 4.34.0 build 19631&lt;br /&gt;
&lt;br /&gt;
After the installation is finished, '''don’t delete the setup folder''', as you’ll need it to patch the game later. BMS always checks for a valid Falcon 4 install, so do not uninstall Falcon 4.&lt;br /&gt;
&lt;br /&gt;
==Patching BMS==&lt;br /&gt;
There are no updates currently available to BMS 4.34. In the future, to update to a newer version of BMS, download the updates and apply them to the '''4.34 installer''' that you kept on your hard drive. In other words, you are patching the installer files, not the installation folder. Finally, run the 4.34 installer again and it will take care of upgrading your installation to the latest version.&lt;br /&gt;
&lt;br /&gt;
=Configuring BMS=&lt;br /&gt;
After installing the game, run the shortcut to the game and click Configuration in the launcher. In this window are options that cannot be changed in game, like advanced graphics options and avionics options. The settings are down to personal preference.&lt;br /&gt;
VKing recommends Color MFD, EPAF Radar Cues, Gray scale AG Radar, and Smaller HSD/Bullseye Symbols.&lt;br /&gt;
&lt;br /&gt;
In the game, click Logbook at the top of the screen. This will show your player profile. Change both name and callsign to your nickname and pick a pilot picture and/or squadron patch if you like.&lt;br /&gt;
&lt;br /&gt;
Go to the Setup screen and check “Radio calls use bullseye”, then configure the rest the way you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enabling Human Awacs==&lt;br /&gt;
To greatly increase the range you can hear a Human AWACS transmit over uhf/vhf, a single command line needs to be added to IVC Client ini.&lt;br /&gt;
&lt;br /&gt;
First open up the IVC Client.ini. This is located in your BMS Folder/Bin/x86/IVC&lt;br /&gt;
[[File:IVC_File_Location.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the file is opened you will see a line &amp;quot;#outsiders = seat&amp;quot;&lt;br /&gt;
Change this to &amp;quot;outsiders = Awacs&amp;quot;. Make sure the A in Awacs is capitalized as in the below pic. &lt;br /&gt;
[[File:Human_Awacs.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;Once done save and close.&lt;br /&gt;
&lt;br /&gt;
==Enabling Borderless Windowed Mode==&lt;br /&gt;
Enabling borderless windowed mode in BMS allows you the ability to alt-tab out and back in without crashing the bms client. To enable this mode open up your bms launcher and select configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_1.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Under the Hardware -&amp;gt; External Displays You will see 1. Cockpit Displays to External Windows and 2. External Windows Always on Top. Enable both of these are you see in the pic above. Save your selection by clicking Apply Changes at the bottom right.&lt;br /&gt;
&lt;br /&gt;
Next we need to configure the external windows we have enabled. In the bms launcher open Cockpit Display Extraction.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_2.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
On the left we have 7 windows available for editing. We only want to enable the Main window, unless you are using a real life HUD/RWR/MFD/DED/PFL. In the Main window it will have the Enabled box selected and greyed out, unselect Borders. For the Adjust window rectangle select Left=0 and Top=0, Width and Height will be greyed out and selected as 0.&lt;br /&gt;
For the other windows(HUD,RWR,MFD,DED,PFL) make sure to unselect all enabled boxes, this will disable them from appearing. After completion save your changes by clicking Save &amp;amp; Close.&lt;br /&gt;
&lt;br /&gt;
When opening up BMS it will be a smaller window in the top left of the screen. When entering into the 3D pit the window will open up to fullscreen windowed borderless and match your preset Resolution. &lt;br /&gt;
&lt;br /&gt;
Using borderless windowed mode is highly recommended. This will allow you to alt-tab out and do other things like change channels in Teamspeak. When you rejoin back into the 3D pit you will see an annoying windows mouse cursor follow out of sync with the bms cursor. To disable the windows mouse cursor in bms simply click the combination CTRL+ALT+DELETE, and then ESCAPE key. It will lag for around 1-2 seconds then put you back into the 3D pit with the windows cursor gone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Controllers==&lt;br /&gt;
There are many different controllers and tips for configuring them. Check out [[Controllers]] for information on how to set things up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2haRQ6DCzSM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Reference in \Docs\Key Files &amp;amp; Input\BMS Key File Manual.pdf for &amp;quot;advanced&amp;quot; users&lt;br /&gt;
&lt;br /&gt;
==Setting up the Data Transfer Cartridge (DTC)==&lt;br /&gt;
After setting up your pilot, go to any Tactical Engagement then click on the DTC button on the right side of the map (second from the bottom, above the button with a sun and clouds).&lt;br /&gt;
Go to the '''EWS tab''' and click ''Reset'' followed by ''Save''. This will make sure you have a countermeasure program to use in game.&lt;br /&gt;
Then go to the '''MFD tab''' and do the same to. Later you can configure your DTC as you please, but if you don’t follow these steps you might not have any MFD pages or countermeasure programs when you play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=oV4gbS7DgIA&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Also ensure you have the ''display bullseye'' box ticked otherwise you won't have your own BE in the HUD.&lt;br /&gt;
*If using precision steer points a lot it's good idea to RESET (don't hit CLEAR) as sometimes they will stick from a prior mission and can make for a bad day.&lt;br /&gt;
*If you're an OCA fan, maybe use prog 4 for a heavy flare load for low-level egress off the target.&lt;br /&gt;
*Don't set to AUTO or you can run out of chaff/flare very quickly!&lt;br /&gt;
*'''''REMEMBER TO CLICK COMMS AND IFF PLAN'''''&lt;br /&gt;
&lt;br /&gt;
To set up your controls I recommend following:&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2BQVD-SbEcY&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Multiplayer=&lt;br /&gt;
Connecting to a host in BMS is done in an older fashion than more modern games, to connect to someone hosting a BMS session you require the following pieces of information:&lt;br /&gt;
&lt;br /&gt;
*'''The Server/Host external IP address''' (This can be acquired by accessing the UOAF Discord or if privately hosting, searching for “What’s my I.P?” in Google).&lt;br /&gt;
*'''The Connection bandwidth'''. Use a speed test page like [https://www.speedtest.net/ SPEEDTEST.NET] and make sure your upload/download settings are 70% of your currently available bandwidth.&lt;br /&gt;
&lt;br /&gt;
(Example: 48940 * 70 / 100 = 33000 Download ... 5030 * 70 / 100 = 3500 Upload)&lt;br /&gt;
&lt;br /&gt;
*'''IVC IP address'''. This box can be left empty, or unchecked if not using IVC. An IP address needs only be entered if someone else is hosting the IVC server. (IVC is covered further on in this guide).&lt;br /&gt;
&lt;br /&gt;
After getting this information, you can use the '''Comms''' button at the top of the main menu and create a bookmark with the information for the server you wish to connect to. Once completed, you may save the bookmark for future use.&lt;br /&gt;
&lt;br /&gt;
{{Red|'''Forgetting to input a connection bandwidth value in the comms menu will break the multiplayer session for everyone. Double check that this value is entered.'''}}&lt;br /&gt;
&lt;br /&gt;
Once connected to the host, you will return to the main screen. However, the “Comms” button will now instead display a chat window for the main menu. This can be used for some pre-game chatter if IVC or Discord is occupied. From here, you will now be able to proceed to either the Tactical Engagement or Campaign section and select the '''Online''' option. If the Host has a game running, their game will be displayed here and allow you to connect.&lt;br /&gt;
Please ensure that is is safe to join with the host first before connecting to a server, BMS can sometimes run into issues if someone joins whilst something is being changed.&lt;br /&gt;
&lt;br /&gt;
=Hosting=&lt;br /&gt;
To host a game the ‘Connect to IP address’ box must be 0.0.0.0 and ‘Connection Bandwidth’ must be enough to allow X clients at min 1000. If you plan to host a four ship ensure you have at least 4000 available, especially if hosting a campaign. Ensure both IVC boxes are checked.&lt;br /&gt;
&lt;br /&gt;
In the ‘Dedicated IVC Server’ box enter the IP address 127.0.0.1 (localhost) to point it to the IVC server already running on your computer. No password is required as we didn’t set one up. Click on CONNECT.&lt;br /&gt;
&lt;br /&gt;
Please note: older versions of Falcon4 that had IVC systems used a convention of “0.0.0.0” in the voice server field as the means of both starting the voice server on your local system and connecting your game to it locally. This is NO LONGER SUPPORTED. Leaving this field blank with no valid IP address or hostname will result in no IVC communication.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
[[File:BMS localhost.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
==Port mapping==&lt;br /&gt;
About the ports to forward&lt;br /&gt;
&lt;br /&gt;
*BMS needs UDP ports 2934 and 2935 to be opened/forwarded.&lt;br /&gt;
*IVC needs UDP ports 9987 to 9989 to be opened/forwarded.&lt;br /&gt;
&lt;br /&gt;
Notice the TO concerning IVC, so it's not 9987 and 9989 only. You must include 9988.&lt;br /&gt;
&lt;br /&gt;
==Windows firewall==&lt;br /&gt;
Ensure that you allow the \Falcon BMS 4.34\Bin\x64\Falcon BMS.exe and \Falcon BMS 4.34\Bin\x86\IVC\IVC Server.exe programs through your Windows Firewall. You can add these manually if you need to:&lt;br /&gt;
[[File:BMS firewall.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
=Advanced=&lt;br /&gt;
&lt;br /&gt;
===Weapons Delivery Planner===&lt;br /&gt;
