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		<id>http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6085</id>
		<title>DCS mission making - trigger actions and vehicle movement</title>
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		<updated>2018-06-21T10:50:22Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Trigger actions=&lt;br /&gt;
Triggers gives you the ability to script actions during the mission.&amp;lt;br&amp;gt;&lt;br /&gt;
The trigger system is not an &amp;quot;event&amp;quot; type system, but rather a &amp;quot;condition&amp;quot; type system; this means that a trigger does not occur when something occurs, but rather when a condition becomes TRUE.&amp;lt;br&amp;gt;&lt;br /&gt;
When using triggers you'll ear a lot about Flags. Here are some important fact you want to know about Flags&lt;br /&gt;
*Flags can be either Boolean (true/false/0/1) or a numerical value. &lt;br /&gt;
*FLAG IS TRUE checks for any value higher than 0. &lt;br /&gt;
*FLAG ON increases the flag value from 0 to 1. &lt;br /&gt;
*FLAG INCREASE adds a numerical value to the flag. (Useful if you're trying to tally a number of kills or hits)&lt;br /&gt;
[[File:DCS mission making triggers.jpg|frameless|800px]]&lt;br /&gt;
==Triggers list==&lt;br /&gt;
This window will list all existing triggers of the mission therefore you better use your triggers names wisely.&amp;lt;br&amp;gt;&lt;br /&gt;
===Type===&lt;br /&gt;
*ONCE. The trigger will be executed only once after the condition is evaluated as true. Once set as true, the condition is removed from memory&lt;br /&gt;
*CONTINUOUS ACTION. The Continuous Action trigger checks the trigger's conditions each second. Each second the conditions return true, the actions are performed; each second the conditions are false, no action is not performed&lt;br /&gt;
*SWITCHED CONDITION. The trigger will perform the set action(s) every time the trigger's condition is checked and evaluated as true and its previous state was false&lt;br /&gt;
*MISSION START. The trigger will only be checked at mission start&lt;br /&gt;
===Comment===&lt;br /&gt;
This is the name of your trigger. It should be self explanatory as you want to quickly understand what this trigger is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
'''PRO TIP:'''Try to group your triggers together chronologically by using a number in front of the trigger name (for example 01 - for the triggers on the ground at base, 02 for the triggers happening during the ingress, 03 for the triggers happening during the attacks etc ....) You can also use some special characther like /// to be able to find a particular trigger quickly in the list.&lt;br /&gt;
===Event===&lt;br /&gt;
Setting an event for a trigger limits the trigger's conditions to being evaluated only when the set events occur. With no event set, trigger conditions are evaluated once per second throughout the duration of the mission, unless already expired and removed from memory.&amp;lt;br&amp;gt;&lt;br /&gt;
In a trigger-heavy mission, this can cost considerable CPU cycles and affect gameplay performance. Setting triggers to events can reduce the CPU workload and also provide some unique trigger mechanisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Several kinds of EVENT are available but the most useful is probably the ON DESTROY which gonna have his conditions evaluated whenever any unit is destroyed. (Really useful to save CPU when using a trigger that count dead units to trigger something like reinforcements for example)&lt;br /&gt;
==Conditions==&lt;br /&gt;
Once you have created a trigger, you will then need to set the conditions that govern when the trigger will be set to true or false. To do so, you first need to click on the trigger you want to set conditions for by clicking on it from the trigger list.&amp;lt;br&amp;gt;&lt;br /&gt;
When multiple trigger conditions are set, they operate with an &amp;quot;AND&amp;quot; operator. In other words, all of the conditions must be true for the trigger to be activated. Press the OR button to separate conditions with an &amp;quot;OR&amp;quot; operator. In this case, the condition(s) either above or below the &amp;quot;OR&amp;quot; operator will activate the trigger.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is the list of the conditions types available in the mission editor:&lt;br /&gt;
*ALL OF COALITION IN ZONE. Set a trigger to true when all of the set coalition units (aircrafts, vehicles, ships) are inside a defined trigger zone. Upon selecting this condition, two new fields will be displayed. The COALITION drop down menu allows you to select the coalition that when inside the selected trigger zone will set the condition to true. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*ALL OF COALITION OUT OF ZONE. This condition works the same as the ALL OF COALITION IN ZONE, but the condition will be set to true when the all coalition's units are outside the defined zone.&lt;br /&gt;
*ALL OF GROUP IN ZONE. Set a trigger to true when all units of the set group are inside a defined trigger zone. The GROUP drop down menu allows you to select the group that when inside the selected trigger zone will set the condition to true. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*ALL OF GROUP OUT OF ZONE. This condition works the same as the ALL OF GROUP IN ZONE, but the condition will be set to true when the all group's units are outside the defined zone.&lt;br /&gt;
*BOMB IN ZONE&lt;br /&gt;
*CARGO UNHOOKED IN ZONE&lt;br /&gt;
*COALITION HAS AIRDROME. If the set coalition has captured set airfield, the action(s) will be activated. All airfields with no aircraft assigned for take-off or landing and with no ground units of either coalition within a 2,000 m. radius are neutral. Any ground unit present within a 2,000 m. radius of an airfield will capture the airfield for the coalition of the ground unit. If ground units of both coalitions are present within a 2,000 m. radius of an airfield, the airfield is contested and not assigned to either coalition. In cases when armed ground units of one coalition are present within a 2,000 m. radius of an airfield at the same time as unarmed ground units of the other coalition, the coalition of the armed units will capture the airfield.&lt;br /&gt;
*COALITION HAS HELIPAD. If the set coalition has captured set FARP, the action(s) will be activated. Note, FARP capture rules are identical to airfield capture rules (see above).&lt;br /&gt;
*FLAG EQUALS. This condition checks whether the value of a set flag is equal to the set value.&lt;br /&gt;
*FLAG EQUALS FLAG. This conditions checks whether the value of one set flag is equal to the value of another set flag.&lt;br /&gt;
*FLAG IS FALSE. When selected, a FLAG field is displayed below. By either using the left and right arrows or typing in the field, set the flag number that when set to false will set the condition to false.&lt;br /&gt;
*FLAG IS LESS. When selected, FLAG and VALUE fields are displayed below. By either using the left and right arrows or typing in the field, set the flag number to check the value for and the flag value, below which the trigger condition will be true.&lt;br /&gt;
*FLAG IS LESS THAN FLAG. This condition checks whether one set flag has a smaller value than another set flag.&lt;br /&gt;
*FLAG IS MORE. When selected, FLAG and VALUE fields are displayed below. By either using the left and right arrows or typing in the field, set the flag number to check the value for and the flag value, above which the trigger condition will be true.&lt;br /&gt;
*FLAG IS TRUE. When selected, a FLAG field is displayed below. By either using the left and right arrows or typing in the field, set the flag number that when set to true will set the condition to true.&lt;br /&gt;
*GROUP ALIVE. When selected, a GROUP drop down menu will be displayed below. From this list, select the group that will activate the trigger as long as at least one unit of the group is alive. Groups are listed according to their “NAME” from the unit placement windows.&lt;br /&gt;
*GROUP ALIVE LESS THAN. When selected, a GROUP drop down list and &amp;quot;%&amp;quot; field will be displayed below. From the GROUP list, select the group that will activate the trigger when the number of live units in the group corresponds to the per cent value set in the &amp;quot;%&amp;quot; field. For example, if the group has 10 units and you entered 40%, the trigger will activate when 3 units remain alive.&lt;br /&gt;
*GROUP DEAD. When selected, a GROUP drop down menu will be displayed below. From this list, select the group that will activate the trigger when all units of the group are destroyed (dead). Groups are listed according to their “NAME” from the unit placement windows.&lt;br /&gt;
*LUA PREDICATE&lt;br /&gt;
*MISSILE IN ZONE&lt;br /&gt;
*MISSION SCORE HIGHER THAN. If the set coalition has a score higher than the set amount, the action(s) will be activated.&lt;br /&gt;
*MISSION SCORE LOWER THAN. If the set coalition has a score lower than the set amount, the action(s) will be activated.&lt;br /&gt;
*PART OF COALITION IN ZONE. The trigger will be set to true if any of coalition's unit will appear inside the selected trigger zone. The COALITION drop down menu allows you to select the coalition. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*PART OF COALITION OUT OF ZONE. This condition works the same as the PART OF COALITION IN ZONE, but the condition will be set to true when the any of coalition's unit are outside the defined zone.&lt;br /&gt;
*PART OF GROUP IN ZONE. The trigger will be set to true if any of group's unit will appear inside the selected trigger zone. The GROUP drop down menu allows you to select the group. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*PART OF GROUP OUT OF ZONE. This condition works the same as the PART OF GROUP IN ZONE, but the condition will be set to true when the any of group's unit are outside the defined zone.&lt;br /&gt;
*RANDOM. The Random condition allows you to set a percentage chance of action(s) assigned to the trigger from happening. Use the left and right arrows or type directly into the field to adjust the value. Values can range from 0 (no chance) to 100 (certain) as a percentage. The most common action you will use this condition with is Activate Group. This will allow you to set a random appearance of units in a mission.&lt;br /&gt;
*SIGNAL FLARE IN ZONE&lt;br /&gt;
*TIME LESS. When selected, a SECONDS field is displayed below. By either using the left and right arrows or typing in the field, enter the time in seconds when the condition will become false. For example, if you set a value of 120, the condition will become false two minutes into the mission.&lt;br /&gt;
*TIME MORE. When selected, a SECONDS field is displayed below. By either using the left and right arrows or typing in the field, enter the time in seconds when the condition will become true. For example, if you set a value of 120, the condition will become true two minutes into the mission.&lt;br /&gt;
*TIME SINCE FLAG. When selected, FLAG and SECONDS fields are displayed below. By either using the left and right arrows or typing in the field, set the flag number that when set to true will set the condition to true in the FLAG field. In the SECONDS field, enter the delay in seconds that the condition will be set to true after the flag is set to true.&lt;br /&gt;
*UNIT ALIVE. When selected, a UNIT drop down menu will be displayed below. From this list, select the unit that will activate the trigger as long as the unit is alive. Units are listed according to their “UNIT NAME” from the unit placement windows.&lt;br /&gt;
*UNIT DAMAGED. When selected, a UNIT drop down menu will be displayed below. From this list, select the unit that will activate the trigger when the unit is damaged. Units are listed according to their “UNIT NAME” from the unit placement windows.&lt;br /&gt;
*UNIT DEAD. When selected, a UNIT drop down menu will be displayed below. From this list, select the unit that will activate the trigger when the unit is destroyed (dead). Units are listed according to their “UNIT NAME” from the unit placement windows.&lt;br /&gt;