A quick and easy way to configure your MFDs and countermeasure programs is with Weapons Delivery Planner. This program does it all.&lt;br /&gt;
&lt;br /&gt;
*Download and install WDP from [http://www.weapondeliveryplanner.nl/ here]&lt;br /&gt;
&lt;br /&gt;
====Manipulating Chaff/Flare Programs====&lt;br /&gt;
Configure your countermeasure programs.&lt;br /&gt;
&lt;br /&gt;
#Click on DTC tab on top of program.&lt;br /&gt;
#Reference &amp;quot;EWS&amp;quot; page.&lt;br /&gt;
#Edit to your likings. BQ = Burst Quantity, BI = Burst Interval, SQ = Number of Sequences, SI = Sequence Intervals. I would reccommend asking for my chaff/flare programs as they are highly effective if you are confused about what all this means. Just ask me when I'm available.&lt;br /&gt;
&lt;br /&gt;
====Manipulating MFD Setups====&lt;br /&gt;
Change your MFD defaults for the different modes.&lt;br /&gt;
&lt;br /&gt;
#Reference DTC tab on top of program.&lt;br /&gt;
#Click &amp;quot;MFD&amp;quot; on top of screen.&lt;br /&gt;
#Edit as you wish. The Master mode is displayed as a box (e.g. A-G, A-A, NAV) and is read from left to right as it will appear in your cockpit.&lt;br /&gt;
&lt;br /&gt;
====Automatically and Simply Loading Pre-Planned Threat Circles====&lt;br /&gt;
If you have access to the campaign or TE, automatically load the threats into your DTC.&lt;br /&gt;
&lt;br /&gt;
#Make a package in the campaign and remember its save file. Remember the package number.&lt;br /&gt;
#Open WDP program, reference &amp;quot;DataCard&amp;quot; section it should be the default view once the program has been opened. Where it says &amp;quot;Open Meeshun&amp;quot;, reference your campaign save.&lt;br /&gt;
#Find the package you are flying and your flight using its package number. When you click it, a screen will come up with loadout information, just click okay.&lt;br /&gt;
#Click on &amp;quot;Map&amp;quot; tab on the top.&lt;br /&gt;
#Find the button that says &amp;quot;Auto PPT&amp;quot;. Click this and then click Save DTC.&lt;br /&gt;
&lt;br /&gt;
Every major SAM (SA-2,3,4,5,6) will be saved onto your data cartridge permanently. Keep referencing new Campaign saves as the campaign rolls on to update the status of SAMs.&lt;br /&gt;
&lt;br /&gt;
*Important Note: There is no such thing as a .ini for a campaign so the PrePlannedThreats will not appear on the 2D UI. When you enter the game, the PPT's will appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6981</id>
		<title>BMS Configuration and Setup</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6981"/>
		<updated>2019-07-15T19:12:03Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Setting up the Data Transfer Cartridge (DTC) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:home-pit.jpg||none|500px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Install BMS and update to the latest version&lt;br /&gt;
#Configure your controllers&lt;br /&gt;
#Configure the most common settings&lt;br /&gt;
#Set up windowed mode, if necessary&lt;br /&gt;
&lt;br /&gt;
=Installing BMS=&lt;br /&gt;
To install BMS you’ll need to install a copy of Falcon 4 to your hard drive. You can get this version from Steam, GOG, etc, and it is relatively cheap.&lt;br /&gt;
&lt;br /&gt;
Once you’ve gathered all the components do the following:&lt;br /&gt;
&lt;br /&gt;
#Download and install original Falcon 4&lt;br /&gt;
#Navigate [https://www.benchmarksims.org/forum/showthread.php?35505-Falcon-BMS-4-34-Full-Installer HERE] to download the 4.34 installer&lt;br /&gt;
#Follow the steps, then confirm your game is Falcon BMS 4.34.0 build 19631&lt;br /&gt;
&lt;br /&gt;
After the installation is finished, '''don’t delete the setup folder''', as you’ll need it to patch the game later. BMS always checks for a valid Falcon 4 install, so do not uninstall Falcon 4.&lt;br /&gt;
&lt;br /&gt;
==Patching BMS==&lt;br /&gt;
There are no updates currently available to BMS 4.34. In the future, to update to a newer version of BMS, download the updates and apply them to the '''4.34 installer''' that you kept on your hard drive. In other words, you are patching the installer files, not the installation folder. Finally, run the 4.34 installer again and it will take care of upgrading your installation to the latest version.&lt;br /&gt;
&lt;br /&gt;
=Configuring BMS=&lt;br /&gt;
After installing the game, run the shortcut to the game and click Configuration in the launcher. In this window are options that cannot be changed in game, like advanced graphics options and avionics options. The settings are down to personal preference.&lt;br /&gt;
VKing recommends Color MFD, EPAF Radar Cues, Gray scale AG Radar, and Smaller HSD/Bullseye Symbols.&lt;br /&gt;
&lt;br /&gt;
In the game, click Logbook at the top of the screen. This will show your player profile. Change both name and callsign to your nickname and pick a pilot picture and/or squadron patch if you like.&lt;br /&gt;
&lt;br /&gt;
Go to the Setup screen and check “Radio calls use bullseye”, then configure the rest the way you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enabling Human Awacs==&lt;br /&gt;
To greatly increase the range you can hear a Human AWACS transmit over uhf/vhf, a single command line needs to be added to IVC Client ini.&lt;br /&gt;
&lt;br /&gt;
First open up the IVC Client.ini. This is located in your BMS Folder/Bin/x86/IVC&lt;br /&gt;
[[File:IVC_File_Location.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the file is opened you will see a line &amp;quot;#outsiders = seat&amp;quot;&lt;br /&gt;
Change this to &amp;quot;outsiders = Awacs&amp;quot;. Make sure the A in Awacs is capitalized as in the below pic. &lt;br /&gt;
[[File:Human_Awacs.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;Once done save and close.&lt;br /&gt;
&lt;br /&gt;
==Enabling Borderless Windowed Mode==&lt;br /&gt;
Enabling borderless windowed mode in BMS allows you the ability to alt-tab out and back in without crashing the bms client. To enable this mode open up your bms launcher and select configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_1.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Under the Hardware -&amp;gt; External Displays You will see 1. Cockpit Displays to External Windows and 2. External Windows Always on Top. Enable both of these are you see in the pic above. Save your selection by clicking Apply Changes at the bottom right.&lt;br /&gt;
&lt;br /&gt;
Next we need to configure the external windows we have enabled. In the bms launcher open Cockpit Display Extraction.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_2.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
On the left we have 7 windows available for editing. We only want to enable the Main window, unless you are using a real life HUD/RWR/MFD/DED/PFL. In the Main window it will have the Enabled box selected and greyed out, unselect Borders. For the Adjust window rectangle select Left=0 and Top=0, Width and Height will be greyed out and selected as 0.&lt;br /&gt;
For the other windows(HUD,RWR,MFD,DED,PFL) make sure to unselect all enabled boxes, this will disable them from appearing. After completion save your changes by clicking Save &amp;amp; Close.&lt;br /&gt;
&lt;br /&gt;
When opening up BMS it will be a smaller window in the top left of the screen. When entering into the 3D pit the window will open up to fullscreen windowed borderless and match your preset Resolution. &lt;br /&gt;
&lt;br /&gt;
Using borderless windowed mode is highly recommended. This will allow you to alt-tab out and do other things like change channels in Teamspeak. When you rejoin back into the 3D pit you will see an annoying windows mouse cursor follow out of sync with the bms cursor. To disable the windows mouse cursor in bms simply click the combination CTRL+ALT+DELETE, and then ESCAPE key. It will lag for around 1-2 seconds then put you back into the 3D pit with the windows cursor gone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Controllers==&lt;br /&gt;
There are many different controllers and tips for configuring them. Check out [[Controllers]] for information on how to set things up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2haRQ6DCzSM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Reference in \Docs\Key Files &amp;amp; Input\BMS Key File Manual.pdf for &amp;quot;advanced&amp;quot; users&lt;br /&gt;
&lt;br /&gt;
==Setting up the Data Transfer Cartridge (DTC)==&lt;br /&gt;
After setting up your pilot, go to any Tactical Engagement then click on the DTC button on the right side of the map (second from the bottom, above the button with a sun and clouds).&lt;br /&gt;
Go to the '''EWS tab''' and click ''Reset'' followed by ''Save''. This will make sure you have a countermeasure program to use in game.&lt;br /&gt;
Then go to the '''MFD tab''' and do the same to. Later you can configure your DTC as you please, but if you don’t follow these steps you might not have any MFD pages or countermeasure programs when you play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=oV4gbS7DgIA&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Also ensure you have the ''display bullseye'' box ticked otherwise you won't have your own BE in the HUD.&lt;br /&gt;
*If using precision steer points a lot it's good idea to RESET (don't hit CLEAR) as sometimes they will stick from a prior mission and can make for a bad day.&lt;br /&gt;
*If you're an OCA fan, maybe use prog 4 for a heavy flare load for low-level egress off the target.&lt;br /&gt;
*Don't set to AUTO or you can run out of chaff/flare very quickly!&lt;br /&gt;
*'''''REMEMBER TO CLICK COMMS AND IFF PLAN'''''&lt;br /&gt;
&lt;br /&gt;
To set up your controls I recommend following:&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2BQVD-SbEcY&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons Delivery Planner===&lt;br /&gt;
A quick and easy way to configure your MFDs and countermeasure programs is with Weapons Delivery Planner. This program does it all.&lt;br /&gt;
&lt;br /&gt;
*Download and install WDP from [http://www.weapondeliveryplanner.nl/ here]&lt;br /&gt;
&lt;br /&gt;
====Manipulating Chaff/Flare Programs====&lt;br /&gt;
Configure your countermeasure programs.&lt;br /&gt;
&lt;br /&gt;
#Click on DTC tab on top of program.&lt;br /&gt;
#Reference &amp;quot;EWS&amp;quot; page.&lt;br /&gt;
#Edit to your likings. BQ = Burst Quantity, BI = Burst Interval, SQ = Number of Sequences, SI = Sequence Intervals. I would reccommend asking for my chaff/flare programs as they are highly effective if you are confused about what all this means. Just ask me when I'm available.&lt;br /&gt;
&lt;br /&gt;
====Manipulating MFD Setups====&lt;br /&gt;
Change your MFD defaults for the different modes.&lt;br /&gt;
&lt;br /&gt;
#Reference DTC tab on top of program.&lt;br /&gt;
#Click &amp;quot;MFD&amp;quot; on top of screen.&lt;br /&gt;
#Edit as you wish. The Master mode is displayed as a box (e.g. A-G, A-A, NAV) and is read from left to right as it will appear in your cockpit.&lt;br /&gt;
&lt;br /&gt;
====Automatically and Simply Loading Pre-Planned Threat Circles====&lt;br /&gt;
If you have access to the campaign or TE, automatically load the threats into your DTC.&lt;br /&gt;
&lt;br /&gt;
#Make a package in the campaign and remember its save file. Remember the package number.&lt;br /&gt;
#Open WDP program, reference &amp;quot;DataCard&amp;quot; section it should be the default view once the program has been opened. Where it says &amp;quot;Open Meeshun&amp;quot;, reference your campaign save.&lt;br /&gt;
#Find the package you are flying and your flight using its package number. When you click it, a screen will come up with loadout information, just click okay.&lt;br /&gt;
#Click on &amp;quot;Map&amp;quot; tab on the top.&lt;br /&gt;
#Find the button that says &amp;quot;Auto PPT&amp;quot;. Click this and then click Save DTC.&lt;br /&gt;
&lt;br /&gt;
Every major SAM (SA-2,3,4,5,6) will be saved onto your data cartridge permanently. Keep referencing new Campaign saves as the campaign rolls on to update the status of SAMs.&lt;br /&gt;
&lt;br /&gt;
*Important Note: There is no such thing as a .ini for a campaign so the PrePlannedThreats will not appear on the 2D UI. When you enter the game, the PPT's will appear.&lt;br /&gt;
&lt;br /&gt;
=Multiplayer=&lt;br /&gt;
Connecting to a host in BMS is done in an older fashion than more modern games, to connect to someone hosting a BMS session you require the following pieces of information:&lt;br /&gt;
&lt;br /&gt;
*'''The Server/Host external IP address''' (This can be acquired by accessing the UOAF Discord or if privately hosting, searching for “What’s my I.P?” in Google).&lt;br /&gt;
*'''The Connection bandwidth'''. Use a speed test page like [https://www.speedtest.net/ SPEEDTEST.NET] and make sure your upload/download settings are 70% of your currently available bandwidth.&lt;br /&gt;
&lt;br /&gt;
(Example: 48940 * 70 / 100 = 33000 Download ... 5030 * 70 / 100 = 3500 Upload)&lt;br /&gt;
&lt;br /&gt;
*'''IVC IP address'''. This box can be left empty, or unchecked if not using IVC. An IP address needs only be entered if someone else is hosting the IVC server. (IVC is covered further on in this guide).&lt;br /&gt;
&lt;br /&gt;
After getting this information, you can use the '''Comms''' button at the top of the main menu and create a bookmark with the information for the server you wish to connect to. Once completed, you may save the bookmark for future use.&lt;br /&gt;
&lt;br /&gt;
{{Red|'''Forgetting to input a connection bandwidth value in the comms menu will break the multiplayer session for everyone. Double check that this value is entered.'''}}&lt;br /&gt;
&lt;br /&gt;
Once connected to the host, you will return to the main screen. However, the “Comms” button will now instead display a chat window for the main menu. This can be used for some pre-game chatter if IVC or Discord is occupied. From here, you will now be able to proceed to either the Tactical Engagement or Campaign section and select the '''Online''' option. If the Host has a game running, their game will be displayed here and allow you to connect.&lt;br /&gt;
Please ensure that is is safe to join with the host first before connecting to a server, BMS can sometimes run into issues if someone joins whilst something is being changed.&lt;br /&gt;
&lt;br /&gt;
=Hosting=&lt;br /&gt;
To host a game the ‘Connect to IP address’ box must be 0.0.0.0 and ‘Connection Bandwidth’ must be enough to allow X clients at min 1000. If you plan to host a four ship ensure you have at least 4000 available, especially if hosting a campaign. Ensure both IVC boxes are checked.&lt;br /&gt;
&lt;br /&gt;
In the ‘Dedicated IVC Server’ box enter the IP address 127.0.0.1 (localhost) to point it to the IVC server already running on your computer. No password is required as we didn’t set one up. Click on CONNECT.&lt;br /&gt;
&lt;br /&gt;
Please note: older versions of Falcon4 that had IVC systems used a convention of “0.0.0.0” in the voice server field as the means of both starting the voice server on your local system and connecting your game to it locally. This is NO LONGER SUPPORTED. Leaving this field blank with no valid IP address or hostname will result in no IVC communication.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
[[File:BMS localhost.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
==Port mapping==&lt;br /&gt;
About the ports to forward&lt;br /&gt;
&lt;br /&gt;
*BMS needs UDP ports 2934 and 2935 to be opened/forwarded.&lt;br /&gt;
*IVC needs UDP ports 9987 to 9989 to be opened/forwarded.&lt;br /&gt;
&lt;br /&gt;
Notice the TO concerning IVC, so it's not 9987 and 9989 only. You must include 9988.&lt;br /&gt;
&lt;br /&gt;
==Windows firewall==&lt;br /&gt;
Ensure that you allow the \Falcon BMS 4.34\Bin\x64\Falcon BMS.exe and \Falcon BMS 4.34\Bin\x86\IVC\IVC Server.exe programs through your Windows Firewall. You can add these manually if you need to:&lt;br /&gt;
[[File:BMS firewall.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6980</id>
		<title>BMS Configuration and Setup</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6980"/>
		<updated>2019-07-15T19:09:24Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: Updated connection and firewall sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:home-pit.jpg||none|500px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Install BMS and update to the latest version&lt;br /&gt;
#Configure your controllers&lt;br /&gt;
#Configure the most common settings&lt;br /&gt;
#Set up windowed mode, if necessary&lt;br /&gt;
&lt;br /&gt;
=Installing BMS=&lt;br /&gt;
To install BMS you’ll need to install a copy of Falcon 4 to your hard drive. You can get this version from Steam, GOG, etc, and it is relatively cheap.&lt;br /&gt;
&lt;br /&gt;
Once you’ve gathered all the components do the following:&lt;br /&gt;
&lt;br /&gt;
#Download and install original Falcon 4&lt;br /&gt;
#Navigate [https://www.benchmarksims.org/forum/showthread.php?35505-Falcon-BMS-4-34-Full-Installer HERE] to download the 4.34 installer&lt;br /&gt;
#Follow the steps, then confirm your game is Falcon BMS 4.34.0 build 19631&lt;br /&gt;
&lt;br /&gt;
After the installation is finished, '''don’t delete the setup folder''', as you’ll need it to patch the game later. BMS always checks for a valid Falcon 4 install, so do not uninstall Falcon 4.&lt;br /&gt;
&lt;br /&gt;
==Patching BMS==&lt;br /&gt;
There are no updates currently available to BMS 4.34. In the future, to update to a newer version of BMS, download the updates and apply them to the '''4.34 installer''' that you kept on your hard drive. In other words, you are patching the installer files, not the installation folder. Finally, run the 4.34 installer again and it will take care of upgrading your installation to the latest version.&lt;br /&gt;
&lt;br /&gt;
=Configuring BMS=&lt;br /&gt;
After installing the game, run the shortcut to the game and click Configuration in the launcher. In this window are options that cannot be changed in game, like advanced graphics options and avionics options. The settings are down to personal preference.&lt;br /&gt;
VKing recommends Color MFD, EPAF Radar Cues, Gray scale AG Radar, and Smaller HSD/Bullseye Symbols.&lt;br /&gt;
&lt;br /&gt;
In the game, click Logbook at the top of the screen. This will show your player profile. Change both name and callsign to your nickname and pick a pilot picture and/or squadron patch if you like.&lt;br /&gt;
&lt;br /&gt;
Go to the Setup screen and check “Radio calls use bullseye”, then configure the rest the way you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enabling Human Awacs==&lt;br /&gt;
To greatly increase the range you can hear a Human AWACS transmit over uhf/vhf, a single command line needs to be added to IVC Client ini.&lt;br /&gt;
&lt;br /&gt;
First open up the IVC Client.ini. This is located in your BMS Folder/Bin/x86/IVC&lt;br /&gt;
[[File:IVC_File_Location.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the file is opened you will see a line &amp;quot;#outsiders = seat&amp;quot;&lt;br /&gt;
Change this to &amp;quot;outsiders = Awacs&amp;quot;. Make sure the A in Awacs is capitalized as in the below pic. &lt;br /&gt;
[[File:Human_Awacs.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;Once done save and close.&lt;br /&gt;
&lt;br /&gt;
==Enabling Borderless Windowed Mode==&lt;br /&gt;
Enabling borderless windowed mode in BMS allows you the ability to alt-tab out and back in without crashing the bms client. To enable this mode open up your bms launcher and select configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_1.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Under the Hardware -&amp;gt; External Displays You will see 1. Cockpit Displays to External Windows and 2. External Windows Always on Top. Enable both of these are you see in the pic above. Save your selection by clicking Apply Changes at the bottom right.&lt;br /&gt;
&lt;br /&gt;
Next we need to configure the external windows we have enabled. In the bms launcher open Cockpit Display Extraction.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_2.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