*UNIT INSIDE MOVING ZONE. This trigger allows you to attach a trigger area zone to a unit and the zone will move along with the assigned unit. Note, the trigger zone can be placed anywhere on the map, but will in fact be always attached to the center of the assigned unit in-game. When selected, you should first select the unit that the area trigger will be attached to by selecting it from the ZONE UNIT drop down list. Next, select the area trigger zone that will be attached to the unit from the ZONE drop down list. Lastly, you need to set the unit that will set the trigger to true when it enters the zone unit’s zone. Do this by selecting a unit from the UNIT drop down list.&lt;br /&gt;
*UNIT INSIDE ZONE. When creating a Trigger Zone (discussed later in this document), you can set a trigger to true when a defined unit enters a defined trigger zone. Upon selecting this condition, two new fields will be displayed. The UNIT drop down menu allows you to select the unit that when inside the selected trigger zone will set the condition to true. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*UNIT OUTSIDE MOVING ZONE. This trigger allows you to attach a trigger area zone to a unit and the zone will move along with the assigned unit. Note, the trigger zone can be placed anywhere on the map, but will in fact be always attached to the center of the assigned unit in-game. When selected, you should first select the unit that the area trigger will be attached to by selecting it from the ZONE UNIT drop down list. Next, select the area trigger zone that will be attached to the unit from the ZONE drop down list. Lastly, you need to set the unit that will set the trigger to true when it is outside the zone unit’s zone. Do this by selecting a unit from the UNIT drop down list.&lt;br /&gt;
*UNIT OUTSIDE ZONE. This condition works the same as the UNIT INSIDE ZONE, but the condition will be set to true when the unit is outside the defined zone.&lt;br /&gt;
*UNIT’S ALTITUDE HIGHER THAN. This condition allows you to set a unit and altitude in meters (MSL). If the set unit flies above the set altitude, the trigger will be set to true.&lt;br /&gt;
*UNIT’S ALTITUDE LOWER THAN. This condition allows you to set a unit and altitude in meters. If the set unit flies below the set altitude, the trigger will be set to true.&lt;br /&gt;
*UNIT'S BANK IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the bank angle is within the MIN and MAX values set in the corresponding fields. Note, negative angles denote left bank and positive angles denote right bank.&lt;br /&gt;
*UNIT'S HEADING IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the unit's heading is within the MIN and MAX values set in the corresponding fields.&lt;br /&gt;
*UNIT'S LIFE LESS THAN. When selected, a UNIT drop down list and &amp;quot;%&amp;quot; of life will be displayed below. From the UNIT list, select the unit that will activate the trigger when the per cent of &amp;quot;life&amp;quot; of the unit corresponds to the value set in the &amp;quot;%&amp;quot; field.&lt;br /&gt;
*UNIT'S PITCH IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the pitch angle is within the MIN and MAX values set in the corresponding fields. Note, negative angles denote negative pitch (nose down) and positive angles denote positive pitch (nose up).&lt;br /&gt;
*UNIT’S SPEED HIGHER THAN. This condition allows you to set a unit and speed in indicated meters per second. If the set unit flies faster than set speed, the trigger will be set to true.&lt;br /&gt;
*UNIT’S SPEED LOWER THAN. This condition allows you to set a unit and speed in indicated meters per second. If the set unit flies under than set speed, the trigger will be set to true.&lt;br /&gt;
*UNIT'S VERTICAL SPEED IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the vertical velocity in meters per second is within the MIN and MAX values set in the corresponding fields.&lt;br /&gt;
==Actions==&lt;br /&gt;
Once you have defined the condition(s) that will determine when a trigger will be true or false, you now define the actions that will result. (you can define as many actions you want)&amp;lt;br&amp;gt;&lt;br /&gt;
Here is the list of the actions available:&lt;br /&gt;
*AI TASK PUSH. An AI action set in the TRIGGERED ACTIONS panel of the AI Group Properties Advanced Actions menu will be executed. The desired AI action identified by its name should be selected from drop down list.&lt;br /&gt;
*AI TASK SET.&lt;br /&gt;
*BEGIN PLAYING ACTOR.&lt;br /&gt;
*DO SCRIPT. Runs a LUA script as entered in the TEXT filed.&lt;br /&gt;
*DO SCRIPT FILE. Runs a LUA script file that is linked to in the TEXT field.&lt;br /&gt;
*EFFECT SMOKE.&lt;br /&gt;
*END MISSION. If you wish to have the mission end according one or more specified conditions being set to true, you can use this action. This can be a handy action to end a mission after all mission objectives have been met. In the text box, you can also enter text that will appear when one side has won the mission.&lt;br /&gt;
*EXPLODE UNIT. From this action, select a unit that you wish to explode as a result of this action. You can use the volume setting to determine the size of the explosion.&lt;br /&gt;
*EXPLOSION. To have an explosion appear in the mission based on a resulting action, you can use this action. The three values you need to set include the name of the zone that the explosion will occur in, the altitude the explosion will occur, and the size (volume) of the explosion.&lt;br /&gt;
*FLAG DECREASE. This action allows you to set a defined flag to decrease in value. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field. Use the VALUE field left and right arrow keys to set the value by which to decrease or manually enter it in the field.&lt;br /&gt;
*FLAG INCREASE. This action allows you to set a defined flag to increase in value. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field. Use the VALUE field left and right arrow keys to set the value by which to increase or manually enter it in the field.&lt;br /&gt;
*FLAG OFF. This action allows you to clear a defined flag number to false. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field.&lt;br /&gt;