On the left we have 7 windows available for editing. We only want to enable the Main window, unless you are using a real life HUD/RWR/MFD/DED/PFL. In the Main window it will have the Enabled box selected and greyed out, unselect Borders. For the Adjust window rectangle select Left=0 and Top=0, Width and Height will be greyed out and selected as 0.&lt;br /&gt;
For the other windows(HUD,RWR,MFD,DED,PFL) make sure to unselect all enabled boxes, this will disable them from appearing. After completion save your changes by clicking Save &amp;amp; Close.&lt;br /&gt;
&lt;br /&gt;
When opening up BMS it will be a smaller window in the top left of the screen. When entering into the 3D pit the window will open up to fullscreen windowed borderless and match your preset Resolution. &lt;br /&gt;
&lt;br /&gt;
Using borderless windowed mode is highly recommended. This will allow you to alt-tab out and do other things like change channels in Teamspeak. When you rejoin back into the 3D pit you will see an annoying windows mouse cursor follow out of sync with the bms cursor. To disable the windows mouse cursor in bms simply click the combination CTRL+ALT+DELETE, and then ESCAPE key. It will lag for around 1-2 seconds then put you back into the 3D pit with the windows cursor gone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Controllers==&lt;br /&gt;
There are many different controllers and tips for configuring them. Check out [[Controllers]] for information on how to set things up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2haRQ6DCzSM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Reference in \Docs\Key Files &amp;amp; Input\BMS Key File Manual.pdf for &amp;quot;advanced&amp;quot; users&lt;br /&gt;
&lt;br /&gt;
==Setting up the Data Transfer Cartridge (DTC)==&lt;br /&gt;
After setting up your pilot, go to any Tactical Engagement then click on the DTC button on the right side of the map (second from the bottom, above the button with a sun and clouds).&lt;br /&gt;
Go to the '''EWS tab''' and click ''Reset'' followed by ''Save''. This will make sure you have a countermeasure program to use in game.&lt;br /&gt;
Then go to the '''MFD tab''' and do the same to. Later you can configure your DTC as you please, but if you don’t follow these steps you might not have any MFD pages or countermeasure programs when you play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=oV4gbS7DgIA&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Also ensure you have the ''display bullseye'' box ticked otherwise you won't have your own BE in the HUD.&lt;br /&gt;
*If using precision steer points a lot it's good idea to RESET (don't hit CLEAR) as sometimes they will stick from a prior mission and can make for a bad day.&lt;br /&gt;
*If you're an OCA fan, maybe use prog 4 for a heavy flare load for low-level egress off the target.&lt;br /&gt;
*Don't set to AUTO or you can run out of chaff/flare very quickly!&lt;br /&gt;
*'''''REMEMBER TO CLICK COMMS AND IFF PLAN'''''&lt;br /&gt;
&lt;br /&gt;
To set up your controls I recommend following:&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2BQVD-SbEcY&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[http://www.krauselabs.net/dump/dtc.ini Krause's DTC]&lt;br /&gt;
&lt;br /&gt;
===Weapons Delivery Planner===&lt;br /&gt;
A quick and easy way to configure your MFDs and countermeasure programs is with Weapons Delivery Planner. This program does it all.&lt;br /&gt;
&lt;br /&gt;
*Download and install WDP from [http://www.weapondeliveryplanner.nl/ here]&lt;br /&gt;
&lt;br /&gt;
====Manipulating Chaff/Flare Programs====&lt;br /&gt;
Configure your countermeasure programs.&lt;br /&gt;
&lt;br /&gt;
#Click on DTC tab on top of program.&lt;br /&gt;
#Reference &amp;quot;EWS&amp;quot; page.&lt;br /&gt;
#Edit to your likings. BQ = Burst Quantity, BI = Burst Interval, SQ = Number of Sequences, SI = Sequence Intervals. I would reccommend asking for my chaff/flare programs as they are highly effective if you are confused about what all this means. Just ask me when I'm available.&lt;br /&gt;
&lt;br /&gt;
====Manipulating MFD Setups====&lt;br /&gt;
Change your MFD defaults for the different modes.&lt;br /&gt;
&lt;br /&gt;
#Reference DTC tab on top of program.&lt;br /&gt;
#Click &amp;quot;MFD&amp;quot; on top of screen.&lt;br /&gt;
#Edit as you wish. The Master mode is displayed as a box (e.g. A-G, A-A, NAV) and is read from left to right as it will appear in your cockpit.&lt;br /&gt;
&lt;br /&gt;
====Automatically and Simply Loading Pre-Planned Threat Circles====&lt;br /&gt;
If you have access to the campaign or TE, automatically load the threats into your DTC.&lt;br /&gt;
&lt;br /&gt;
#Make a package in the campaign and remember its save file. Remember the package number.&lt;br /&gt;
#Open WDP program, reference &amp;quot;DataCard&amp;quot; section it should be the default view once the program has been opened. Where it says &amp;quot;Open Meeshun&amp;quot;, reference your campaign save.&lt;br /&gt;
#Find the package you are flying and your flight using its package number. When you click it, a screen will come up with loadout information, just click okay.&lt;br /&gt;
#Click on &amp;quot;Map&amp;quot; tab on the top.&lt;br /&gt;
#Find the button that says &amp;quot;Auto PPT&amp;quot;. Click this and then click Save DTC.&lt;br /&gt;
&lt;br /&gt;
Every major SAM (SA-2,3,4,5,6) will be saved onto your data cartridge permanently. Keep referencing new Campaign saves as the campaign rolls on to update the status of SAMs.&lt;br /&gt;
&lt;br /&gt;
*Important Note: There is no such thing as a .ini for a campaign so the PrePlannedThreats will not appear on the 2D UI. When you enter the game, the PPT's will appear.&lt;br /&gt;
&lt;br /&gt;
=Multiplayer=&lt;br /&gt;
Connecting to a host in BMS is done in an older fashion than more modern games, to connect to someone hosting a BMS session you require the following pieces of information:&lt;br /&gt;
&lt;br /&gt;
*'''The Server/Host external IP address''' (This can be acquired by accessing the UOAF Discord or if privately hosting, searching for “What’s my I.P?” in Google).&lt;br /&gt;
*'''The Connection bandwidth'''. Use a speed test page like [https://www.speedtest.net/ SPEEDTEST.NET] and make sure your upload/download settings are 70% of your currently available bandwidth.&lt;br /&gt;
&lt;br /&gt;
(Example: 48940 * 70 / 100 = 33000 Download ... 5030 * 70 / 100 = 3500 Upload)&lt;br /&gt;
&lt;br /&gt;
*'''IVC IP address'''. This box can be left empty, or unchecked if not using IVC. An IP address needs only be entered if someone else is hosting the IVC server. (IVC is covered further on in this guide).&lt;br /&gt;
&lt;br /&gt;
After getting this information, you can use the '''Comms''' button at the top of the main menu and create a bookmark with the information for the server you wish to connect to. Once completed, you may save the bookmark for future use.&lt;br /&gt;
&lt;br /&gt;
{{Red|'''Forgetting to input a connection bandwidth value in the comms menu will break the multiplayer session for everyone. Double check that this value is entered.'''}}&lt;br /&gt;
&lt;br /&gt;
Once connected to the host, you will return to the main screen. However, the “Comms” button will now instead display a chat window for the main menu. This can be used for some pre-game chatter if IVC or Discord is occupied. From here, you will now be able to proceed to either the Tactical Engagement or Campaign section and select the '''Online''' option. If the Host has a game running, their game will be displayed here and allow you to connect.&lt;br /&gt;
Please ensure that is is safe to join with the host first before connecting to a server, BMS can sometimes run into issues if someone joins whilst something is being changed.&lt;br /&gt;
&lt;br /&gt;
=Hosting=&lt;br /&gt;
To host a game the ‘Connect to IP address’ box must be 0.0.0.0 and ‘Connection Bandwidth’ must be enough to allow X clients at min 1000. If you plan to host a four ship ensure you have at least 4000 available, especially if hosting a campaign. Ensure both IVC boxes are checked.&lt;br /&gt;
&lt;br /&gt;
In the ‘Dedicated IVC Server’ box enter the IP address 127.0.0.1 (localhost) to point it to the IVC server already running on your computer. No password is required as we didn’t set one up. Click on CONNECT.&lt;br /&gt;
&lt;br /&gt;
Please note: older versions of Falcon4 that had IVC systems used a convention of “0.0.0.0” in the voice server field as the means of both starting the voice server on your local system and connecting your game to it locally. This is NO LONGER SUPPORTED. Leaving this field blank with no valid IP address or hostname will result in no IVC communication.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
[[File:BMS localhost.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
==Port mapping==&lt;br /&gt;
About the ports to forward&lt;br /&gt;
&lt;br /&gt;
*BMS needs UDP ports 2934 and 2935 to be opened/forwarded.&lt;br /&gt;
*IVC needs UDP ports 9987 to 9989 to be opened/forwarded.&lt;br /&gt;
&lt;br /&gt;
Notice the TO concerning IVC, so it's not 9987 and 9989 only. You must include 9988.&lt;br /&gt;
&lt;br /&gt;
==Windows firewall==&lt;br /&gt;
Ensure that you allow the \Falcon BMS 4.34\Bin\x64\Falcon BMS.exe and \Falcon BMS 4.34\Bin\x86\IVC\IVC Server.exe programs through your Windows Firewall. You can add these manually if you need to:&lt;br /&gt;
[[File:BMS firewall.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6883</id>
		<title>BMS Configuration and Setup</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6883"/>
		<updated>2019-07-14T19:42:30Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:home-pit.jpg||none|500px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Install BMS and update to the latest version&lt;br /&gt;
#Configure your controllers&lt;br /&gt;
#Configure the most common settings&lt;br /&gt;
#Set up windowed mode, if necessary&lt;br /&gt;
&lt;br /&gt;
=Installing BMS=&lt;br /&gt;
To install BMS you’ll need to install a copy of Falcon 4 to your hard drive. You can get this version from Steam, GOG, etc, and it is relatively cheap.&lt;br /&gt;
&lt;br /&gt;
Once you’ve gathered all the components do the following:&lt;br /&gt;
&lt;br /&gt;
#Download and install original Falcon 4&lt;br /&gt;
#Navigate [https://www.benchmarksims.org/forum/showthread.php?35505-Falcon-BMS-4-34-Full-Installer HERE] to download the 4.34 installer&lt;br /&gt;
#Follow the steps, then confirm your game is Falcon BMS 4.34.0 build 19631&lt;br /&gt;
&lt;br /&gt;
After the installation is finished, '''don’t delete the setup folder''', as you’ll need it to patch the game later. BMS always checks for a valid Falcon 4 install, so do not uninstall Falcon 4.&lt;br /&gt;
&lt;br /&gt;
==Patching BMS==&lt;br /&gt;
To update to a newer version of BMS, download the update and apply it in the same manner as the Update 3 executable above, then run setup.exe again. The game will automatically detect your install and patch the game to the downloaded version.&lt;br /&gt;
&lt;br /&gt;
=Configuring BMS=&lt;br /&gt;
After installing the game, run the shortcut to the game and click Configuration in the launcher. In this window are options that cannot be changed in game, like advanced graphics options and avionics options. The settings are down to personal preference.&lt;br /&gt;
VKing recommends Color MFD, EPAF Radar Cues, Gray scale AG Radar, and Smaller HSD/Bullseye Symbols.&lt;br /&gt;
&lt;br /&gt;
In the game, click Logbook at the top of the screen. This will show your player profile. Change both name and callsign to your nickname and pick a pilot picture and/or squadron patch if you like.&lt;br /&gt;
&lt;br /&gt;
Go to the Setup screen and check “Radio calls use bullseye”, then configure the rest the way you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enabling Human Awacs==&lt;br /&gt;
To greatly increase the range you can hear a Human AWACS transmit over uhf/vhf, a single command line needs to be added to IVC Client ini.&lt;br /&gt;
&lt;br /&gt;
First open up the IVC Client.ini. This is located in your BMS Folder/Bin/x86/IVC&lt;br /&gt;
[[File:IVC_File_Location.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the file is opened you will see a line &amp;quot;#outsiders = seat&amp;quot;&lt;br /&gt;
Change this to &amp;quot;outsiders = Awacs&amp;quot;. Make sure the A in Awacs is capitalized as in the below pic. &lt;br /&gt;
[[File:Human_Awacs.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once done save and close&lt;br /&gt;
&lt;br /&gt;
==Enabling Borderless Windowed Mode==&lt;br /&gt;
Enabling borderless windowed mode in BMS allows you the ability to alt-tab out and back in without crashing the bms client. To enable this mode open up your bms launcher and select configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_1.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Under the Hardware -&amp;gt; External Displays You will see 1. Cockpit Displays to External Windows and 2. External Windows Always on Top. Enable both of these are you see in the pic above. Save your selection by clicking Apply Changes at the bottom right.&lt;br /&gt;
&lt;br /&gt;
Next we need to configure the external windows we have enabled. In the bms launcher open Cockpit Display Extraction.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_2.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
On the left we have 7 windows available for editing. We only want to enable the Main window, unless you are using a real life HUD/RWR/MFD/DED/PFL. In the Main window it will have the Enabled box selected and greyed out, unselect Borders. For the Adjust window rectangle select Left=0 and Top=0, Width and Height will be greyed out and selected as 0.&lt;br /&gt;
For the other windows(HUD,RWR,MFD,DED,PFL) make sure to unselect all enabled boxes, this will disable them from appearing. After completion save your changes by clicking Save &amp;amp; Close.&lt;br /&gt;
&lt;br /&gt;
When opening up BMS it will be a smaller window in the top left of the screen. When entering into the 3D pit the window will open up to fullscreen windowed borderless and match your preset Resolution. &lt;br /&gt;
&lt;br /&gt;
Using borderless windowed mode is highly recommended. This will allow you to alt-tab out and do other things like change channels in Teamspeak. When you rejoin back into the 3D pit you will see an annoying windows mouse cursor follow out of sync with the bms cursor. To disable the windows mouse cursor in bms simply click the combination CTRL+ALT+DELETE, and then ESCAPE key. It will lag for around 1-2 seconds then put you back into the 3D pit with the windows cursor gone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Controllers==&lt;br /&gt;
There are many different controllers and tips for configuring them. Check out [[Controllers]] for information on how to set things up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2haRQ6DCzSM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Reference in \Docs\Key Files &amp;amp; Input\BMS Key File Manual.pdf for &amp;quot;advanced&amp;quot; users&lt;br /&gt;
&lt;br /&gt;
==Setting up the Data Transfer Cartridge (DTC)==&lt;br /&gt;
After setting up your pilot, go to any Tactical Engagement then click on the DTC button on the right side of the map (second from the bottom, above the button with a sun and clouds).&lt;br /&gt;
Go to the '''EWS tab''' and click ''Reset'' followed by ''Save''. This will make sure you have a countermeasure program to use in game.&lt;br /&gt;
Then go to the '''MFD tab''' and do the same to. Later you can configure your DTC as you please, but if you don’t follow these steps you might not have any MFD pages or countermeasure programs when you play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=oV4gbS7DgIA&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Also ensure you have the ''display bullseye'' box ticked otherwise you won't have your own BE in the HUD.&lt;br /&gt;
*If using precision steer points a lot it's good idea to RESET (don't hit CLEAR) as sometimes they will stick from a prior mission and can make for a bad day.&lt;br /&gt;
*If you're an OCA fan, maybe use prog 4 for a heavy flare load for low-level egress off the target.&lt;br /&gt;
*Don't set to AUTO or you can run out of chaff/flare very quickly!&lt;br /&gt;
*'''''REMEMBER TO CLICK COMMS AND IFF PLAN'''''&lt;br /&gt;
&lt;br /&gt;
To set up your controls I recommend following:&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2BQVD-SbEcY&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[http://www.krauselabs.net/dump/dtc.ini Krause's DTC]&lt;br /&gt;
&lt;br /&gt;
===Weapons Delivery Planner===&lt;br /&gt;
A quick and easy way to configure your MFDs and countermeasure programs is with Weapons Delivery Planner. This program does it all.&lt;br /&gt;
&lt;br /&gt;
*Download and install WDP from [http://www.weapondeliveryplanner.nl/ here]&lt;br /&gt;
&lt;br /&gt;
====Manipulating Chaff/Flare Programs====&lt;br /&gt;
Configure your countermeasure programs.&lt;br /&gt;
&lt;br /&gt;
#Click on DTC tab on top of program.&lt;br /&gt;
#Reference &amp;quot;EWS&amp;quot; page.&lt;br /&gt;
#Edit to your likings. BQ = Burst Quantity, BI = Burst Interval, SQ = Number of Sequences, SI = Sequence Intervals. I would reccommend asking for my chaff/flare programs as they are highly effective if you are confused about what all this means. Just ask me when I'm available.&lt;br /&gt;
&lt;br /&gt;
====Manipulating MFD Setups====&lt;br /&gt;
Change your MFD defaults for the different modes.&lt;br /&gt;
&lt;br /&gt;
#Reference DTC tab on top of program.&lt;br /&gt;
#Click &amp;quot;MFD&amp;quot; on top of screen.&lt;br /&gt;
#Edit as you wish. The Master mode is displayed as a box (e.g. A-G, A-A, NAV) and is read from left to right as it will appear in your cockpit.&lt;br /&gt;
&lt;br /&gt;
====Automatically and Simply Loading Pre-Planned Threat Circles====&lt;br /&gt;
If you have access to the campaign or TE, automatically load the threats into your DTC.&lt;br /&gt;
&lt;br /&gt;
#Make a package in the campaign and remember its save file. Remember the package number.&lt;br /&gt;
#Open WDP program, reference &amp;quot;DataCard&amp;quot; section it should be the default view once the program has been opened. Where it says &amp;quot;Open Meeshun&amp;quot;, reference your campaign save.&lt;br /&gt;
#Find the package you are flying and your flight using its package number. When you click it, a screen will come up with loadout information, just click okay.&lt;br /&gt;
#Click on &amp;quot;Map&amp;quot; tab on the top.&lt;br /&gt;
#Find the button that says &amp;quot;Auto PPT&amp;quot;. Click this and then click Save DTC.&lt;br /&gt;
&lt;br /&gt;
Every major SAM (SA-2,3,4,5,6) will be saved onto your data cartridge permanently. Keep referencing new Campaign saves as the campaign rolls on to update the status of SAMs.&lt;br /&gt;
&lt;br /&gt;
*Important Note: There is no such thing as a .ini for a campaign so the PrePlannedThreats will not appear on the 2D UI. When you enter the game, the PPT's will appear.&lt;br /&gt;
&lt;br /&gt;
=Multiplayer=&lt;br /&gt;
Connecting to a host in BMS is done in an older fashion than more modern games, to connect to someone hosting a BMS session you require the following pieces of information:&lt;br /&gt;
&lt;br /&gt;
*'''The Server/Host external IP address''' (This can be acquired by accessing the UO main website and clicking &amp;quot;Server Info,&amp;quot; or if privately hosting, searching for “What’s my I.P?” in Google).&lt;br /&gt;
*'''The Connection bandwidth'''. Use a speed test page like [https://www.speedtest.net/ SPEEDTEST.NET] and make sure your upload/download settings are 70% of your currently available bandwidth.&lt;br /&gt;
&lt;br /&gt;
(Example: 48940 * 70 / 100 = 33000 Download ... 5030 * 70 / 100 = 3500 Upload)&lt;br /&gt;
&lt;br /&gt;