*FLAG ON. This action allows you to set a defined flag number to be true. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field.&lt;br /&gt;
*FLAG SET RANDOM VALUE. This action allows you to set a defined flag to a random value. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field. Use the VALUE LIM MIN and VALUE LIM MAX fields left and right arrow keys to set the range of possible values for the flag or manually enter them in the fields.&lt;br /&gt;
*GROUP ACTIVATE. By default, units appear automatically in a mission once the mission starts. However, using the Activate group action, you can set unit groups to only appear in the mission according to the set conditions. Common rules to govern the appearance of an Activated group are TIME MORE, FLAG IS TRUE, UNIT IN ZONE and RAMDOM. IMPORTANT: FOR A GROUP TO BE ACTIVATED VIA A CONDITION YOU MUST CHECK THE LATE ACTIVATION CHECKBOX&lt;br /&gt;
*GROUP AI OFF. Disable the artificial intelligence of all units in the selected group. The group will stop all movement, sensor operations and will not engage in combat.&lt;br /&gt;
*GROUP AI ON. Activate the artificial intelligence of all units in the selected group. Only possible after use of the GROUP AI OFF action on the group.&lt;br /&gt;
*GROUP DEACTIVATE. To have a group removed from a mission while in progress, you can use this action tied to a condition. When enabled, the specified group will disappear from the mission.&lt;br /&gt;
*GROUPE RESUME. This action orders to group to resume movement along its planned route.&lt;br /&gt;
*GROUP STOP.&lt;br /&gt;
*ILLUMINATION BOMB. For night missions, you can use this action to have an illumination bomb appear in a specified zone at a specified altitude. You can use this to simulate artillery fired illumination rounds.&lt;br /&gt;
*LOAD MISSION. This is a very useful action that allows you to load a new mission in multiplayer, as a result of the rule conditions. As such, you could have different missions loaded depending on what is happening in the mission. In this way, you can use this action to create multiplayer campaigns. Working in the multiplayer only.&lt;br /&gt;
*MARK TO COALITION&lt;br /&gt;
*MARK TO ALL&lt;br /&gt;
*MARK TO GROUP&lt;br /&gt;
*MESSAGE TO ALL. To have a trigger display a text message on the screen, you will use this action. Upon selecting this action, a TEXT entry box will appear. Type the message you wish to be displayed here. Below the text box you can set how long you wish the message to be displayed in seconds.&lt;br /&gt;
*MESSAGE TO COALITION. This action allows a text message to just be sent to the defined coalition. As with the Message action, you can enter text and message duration.&lt;br /&gt;
*MESSAGE TO COUNTRY. This action allows a text message to just be sent to the defined country. As with the Message action, you can enter text and message duration.&lt;br /&gt;
*MESSAGE TO GROUP&lt;br /&gt;
*PLAY ARGUMENT. Turn on a graphics animation argument (such as turning of a radar antenna) of the selected static object.&lt;br /&gt;
*PREVENT CONTROLS SYNCHRONIZATION. This trigger will prevent the synchronization of cockpit switch states with the settings on the player’s actual input controllers, such as joystick and throttle switches. Intended for use with training missions.&lt;br /&gt;
*RADIO ITEM ADD. This actions allows you to add a custom radio message to the player's radio communications menu in-game. Enter the desired radio message in the RADIO TEXT field. In the FLAG field, set the flag number that will be set to ON when the player selects this radio message. Note, this trigger does not work in multiplayer.&lt;br /&gt;
*RADIO ITEM ADD FOR COALITION&lt;br /&gt;
*RADIO ITEM ADD FOR GROUP&lt;br /&gt;
*RADIO ITEM REMOVE. Delete a custom radio message from the player's radio communications menu created earlier using the RADIO ITEM ADD action.&lt;br /&gt;
*RADIO ITEM REMOVE FOR COALITION&lt;br /&gt;
*RADIO ITEM REMOVE FOR GROUP&lt;br /&gt;
*RADIO TRANSMISSION. Allows the user to define a sound file to play and the transmitter's location, emission power, frequency and modulation.&lt;br /&gt;
*REMOVE MARK&lt;br /&gt;
*SCENERY DESTRUCTION ZONE&lt;br /&gt;
*SCENERY REMOVE OBJECT ZONE&lt;br /&gt;
*SET ACTIVE HELPER GATE TO POINT&lt;br /&gt;
*SET BRIEFING. (Not implemented yet).&lt;br /&gt;
*SET FAILURE. This action is used to setup system failures for the player's aircraft. Select the system to fail in the FAILURE drop down menu. Set the probability of failure in per cent in the PROBABILITY % field. Set the desired time span after the trigger conditions are true for the failure to occur in the WITHIN field.&lt;br /&gt;
*SET FLAG VALUE&lt;br /&gt;
*SET INTERNAL CARGO&lt;br /&gt;
*SHELLING ZONE&lt;br /&gt;
*SHOW HELPER GATE&lt;br /&gt;
*SHOW HELPER GATE FOR UNIT&lt;br /&gt;
*SIGNAL FLARE. Use this action to have signal flares (flare gun) fired from a specified zone. You can also select the color of the flare. This can be a useful action to allow friendly units to mark their location to avoid friendly fire.&lt;br /&gt;
*SIGNAL FLARE ON UNIT. This works the same as the previous action, but the signal flare is fired from the location of a specified unit. This should be used when the unit is moving.&lt;br /&gt;
*SMOKE MARKER. To have a white phosphorous (WP) marker appear in the mission, you can use this action. When activated, a white WP marker will appear in the specified zone and at the specified altitude. This can be a useful tool when creating Forward Air Controller (FAC) missions.&lt;br /&gt;
*SMOKE MARKER ON UNIT. This acts the same as the previous action, but instead of occurring within a specified zone, it will appear on a specified unit.&lt;br /&gt;
*SOUND TO ALL. The Sound action enables you to add an audio file to play as a trigger function. This is often used in conjunction with a Message action to add voice messages with subtitles to the mission. Once selected, a FILE field will be displayed along with an OPEN button. Press the open button and then use the file/folder browser to select the desired file (.wav or .OGG formats). The name of the audio file will then be displayed in the FILE field.&lt;br /&gt;