*'''IVC IP address'''. This box can be left empty, or unchecked if not using IVC. An IP address needs only be entered if someone else is hosting the IVC server. (IVC is covered further on in this guide).&lt;br /&gt;
&lt;br /&gt;
After getting this information, you can use the '''Comms''' button at the top of the main menu and create a bookmark with the information for the server you wish to connect to. Once completed, you may save the bookmark for future use.&lt;br /&gt;
&lt;br /&gt;
{{Red|'''Forgetting to input a connection bandwidth value in the comms menu will break the multiplayer session for everyone. Double check that this value is entered.'''}}&lt;br /&gt;
&lt;br /&gt;
Once connected to the host, you will return to the main screen. However, the “Comms” button will now instead display a chat window for the main menu. This can be used for some pre-game chatter if IVC or Discord is occupied. From here, you will now be able to proceed to either the Tactical Engagement or Campaign section and select the '''Online''' option. If the Host has a game running, their game will be displayed here and allow you to connect.&lt;br /&gt;
Please ensure that is is safe to join with the host first before connecting to a server, BMS can sometimes run into issues if someone joins whilst something is being changed.&lt;br /&gt;
&lt;br /&gt;
=Hosting=&lt;br /&gt;
To host a game the ‘Connect to IP address’ box must be 0.0.0.0 and ‘Connection Bandwidth’ must be enough to allow X clients at min 1000. If you plan to host a four ship ensure you have at least 4000 available, especially if hosting a campaign. Ensure both IVC boxes are checked.&lt;br /&gt;
&lt;br /&gt;
In the ‘Dedicated IVC Server’ box enter the IP address 127.0.0.1 (localhost) to point it to the IVC server already running on your computer. No password is required as we didn’t set one up. Click on CONNECT.&lt;br /&gt;
&lt;br /&gt;
Please note: older versions of Falcon4 that had IVC systems used a convention of “0.0.0.0” in the voice server field as the means of both starting the voice server on your local system and connecting your game to it locally. This is NO LONGER SUPPORTED. Leaving this field blank with no valid IP address or hostname will result in no IVC communication.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
[[File:BMS localhost.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
==Port mapping==&lt;br /&gt;
About the ports to forward&lt;br /&gt;
&lt;br /&gt;
*BMS needs UDP ports 2934 and 2935 to be opened/forwarded.&lt;br /&gt;
*IVC needs UDP ports 9987 to 9989 to be opened/forwarded.&lt;br /&gt;
&lt;br /&gt;
Notice the TO concerning IVC, so it's not 9987 and 9989 only. You must include 9988.&lt;br /&gt;
&lt;br /&gt;
==Windows firewall==&lt;br /&gt;
Ensure that you allow the \Falcon BMS 4.33 U1\Bin\x64\Falcon BMS.exe and \Falcon BMS 4.33 U1\Bin\x86\IVC\IVC Server.exe prgrams through your Windows Firewall. You can add these manually if you need to:&lt;br /&gt;
[[File:BMS firewall.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6882</id>
		<title>BMS Configuration and Setup</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6882"/>
		<updated>2019-07-14T19:38:39Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: /* Multiplayer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:home-pit.jpg||none|500px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Install BMS and update to the latest version&lt;br /&gt;
#Configure your controllers&lt;br /&gt;
#Configure the most common settings&lt;br /&gt;
#Set up windowed mode, if necessary&lt;br /&gt;
&lt;br /&gt;
=Installing BMS=&lt;br /&gt;
To install BMS you’ll need to install a copy of Falcon 4 to your hard drive. You can get this version from Steam, GOG, etc, and it is relatively cheap.&lt;br /&gt;
&lt;br /&gt;
Once you’ve gathered all the components do the following:&lt;br /&gt;
&lt;br /&gt;
#Download and install original Falcon 4&lt;br /&gt;
#Navigate [https://www.benchmarksims.org/forum/showthread.php?35505-Falcon-BMS-4-34-Full-Installer HERE] to download the 4.34 installer&lt;br /&gt;
#Follow the steps, then confirm your game is Falcon BMS 4.34.0 build 19631&lt;br /&gt;
&lt;br /&gt;
After the installation is finished, '''don’t delete the setup folder''', as you’ll need it to patch the game later. BMS always checks for a valid Falcon 4 install, so do not uninstall Falcon 4.&lt;br /&gt;
&lt;br /&gt;
==Patching BMS==&lt;br /&gt;
To update to a newer version of BMS, download the update and apply it in the same manner as the Update 3 executable above, then run setup.exe again. The game will automatically detect your install and patch the game to the downloaded version.&lt;br /&gt;
&lt;br /&gt;
=Configuring BMS=&lt;br /&gt;
After installing the game, run the shortcut to the game and click Configuration in the launcher. In this window are options that cannot be changed in game, like advanced graphics options and avionics options. The settings are down to personal preference.&lt;br /&gt;
VKing recommends Color MFD, EPAF Radar Cues, Gray scale AG Radar, and Smaller HSD/Bullseye Symbols.&lt;br /&gt;
&lt;br /&gt;
In the game, click Logbook at the top of the screen. This will show your player profile. Change both name and callsign to your nickname and pick a pilot picture and/or squadron patch if you like.&lt;br /&gt;
&lt;br /&gt;
Go to the Setup screen and check “Radio calls use bullseye”, then configure the rest the way you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enabling Human Awacs==&lt;br /&gt;
To greatly increase the range you can hear a Human AWACS transmit over uhf/vhf, a single command line needs to be added to IVC Client ini.&lt;br /&gt;
&lt;br /&gt;
First open up the IVC Client.ini. This is located in your BMS Folder/Bin/x86/IVC&lt;br /&gt;
[[File:IVC_File_Location.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the file is opened you will see a line &amp;quot;#outsiders = seat&amp;quot;&lt;br /&gt;
Change this to &amp;quot;outsiders = Awacs&amp;quot;. Make sure the A in Awacs is capitalized as in the below pic. &lt;br /&gt;
[[File:Human_Awacs.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once done save and close&lt;br /&gt;
&lt;br /&gt;
==Enabling Borderless Windowed Mode==&lt;br /&gt;
Enabling borderless windowed mode in BMS allows you the ability to alt-tab out and back in without crashing the bms client. To enable this mode open up your bms launcher and select configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_1.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Under the Hardware -&amp;gt; External Displays You will see 1. Cockpit Displays to External Windows and 2. External Windows Always on Top. Enable both of these are you see in the pic above. Save your selection by clicking Apply Changes at the bottom right.&lt;br /&gt;
&lt;br /&gt;
Next we need to configure the external windows we have enabled. In the bms launcher open Cockpit Display Extraction.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_2.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
On the left we have 7 windows available for editing. We only want to enable the Main window, unless you are using a real life HUD/RWR/MFD/DED/PFL. In the Main window it will have the Enabled box selected and greyed out, unselect Borders. For the Adjust window rectangle select Left=0 and Top=0, Width and Height will be greyed out and selected as 0.&lt;br /&gt;
For the other windows(HUD,RWR,MFD,DED,PFL) make sure to unselect all enabled boxes, this will disable them from appearing. After completion save your changes by clicking Save &amp;amp; Close.&lt;br /&gt;
&lt;br /&gt;
When opening up BMS it will be a smaller window in the top left of the screen. When entering into the 3D pit the window will open up to fullscreen windowed borderless and match your preset Resolution. &lt;br /&gt;
&lt;br /&gt;
Using borderless windowed mode is highly recommended. This will allow you to alt-tab out and do other things like change channels in Teamspeak. When you rejoin back into the 3D pit you will see an annoying windows mouse cursor follow out of sync with the bms cursor. To disable the windows mouse cursor in bms simply click the combination CTRL+ALT+DELETE, and then ESCAPE key. It will lag for around 1-2 seconds then put you back into the 3D pit with the windows cursor gone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Controllers==&lt;br /&gt;
There are many different controllers and tips for configuring them. Check out [[Controllers]] for information on how to set things up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2haRQ6DCzSM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Reference in \Docs\Key Files &amp;amp; Input\BMS Key File Manual.pdf for &amp;quot;advanced&amp;quot; users&lt;br /&gt;
&lt;br /&gt;
==Setting up the Data Transfer Cartridge (DTC)==&lt;br /&gt;
After setting up your pilot, go to any Tactical Engagement then click on the DTC button on the right side of the map (second from the bottom, above the button with a sun and clouds).&lt;br /&gt;
Go to the '''EWS tab''' and click ''Reset'' followed by ''Save''. This will make sure you have a countermeasure program to use in game.&lt;br /&gt;
Then go to the '''MFD tab''' and do the same to. Later you can configure your DTC as you please, but if you don’t follow these steps you might not have any MFD pages or countermeasure programs when you play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=oV4gbS7DgIA&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Also ensure you have the ''display bullseye'' box ticked otherwise you won't have your own BE in the HUD.&lt;br /&gt;
*If using precision steer points a lot it's good idea to RESET (don't hit CLEAR) as sometimes they will stick from a prior mission and can make for a bad day.&lt;br /&gt;
*If you're an OCA fan, maybe use prog 4 for a heavy flare load for low-level egress off the target.&lt;br /&gt;
*Don't set to AUTO or you can run out of chaff/flare very quickly!&lt;br /&gt;
*'''''REMEMBER TO CLICK COMMS AND IFF PLAN'''''&lt;br /&gt;
&lt;br /&gt;
To set up your controls I recommend following:&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2BQVD-SbEcY&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[http://www.krauselabs.net/dump/dtc.ini Krause's DTC]&lt;br /&gt;
&lt;br /&gt;
===Weapons Delivery Planner===&lt;br /&gt;
A quick and easy way to configure your MFDs and countermeasure programs is with Weapons Delivery Planner. This program does it all.&lt;br /&gt;
&lt;br /&gt;
*Download and install WDP from [http://www.weapondeliveryplanner.nl/ here]&lt;br /&gt;
&lt;br /&gt;
====Manipulating Chaff/Flare Programs====&lt;br /&gt;
Configure your countermeasure programs.&lt;br /&gt;
&lt;br /&gt;
#Click on DTC tab on top of program.&lt;br /&gt;
#Reference &amp;quot;EWS&amp;quot; page.&lt;br /&gt;
#Edit to your likings. BQ = Burst Quantity, BI = Burst Interval, SQ = Number of Sequences, SI = Sequence Intervals. I would reccommend asking for my chaff/flare programs as they are highly effective if you are confused about what all this means. Just ask me when I'm available.&lt;br /&gt;
&lt;br /&gt;
====Manipulating MFD Setups====&lt;br /&gt;
Change your MFD defaults for the different modes.&lt;br /&gt;
&lt;br /&gt;
#Reference DTC tab on top of program.&lt;br /&gt;
#Click &amp;quot;MFD&amp;quot; on top of screen.&lt;br /&gt;
#Edit as you wish. The Master mode is displayed as a box (e.g. A-G, A-A, NAV) and is read from left to right as it will appear in your cockpit.&lt;br /&gt;
&lt;br /&gt;
====Automatically and Simply Loading Pre-Planned Threat Circles====&lt;br /&gt;
If you have access to the campaign or TE, automatically load the threats into your DTC.&lt;br /&gt;
&lt;br /&gt;
#Make a package in the campaign and remember its save file. Remember the package number.&lt;br /&gt;
#Open WDP program, reference &amp;quot;DataCard&amp;quot; section it should be the default view once the program has been opened. Where it says &amp;quot;Open Meeshun&amp;quot;, reference your campaign save.&lt;br /&gt;
#Find the package you are flying and your flight using its package number. When you click it, a screen will come up with loadout information, just click okay.&lt;br /&gt;
#Click on &amp;quot;Map&amp;quot; tab on the top.&lt;br /&gt;
#Find the button that says &amp;quot;Auto PPT&amp;quot;. Click this and then click Save DTC.&lt;br /&gt;
&lt;br /&gt;
Every major SAM (SA-2,3,4,5,6) will be saved onto your data cartridge permanently. Keep referencing new Campaign saves as the campaign rolls on to update the status of SAMs.&lt;br /&gt;
&lt;br /&gt;
*Important Note: There is no such thing as a .ini for a campaign so the PrePlannedThreats will not appear on the 2D UI. When you enter the game, the PPT's will appear.&lt;br /&gt;
&lt;br /&gt;
=Multiplayer=&lt;br /&gt;
Connecting to a host in BMS is done in an older fashion than more modern games, to connect to someone hosting a BMS session you require the following pieces of information:&lt;br /&gt;
&lt;br /&gt;
*'''The Server/Host external IP address''' (This can be acquired by accessing the UO main website and clicking &amp;quot;Server Info,&amp;quot; or if privately hosting, searching for “What’s my I.P?” in Google).&lt;br /&gt;
*'''The Connection bandwidth'''. Use a speed test page like SPEEDTEST.NET and make sure your upload/download settings are 70% of your currently available bandwidth. &lt;br /&gt;
(Example: 48940 * 70 / 100 = 33000 Download ... 5030 * 70 / 100 = 3500 Upload)&lt;br /&gt;
*'''IVC IP address'''. This box can be left empty, or unchecked if not using IVC. An IP address needs only be entered if someone else is hosting the IVC server. (IVC is covered further on in this guide).&lt;br /&gt;
&lt;br /&gt;
After getting this information, you can use the '''Comms''' button at the top of the main menu and create a bookmark with the information for the server you wish to connect to. Once completed, you may save the bookmark for future use.&lt;br /&gt;
&lt;br /&gt;
{{Red|'''Forgetting to input a connection bandwidth value in the comms menu will break the multiplayer session for everyone. Double check that this value is entered.'''}}&lt;br /&gt;
&lt;br /&gt;
Once connected to the host, you will return to the main screen. However, the “Comms” button will now instead display a chat window for the main menu. This can be used for some pre-game chatter if IVC or Discord is occupied. From here, you will now be able to proceed to either the Tactical Engagement or Campaign section and select the '''Online''' option. If the Host has a game running, their game will be displayed here and allow you to connect.&lt;br /&gt;
Please ensure that is is safe to join with the host first before connecting to a server, BMS can sometimes run into issues if someone joins whilst something is being changed.&lt;br /&gt;
&lt;br /&gt;
=Hosting=&lt;br /&gt;
To host a game the ‘Connect to IP address’ box must be 0.0.0.0 and ‘Connection Bandwidth’ must be enough to allow X clients at min 1000. If you plan to host a four ship ensure you have at least 4000 available, especially if hosting a campaign. Ensure both IVC boxes are checked.&lt;br /&gt;
&lt;br /&gt;
In the ‘Dedicated IVC Server’ box enter the IP address 127.0.0.1 (localhost) to point it to the IVC server already running on your computer. No password is required as we didn’t set one up. Click on CONNECT.&lt;br /&gt;
&lt;br /&gt;
Please note: older versions of Falcon4 that had IVC systems used a convention of “0.0.0.0” in the voice server field as the means of both starting the voice server on your local system and connecting your game to it locally. This is NO LONGER SUPPORTED. Leaving this field blank with no valid IP address or hostname will result in no IVC communication.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
[[File:BMS localhost.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
==Port mapping==&lt;br /&gt;
About the ports to forward&lt;br /&gt;
&lt;br /&gt;
*BMS needs UDP ports 2934 and 2935 to be opened/forwarded.&lt;br /&gt;
*IVC needs UDP ports 9987 to 9989 to be opened/forwarded.&lt;br /&gt;
&lt;br /&gt;
Notice the TO concerning IVC, so it's not 9987 and 9989 only. You must include 9988.&lt;br /&gt;
&lt;br /&gt;
==Windows firewall==&lt;br /&gt;
Ensure that you allow the \Falcon BMS 4.33 U1\Bin\x64\Falcon BMS.exe and \Falcon BMS 4.33 U1\Bin\x86\IVC\IVC Server.exe prgrams through your Windows Firewall. You can add these manually if you need to:&lt;br /&gt;
[[File:BMS firewall.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6881</id>
		<title>BMS Configuration and Setup</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BMS_Configuration_and_Setup&amp;diff=6881"/>
		<updated>2019-07-14T19:25:54Z</updated>

		<summary type="html">&lt;p&gt;DrSlaughterRex: Changed 4.34 install link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:home-pit.jpg||none|500px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
&lt;br /&gt;
#Install BMS and update to the latest version&lt;br /&gt;
#Configure your controllers&lt;br /&gt;
#Configure the most common settings&lt;br /&gt;
#Set up windowed mode, if necessary&lt;br /&gt;
&lt;br /&gt;
=Installing BMS=&lt;br /&gt;
To install BMS you’ll need to install a copy of Falcon 4 to your hard drive. You can get this version from Steam, GOG, etc, and it is relatively cheap.&lt;br /&gt;
&lt;br /&gt;
Once you’ve gathered all the components do the following:&lt;br /&gt;
&lt;br /&gt;
#Download and install original Falcon 4&lt;br /&gt;
#Navigate [https://www.benchmarksims.org/forum/showthread.php?35505-Falcon-BMS-4-34-Full-Installer HERE] to download the 4.34 installer&lt;br /&gt;
#Follow the steps, then confirm your game is Falcon BMS 4.34.0 build 19631&lt;br /&gt;
&lt;br /&gt;
After the installation is finished, '''don’t delete the setup folder''', as you’ll need it to patch the game later. BMS always checks for a valid Falcon 4 install, so do not uninstall Falcon 4.&lt;br /&gt;
&lt;br /&gt;
==Patching BMS==&lt;br /&gt;
To update to a newer version of BMS, download the update and apply it in the same manner as the Update 3 executable above, then run setup.exe again. The game will automatically detect your install and patch the game to the downloaded version.&lt;br /&gt;
&lt;br /&gt;
=Configuring BMS=&lt;br /&gt;
After installing the game, run the shortcut to the game and click Configuration in the launcher. In this window are options that cannot be changed in game, like advanced graphics options and avionics options. The settings are down to personal preference.&lt;br /&gt;
VKing recommends Color MFD, EPAF Radar Cues, Gray scale AG Radar, and Smaller HSD/Bullseye Symbols.&lt;br /&gt;
&lt;br /&gt;
In the game, click Logbook at the top of the screen. This will show your player profile. Change both name and callsign to your nickname and pick a pilot picture and/or squadron patch if you like.&lt;br /&gt;
&lt;br /&gt;
Go to the Setup screen and check “Radio calls use bullseye”, then configure the rest the way you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enabling Human Awacs==&lt;br /&gt;
To greatly increase the range you can hear a Human AWACS transmit over uhf/vhf, a single command line needs to be added to IVC Client ini.&lt;br /&gt;
&lt;br /&gt;
First open up the IVC Client.ini. This is located in your BMS Folder/Bin/x86/IVC&lt;br /&gt;
[[File:IVC_File_Location.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the file is opened you will see a line &amp;quot;#outsiders = seat&amp;quot;&lt;br /&gt;
Change this to &amp;quot;outsiders = Awacs&amp;quot;. Make sure the A in Awacs is capitalized as in the below pic. &lt;br /&gt;
[[File:Human_Awacs.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once done save and close&lt;br /&gt;
&lt;br /&gt;
==Enabling Borderless Windowed Mode==&lt;br /&gt;
Enabling borderless windowed mode in BMS allows you the ability to alt-tab out and back in without crashing the bms client. To enable this mode open up your bms launcher and select configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_1.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Under the Hardware -&amp;gt; External Displays You will see 1. Cockpit Displays to External Windows and 2. External Windows Always on Top. Enable both of these are you see in the pic above. Save your selection by clicking Apply Changes at the bottom right.&lt;br /&gt;