*SOUND TO COALITION. This action allows an audio file to just be play to the defined coalition. Once selected, a FILE field will be displayed along with an OPEN button. Press the open button and then use the file/folder browser to select the desired file (.wav or .OGG formats). The name of the audio file will then be displayed in the FILE field.&lt;br /&gt;
*SOUND TO COUNTRY. This action allows an audio file to just be play to the defined country.&lt;br /&gt;
*SOUND TO GROUP&lt;br /&gt;
*START PLAYER SEAT LOCK&lt;br /&gt;
*START WAIT USER RESPONSE. This action begins to listen for the player to press the Space bar key. Once pressed, the action sets the flag specified in the action attribute.&lt;br /&gt;
*STATIC ACTIVATE&lt;br /&gt;
*STOP AND DEPLOY TO TEMPLATE. Using this action, an AI group can be made to stop movement along its route and take up a position as defined by a formation template (for example, an artillery battle position).&lt;br /&gt;
*STOP LAST SOUND&lt;br /&gt;
*STOP PLAYER SEAT LOCK&lt;br /&gt;
*STOP PLAYING ACTOR&lt;br /&gt;
*STOP RADIO TRANSMISSION&lt;br /&gt;
*STOP WAIT USER RESPONSE. This action stops listening for the player to press the Space bar key. This action can be useful when creating mission scenarios where the player is to command AI groups to perform various actions, such as advance forward or hold position, by binding the desired AI actions to the flag number of the corresponding custom radio message.&lt;br /&gt;
*UNIT AI OFF. Disable the artificial intelligence of the selected unit. The unit will stop all movement, sensor operations and will not engage in combat.&lt;br /&gt;
*UNIT AI ON. Activate the artificial intelligence of the selected unit. Only possible after use of the UNIT AI OFF action on the unit.&lt;br /&gt;
*UNIT EMISSION OFF&lt;br /&gt;
*UNIT EMISSION ON&lt;br /&gt;
&lt;br /&gt;
=Vehicle movement=&lt;br /&gt;
==Make an AI helicopter to hover==&lt;br /&gt;
Here is an easy trick to make your AI helicopter to remain stationary above a waypoint.&lt;br /&gt;
* Place your helicopter on the map and set the usual options like Country, Type, Skill etc .... Create a flight plan. Use as much waypoints as you want.&lt;br /&gt;
* Select the waypoint where you want your helicopter to remain stationary and click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''SPEED'' - 0 and set the ''ALTITUDE'' to wathever altitude you want the helicopter to hover&lt;br /&gt;
* Optionnaly you can add a stop condition to make it stop the hover and proceed with the rest of his flight plan (in this example I've set up a duration of 2 mn which mean that when the Gazelle will reach waypoint 2 she will hover for 2 mn before proceding to waypoint 3)&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making Make an AI helicopter to hover.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1EtKDifbtWumwwUb7Dr_yXUMk04XV5Hm- Download the mission example]&lt;br /&gt;
&lt;br /&gt;
==How to set up a tanker for air to air refueling==&lt;br /&gt;
Before placing a tanker be advised that some airplanes are refueled using a flying boom (F16, F15 , etc ...) where others are using a probe and drogue (F18, Mirage 2000 etc ...)&lt;br /&gt;
Therefore you have to choose the correct model of tanker in function of what kind of airplanes you want to refuel.&lt;br /&gt;
* Place a tanker on the map and set the usual options and be sure his ''TASK'' is set to ''Refueling''. (should be selected as default)&lt;br /&gt;
* Create a flight plan (don't make it to fly too high or to fast to ease up the AAR)&lt;br /&gt;
* At the first waypoint where you want your tanker to start his racetrack pattern (in our example waypoint 1) click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''PATTERN'' - Race-track , ''SPEED'' - 300 kts and set the ''ALTITUDE'' to 15 000 ft. Your tanker will now orbit between waypoint 1 &amp;amp; 2 until it reaches his bingo fuel. (you can also assign a stop condition like a duration , a trigger etc ...) '''PRO TIP:''' Tankers are always doing a left hand turn in their orbit.&lt;br /&gt;
* Optionnaly you can add a tacan to your tanker (Normally DCS will automaticaly assign a TCN to your tankers) To do this just go on Waypoint 0 and open the advanced waypoint actions. Click on ADD and select ''TYPE'' - Perform Command , ''ACTION'' - Activate TACAN and then select a channel , a channel mode and the callsign of the TCN station (usualy TKR for tanker). If you already have an existing Tacan in the the advanced waypoint actions window  just double click on it to edit its informations.&lt;br /&gt;
&lt;br /&gt;
In this example, our tanker (a KC-130) will orbit in a racetrack pattern between steer 1 and 2 at 15 000 ft and 300 kts.&amp;lt;br /&amp;gt;&lt;br /&gt;
As I didn't set any stop condition it will orbit until it reaches his bingo fuel and then follow his waypoints to land at Kutaisi.&amp;lt;br /&amp;gt;&lt;br /&gt;
Players can use TCN 1X to find it.&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making add a tanker.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1bB_yAKCNh7jdsBveoa1Nb3ljleOLiIHi Download the mission example]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6084</id>
		<title>DCS mission making - trigger actions and vehicle movement</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6084"/>
		<updated>2018-06-21T10:47:36Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Trigger actions=&lt;br /&gt;
Triggers gives you the ability to script actions during the mission.&amp;lt;br&amp;gt;&lt;br /&gt;
The trigger system is not an &amp;quot;event&amp;quot; type system, but rather a &amp;quot;condition&amp;quot; type system; this means that a trigger does not occur when something occurs, but rather when a condition becomes TRUE.&amp;lt;br&amp;gt;&lt;br /&gt;
When using triggers you'll ear a lot about Flags. Here are some important fact you want to know about Flags&lt;br /&gt;
*Flags can be either Boolean (true/false/0/1) or a numerical value. &lt;br /&gt;
*FLAG IS TRUE checks for any value higher than 0. &lt;br /&gt;
*FLAG ON increases the flag value from 0 to 1. &lt;br /&gt;
*FLAG INCREASE adds a numerical value to the flag. (Useful if you're trying to tally a number of kills or hits)&lt;br /&gt;
[[File:DCS mission making triggers.jpg|frameless|800px]]&lt;br /&gt;
==Triggers list==&lt;br /&gt;
This window will list all existing triggers of the mission therefore you better use your triggers names wisely.&amp;lt;br&amp;gt;&lt;br /&gt;
===Type===&lt;br /&gt;
*ONCE. The trigger will be executed only once after the condition is evaluated as true. Once set as true, the condition is removed from memory&lt;br /&gt;
*CONTINUOUS ACTION. The Continuous Action trigger checks the trigger's conditions each second. Each second the conditions return true, the actions are performed; each second the conditions are false, no action is not performed&lt;br /&gt;
*SWITCHED CONDITION. The trigger will perform the set action(s) every time the trigger's condition is checked and evaluated as true and its previous state was false&lt;br /&gt;
*MISSION START. The trigger will only be checked at mission start&lt;br /&gt;
===Comment===&lt;br /&gt;
This is the name of your trigger. It should be self explanatory as you want to quickly understand what this trigger is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
'''PRO TIP:'''Try to group your triggers together chronologically by using a number in front of the trigger name (for example 01 - for the triggers on the ground at base, 02 for the triggers happening during the ingress, 03 for the triggers happening during the attacks etc ....) You can also use some special characther like /// to be able to find a particular trigger quickly in the list.&lt;br /&gt;
===Event===&lt;br /&gt;
Setting an event for a trigger limits the trigger's conditions to being evaluated only when the set events occur. With no event set, trigger conditions are evaluated once per second throughout the duration of the mission, unless already expired and removed from memory.&amp;lt;br&amp;gt;&lt;br /&gt;
In a trigger-heavy mission, this can cost considerable CPU cycles and affect gameplay performance. Setting triggers to events can reduce the CPU workload and also provide some unique trigger mechanisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Several kinds of EVENT are available but the most useful is probably the ON DESTROY which gonna have his conditions evaluated whenever any unit is destroyed. (Really useful to save CPU when using a trigger that count dead units to trigger something like reinforcements for example)&lt;br /&gt;
==Conditions==&lt;br /&gt;
Once you have created a trigger, you will then need to set the conditions that govern when the trigger will be set to true or false. To do so, you first need to click on the trigger you want to set conditions for by clicking on it from the trigger list.&amp;lt;br&amp;gt;&lt;br /&gt;
When multiple trigger conditions are set, they operate with an &amp;quot;AND&amp;quot; operator. In other words, all of the conditions must be true for the trigger to be activated. Press the OR button to separate conditions with an &amp;quot;OR&amp;quot; operator. In this case, the condition(s) either above or below the &amp;quot;OR&amp;quot; operator will activate the trigger.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is the list of the conditions types available in the mission editor:&lt;br /&gt;
*ALL OF COALITION IN ZONE. Set a trigger to true when all of the set coalition units (aircrafts, vehicles, ships) are inside a defined trigger zone. Upon selecting this condition, two new fields will be displayed. The COALITION drop down menu allows you to select the coalition that when inside the selected trigger zone will set the condition to true. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*ALL OF COALITION OUT OF ZONE. This condition works the same as the ALL OF COALITION IN ZONE, but the condition will be set to true when the all coalition's units are outside the defined zone.&lt;br /&gt;
*ALL OF GROUP IN ZONE. Set a trigger to true when all units of the set group are inside a defined trigger zone. The GROUP drop down menu allows you to select the group that when inside the selected trigger zone will set the condition to true. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*ALL OF GROUP OUT OF ZONE. This condition works the same as the ALL OF GROUP IN ZONE, but the condition will be set to true when the all group's units are outside the defined zone.&lt;br /&gt;
*BOMB IN ZONE&lt;br /&gt;
*CARGO UNHOOKED IN ZONE&lt;br /&gt;
*COALITION HAS AIRDROME. If the set coalition has captured set airfield, the action(s) will be activated. All airfields with no aircraft assigned for take-off or landing and with no ground units of either coalition within a 2,000 m. radius are neutral. Any ground unit present within a 2,000 m. radius of an airfield will capture the airfield for the coalition of the ground unit. If ground units of both coalitions are present within a 2,000 m. radius of an airfield, the airfield is contested and not assigned to either coalition. In cases when armed ground units of one coalition are present within a 2,000 m. radius of an airfield at the same time as unarmed ground units of the other coalition, the coalition of the armed units will capture the airfield.&lt;br /&gt;
*COALITION HAS HELIPAD. If the set coalition has captured set FARP, the action(s) will be activated. Note, FARP capture rules are identical to airfield capture rules (see above).&lt;br /&gt;
*FLAG EQUALS. This condition checks whether the value of a set flag is equal to the set value.&lt;br /&gt;
*FLAG EQUALS FLAG. This conditions checks whether the value of one set flag is equal to the value of another set flag.&lt;br /&gt;
*FLAG IS FALSE. When selected, a FLAG field is displayed below. By either using the left and right arrows or typing in the field, set the flag number that when set to false will set the condition to false.&lt;br /&gt;