&lt;br /&gt;
Next we need to configure the external windows we have enabled. In the bms launcher open Cockpit Display Extraction.&lt;br /&gt;
&lt;br /&gt;
[[File:Windowed_mode_part_2.png||none|600px|left|]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
On the left we have 7 windows available for editing. We only want to enable the Main window, unless you are using a real life HUD/RWR/MFD/DED/PFL. In the Main window it will have the Enabled box selected and greyed out, unselect Borders. For the Adjust window rectangle select Left=0 and Top=0, Width and Height will be greyed out and selected as 0.&lt;br /&gt;
For the other windows(HUD,RWR,MFD,DED,PFL) make sure to unselect all enabled boxes, this will disable them from appearing. After completion save your changes by clicking Save &amp;amp; Close.&lt;br /&gt;
&lt;br /&gt;
When opening up BMS it will be a smaller window in the top left of the screen. When entering into the 3D pit the window will open up to fullscreen windowed borderless and match your preset Resolution. &lt;br /&gt;
&lt;br /&gt;
Using borderless windowed mode is highly recommended. This will allow you to alt-tab out and do other things like change channels in Teamspeak. When you rejoin back into the 3D pit you will see an annoying windows mouse cursor follow out of sync with the bms cursor. To disable the windows mouse cursor in bms simply click the combination CTRL+ALT+DELETE, and then ESCAPE key. It will lag for around 1-2 seconds then put you back into the 3D pit with the windows cursor gone.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Controllers==&lt;br /&gt;
There are many different controllers and tips for configuring them. Check out [[Controllers]] for information on how to set things up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2haRQ6DCzSM&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Reference in \Docs\Key Files &amp;amp; Input\BMS Key File Manual.pdf for &amp;quot;advanced&amp;quot; users&lt;br /&gt;
&lt;br /&gt;
==Setting up the Data Transfer Cartridge (DTC)==&lt;br /&gt;
After setting up your pilot, go to any Tactical Engagement then click on the DTC button on the right side of the map (second from the bottom, above the button with a sun and clouds).&lt;br /&gt;
Go to the '''EWS tab''' and click ''Reset'' followed by ''Save''. This will make sure you have a countermeasure program to use in game.&lt;br /&gt;
Then go to the '''MFD tab''' and do the same to. Later you can configure your DTC as you please, but if you don’t follow these steps you might not have any MFD pages or countermeasure programs when you play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=oV4gbS7DgIA&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Also ensure you have the ''display bullseye'' box ticked otherwise you won't have your own BE in the HUD.&lt;br /&gt;
*If using precision steer points a lot it's good idea to RESET (don't hit CLEAR) as sometimes they will stick from a prior mission and can make for a bad day.&lt;br /&gt;
*If you're an OCA fan, maybe use prog 4 for a heavy flare load for low-level egress off the target.&lt;br /&gt;
*Don't set to AUTO or you can run out of chaff/flare very quickly!&lt;br /&gt;
*'''''REMEMBER TO CLICK COMMS AND IFF PLAN'''''&lt;br /&gt;
&lt;br /&gt;
To set up your controls I recommend following:&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=2BQVD-SbEcY&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[http://www.krauselabs.net/dump/dtc.ini Krause's DTC]&lt;br /&gt;
&lt;br /&gt;
===Weapons Delivery Planner===&lt;br /&gt;
A quick and easy way to configure your MFDs and countermeasure programs is with Weapons Delivery Planner. This program does it all.&lt;br /&gt;
&lt;br /&gt;
*Download and install WDP from [http://www.weapondeliveryplanner.nl/ here]&lt;br /&gt;
&lt;br /&gt;
====Manipulating Chaff/Flare Programs====&lt;br /&gt;
Configure your countermeasure programs.&lt;br /&gt;
&lt;br /&gt;
#Click on DTC tab on top of program.&lt;br /&gt;
#Reference &amp;quot;EWS&amp;quot; page.&lt;br /&gt;
#Edit to your likings. BQ = Burst Quantity, BI = Burst Interval, SQ = Number of Sequences, SI = Sequence Intervals. I would reccommend asking for my chaff/flare programs as they are highly effective if you are confused about what all this means. Just ask me when I'm available.&lt;br /&gt;
&lt;br /&gt;
====Manipulating MFD Setups====&lt;br /&gt;
Change your MFD defaults for the different modes.&lt;br /&gt;
&lt;br /&gt;
#Reference DTC tab on top of program.&lt;br /&gt;
#Click &amp;quot;MFD&amp;quot; on top of screen.&lt;br /&gt;
#Edit as you wish. The Master mode is displayed as a box (e.g. A-G, A-A, NAV) and is read from left to right as it will appear in your cockpit.&lt;br /&gt;
&lt;br /&gt;
====Automatically and Simply Loading Pre-Planned Threat Circles====&lt;br /&gt;
If you have access to the campaign or TE, automatically load the threats into your DTC.&lt;br /&gt;
&lt;br /&gt;
#Make a package in the campaign and remember its save file. Remember the package number.&lt;br /&gt;
#Open WDP program, reference &amp;quot;DataCard&amp;quot; section it should be the default view once the program has been opened. Where it says &amp;quot;Open Meeshun&amp;quot;, reference your campaign save.&lt;br /&gt;
#Find the package you are flying and your flight using its package number. When you click it, a screen will come up with loadout information, just click okay.&lt;br /&gt;
#Click on &amp;quot;Map&amp;quot; tab on the top.&lt;br /&gt;
#Find the button that says &amp;quot;Auto PPT&amp;quot;. Click this and then click Save DTC.&lt;br /&gt;
&lt;br /&gt;
Every major SAM (SA-2,3,4,5,6) will be saved onto your data cartridge permanently. Keep referencing new Campaign saves as the campaign rolls on to update the status of SAMs.&lt;br /&gt;
&lt;br /&gt;
*Important Note: There is no such thing as a .ini for a campaign so the PrePlannedThreats will not appear on the 2D UI. When you enter the game, the PPT's will appear.&lt;br /&gt;
&lt;br /&gt;
=Multiplayer=&lt;br /&gt;
Connecting to a host in BMS is done in a older fashion than more modern games, to connect to someone hosting a BMS session you require the following pieces of information:&lt;br /&gt;
&lt;br /&gt;
*'''The Server/Host external IP address''' (This can be acquired by accessing the UO main website and clicking &amp;quot;Server Info,&amp;quot; or if privately hosting, searching for “What’s my I.P?” in Google).&lt;br /&gt;
*'''The Connection bandwidth'''. This is your allowed downstream and upstream to the host, normally this is recommended to be kept to '''1024 (kilobits)'''. This value may change depending on the host's total bandwidth allocated to the game, '''however it is important that ALL clients use the same connection bandwidth to avoid synchronization conflicts'''. If in doubt, ask the host.&lt;br /&gt;
*'''IVC IP address'''. This box can be left empty, or unchecked if not using IVC. An IP address needs only be entered if someone else is hosting the IVC server. (IVC is covered further on in this guide).&lt;br /&gt;
&lt;br /&gt;
After getting this information, you can use the '''Comms''' button at the top of the main menu and create a bookmark with the information for the server you wish to connect to. Once completed, you may save the bookmark for future use.&lt;br /&gt;
&lt;br /&gt;
{{Red|'''Forgetting to input a connection bandwidth value in the comms menu will break the multiplayer session for everyone. Double check that this value is entered.'''}}&lt;br /&gt;
&lt;br /&gt;
Once connected to the host, you will return to the main screen. However the “Comms” button will now instead display a chat window for the main menu. This can be used for some pre-game chatter if IVC or Discord is occupied. From here, you will now be able to proceed to either the Tactical Engagement or Campaign section and select the '''Online''' option. If the Host has a game running, their game will be displayed here and allow you to connect.&lt;br /&gt;
Please ensure that is is safe to join with the host first before connecting to a server, BMS can sometimes run into issues if someone joins whilst something is being changed.&lt;br /&gt;
&lt;br /&gt;
=Hosting=&lt;br /&gt;
To host a game the ‘Connect to IP address’ box must be 0.0.0.0 and ‘Connection Bandwidth’ must be enough to allow X clients at min 1000. If you plan to host a four ship ensure you have at least 4000 available, especially if hosting a campaign. Ensure both IVC boxes are checked.&lt;br /&gt;
&lt;br /&gt;
In the ‘Dedicated IVC Server’ box enter the IP address 127.0.0.1 (localhost) to point it to the IVC server already running on your computer. No password is required as we didn’t set one up. Click on CONNECT.&lt;br /&gt;
&lt;br /&gt;
Please note: older versions of Falcon4 that had IVC systems used a convention of “0.0.0.0” in the voice server field as the means of both starting the voice server on your local system and connecting your game to it locally. This is NO LONGER SUPPORTED. Leaving this field blank with no valid IP address or hostname will result in no IVC communication.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
[[File:BMS localhost.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
==Port mapping==&lt;br /&gt;
About the ports to forward&lt;br /&gt;
&lt;br /&gt;
*BMS needs UDP ports 2934 and 2935 to be opened/forwarded.&lt;br /&gt;
*IVC needs UDP ports 9987 to 9989 to be opened/forwarded.&lt;br /&gt;
&lt;br /&gt;
Notice the TO concerning IVC, so it's not 9987 and 9989 only. You must include 9988.&lt;br /&gt;
&lt;br /&gt;
==Windows firewall==&lt;br /&gt;
Ensure that you allow the \Falcon BMS 4.33 U1\Bin\x64\Falcon BMS.exe and \Falcon BMS 4.33 U1\Bin\x86\IVC\IVC Server.exe prgrams through your Windows Firewall. You can add these manually if you need to:&lt;br /&gt;
[[File:BMS firewall.png||none|300px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>DrSlaughterRex</name></author>
		
	</entry>
</feed>