*FLAG IS LESS. When selected, FLAG and VALUE fields are displayed below. By either using the left and right arrows or typing in the field, set the flag number to check the value for and the flag value, below which the trigger condition will be true.&lt;br /&gt;
*FLAG IS LESS THAN FLAG. This condition checks whether one set flag has a smaller value than another set flag.&lt;br /&gt;
*FLAG IS MORE. When selected, FLAG and VALUE fields are displayed below. By either using the left and right arrows or typing in the field, set the flag number to check the value for and the flag value, above which the trigger condition will be true.&lt;br /&gt;
*FLAG IS TRUE. When selected, a FLAG field is displayed below. By either using the left and right arrows or typing in the field, set the flag number that when set to true will set the condition to true.&lt;br /&gt;
*GROUP ALIVE. When selected, a GROUP drop down menu will be displayed below. From this list, select the group that will activate the trigger as long as at least one unit of the group is alive. Groups are listed according to their “NAME” from the unit placement windows.&lt;br /&gt;
*GROUP ALIVE LESS THAN. When selected, a GROUP drop down list and &amp;quot;%&amp;quot; field will be displayed below. From the GROUP list, select the group that will activate the trigger when the number of live units in the group corresponds to the per cent value set in the &amp;quot;%&amp;quot; field. For example, if the group has 10 units and you entered 40%, the trigger will activate when 3 units remain alive.&lt;br /&gt;
*GROUP DEAD. When selected, a GROUP drop down menu will be displayed below. From this list, select the group that will activate the trigger when all units of the group are destroyed (dead). Groups are listed according to their “NAME” from the unit placement windows.&lt;br /&gt;
*LUA PREDICATE&lt;br /&gt;
*MISSILE IN ZONE&lt;br /&gt;
*MISSION SCORE HIGHER THAN. If the set coalition has a score higher than the set amount, the action(s) will be activated.&lt;br /&gt;
*MISSION SCORE LOWER THAN. If the set coalition has a score lower than the set amount, the action(s) will be activated.&lt;br /&gt;
*PART OF COALITION IN ZONE. The trigger will be set to true if any of coalition's unit will appear inside the selected trigger zone. The COALITION drop down menu allows you to select the coalition. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*PART OF COALITION OUT OF ZONE. This condition works the same as the PART OF COALITION IN ZONE, but the condition will be set to true when the any of coalition's unit are outside the defined zone.&lt;br /&gt;
*PART OF GROUP IN ZONE. The trigger will be set to true if any of group's unit will appear inside the selected trigger zone. The GROUP drop down menu allows you to select the group. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*PART OF GROUP OUT OF ZONE. This condition works the same as the PART OF GROUP IN ZONE, but the condition will be set to true when the any of group's unit are outside the defined zone.&lt;br /&gt;
*RANDOM. The Random condition allows you to set a percentage chance of action(s) assigned to the trigger from happening. Use the left and right arrows or type directly into the field to adjust the value. Values can range from 0 (no chance) to 100 (certain) as a percentage. The most common action you will use this condition with is Activate Group. This will allow you to set a random appearance of units in a mission.&lt;br /&gt;
*SIGNAL FLARE IN ZONE&lt;br /&gt;
*TIME LESS. When selected, a SECONDS field is displayed below. By either using the left and right arrows or typing in the field, enter the time in seconds when the condition will become false. For example, if you set a value of 120, the condition will become false two minutes into the mission.&lt;br /&gt;
*TIME MORE. When selected, a SECONDS field is displayed below. By either using the left and right arrows or typing in the field, enter the time in seconds when the condition will become true. For example, if you set a value of 120, the condition will become true two minutes into the mission.&lt;br /&gt;
*TIME SINCE FLAG. When selected, FLAG and SECONDS fields are displayed below. By either using the left and right arrows or typing in the field, set the flag number that when set to true will set the condition to true in the FLAG field. In the SECONDS field, enter the delay in seconds that the condition will be set to true after the flag is set to true.&lt;br /&gt;
*UNIT ALIVE. When selected, a UNIT drop down menu will be displayed below. From this list, select the unit that will activate the trigger as long as the unit is alive. Units are listed according to their “UNIT NAME” from the unit placement windows.&lt;br /&gt;
*UNIT DAMAGED. When selected, a UNIT drop down menu will be displayed below. From this list, select the unit that will activate the trigger when the unit is damaged. Units are listed according to their “UNIT NAME” from the unit placement windows.&lt;br /&gt;
*UNIT DEAD. When selected, a UNIT drop down menu will be displayed below. From this list, select the unit that will activate the trigger when the unit is destroyed (dead). Units are listed according to their “UNIT NAME” from the unit placement windows.&lt;br /&gt;
*UNIT INSIDE MOVING ZONE. This trigger allows you to attach a trigger area zone to a unit and the zone will move along with the assigned unit. Note, the trigger zone can be placed anywhere on the map, but will in fact be always attached to the center of the assigned unit in-game. When selected, you should first select the unit that the area trigger will be attached to by selecting it from the ZONE UNIT drop down list. Next, select the area trigger zone that will be attached to the unit from the ZONE drop down list. Lastly, you need to set the unit that will set the trigger to true when it enters the zone unit’s zone. Do this by selecting a unit from the UNIT drop down list.&lt;br /&gt;
*UNIT INSIDE ZONE. When creating a Trigger Zone (discussed later in this document), you can set a trigger to true when a defined unit enters a defined trigger zone. Upon selecting this condition, two new fields will be displayed. The UNIT drop down menu allows you to select the unit that when inside the selected trigger zone will set the condition to true. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*UNIT OUTSIDE MOVING ZONE. This trigger allows you to attach a trigger area zone to a unit and the zone will move along with the assigned unit. Note, the trigger zone can be placed anywhere on the map, but will in fact be always attached to the center of the assigned unit in-game. When selected, you should first select the unit that the area trigger will be attached to by selecting it from the ZONE UNIT drop down list. Next, select the area trigger zone that will be attached to the unit from the ZONE drop down list. Lastly, you need to set the unit that will set the trigger to true when it is outside the zone unit’s zone. Do this by selecting a unit from the UNIT drop down list.&lt;br /&gt;
*UNIT OUTSIDE ZONE. This condition works the same as the UNIT INSIDE ZONE, but the condition will be set to true when the unit is outside the defined zone.&lt;br /&gt;
*UNIT’S ALTITUDE HIGHER THAN. This condition allows you to set a unit and altitude in meters (MSL). If the set unit flies above the set altitude, the trigger will be set to true.&lt;br /&gt;
*UNIT’S ALTITUDE LOWER THAN. This condition allows you to set a unit and altitude in meters. If the set unit flies below the set altitude, the trigger will be set to true.&lt;br /&gt;
*UNIT'S BANK IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the bank angle is within the MIN and MAX values set in the corresponding fields. Note, negative angles denote left bank and positive angles denote right bank.&lt;br /&gt;
*UNIT'S HEADING IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the unit's heading is within the MIN and MAX values set in the corresponding fields.&lt;br /&gt;
*UNIT'S LIFE LESS THAN. When selected, a UNIT drop down list and &amp;quot;%&amp;quot; of life will be displayed below. From the UNIT list, select the unit that will activate the trigger when the per cent of &amp;quot;life&amp;quot; of the unit corresponds to the value set in the &amp;quot;%&amp;quot; field.&lt;br /&gt;
*UNIT'S PITCH IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the pitch angle is within the MIN and MAX values set in the corresponding fields. Note, negative angles denote negative pitch (nose down) and positive angles denote positive pitch (nose up).&lt;br /&gt;
*UNIT’S SPEED HIGHER THAN. This condition allows you to set a unit and speed in indicated meters per second. If the set unit flies faster than set speed, the trigger will be set to true.&lt;br /&gt;
*UNIT’S SPEED LOWER THAN. This condition allows you to set a unit and speed in indicated meters per second. If the set unit flies under than set speed, the trigger will be set to true.&lt;br /&gt;
*UNIT'S VERTICAL SPEED IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the vertical velocity in meters per second is within the MIN and MAX values set in the corresponding fields.&lt;br /&gt;
==Actions==&lt;br /&gt;
Once you have defined the condition(s) that will determine when a trigger will be true or false, you now define the actions that will result.&lt;br /&gt;
Here is the list of the actions available:&lt;br /&gt;
*AI TASK PUSH. An AI action set in the TRIGGERED ACTIONS panel of the AI Group Properties Advanced Actions menu will be executed. The desired AI action identified by its name should be selected from drop down list.&lt;br /&gt;
*AI TASK SET.&lt;br /&gt;
*BEGIN PLAYING ACTOR.&lt;br /&gt;
*DO SCRIPT. Runs a LUA script as entered in the TEXT filed.&lt;br /&gt;
*DO SCRIPT FILE. Runs a LUA script file that is linked to in the TEXT field.&lt;br /&gt;
*EFFECT SMOKE.&lt;br /&gt;
*END MISSION. If you wish to have the mission end according one or more specified conditions being set to true, you can use this action. This can be a handy action to end a mission after all mission objectives have been met. In the text box, you can also enter text that will appear when one side has won the mission.&lt;br /&gt;
*EXPLODE UNIT. From this action, select a unit that you wish to explode as a result of this action. You can use the volume setting to determine the size of the explosion.&lt;br /&gt;
*EXPLOSION. To have an explosion appear in the mission based on a resulting action, you can use this action. The three values you need to set include the name of the zone that the explosion will occur in, the altitude the explosion will occur, and the size (volume) of the explosion.&lt;br /&gt;
*FLAG DECREASE. This action allows you to set a defined flag to decrease in value. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field. Use the VALUE field left and right arrow keys to set the value by which to decrease or manually enter it in the field.&lt;br /&gt;
*FLAG INCREASE. This action allows you to set a defined flag to increase in value. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field. Use the VALUE field left and right arrow keys to set the value by which to increase or manually enter it in the field.&lt;br /&gt;
*FLAG OFF. This action allows you to clear a defined flag number to false. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field.&lt;br /&gt;
*FLAG ON. This action allows you to set a defined flag number to be true. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field.&lt;br /&gt;
*FLAG SET RANDOM VALUE. This action allows you to set a defined flag to a random value. Use the FLAG field left and right arrows to set the flag number or manually enter it in the field. Use the VALUE LIM MIN and VALUE LIM MAX fields left and right arrow keys to set the range of possible values for the flag or manually enter them in the fields.&lt;br /&gt;
*GROUP ACTIVATE. By default, units appear automatically in a mission once the mission starts. However, using the Activate group action, you can set unit groups to only appear in the mission according to the set conditions. Common rules to govern the appearance of an Activated group are TIME MORE, FLAG IS TRUE, UNIT IN ZONE and RAMDOM. IMPORTANT: FOR A GROUP TO BE ACTIVATED VIA A CONDITION YOU MUST CHECK THE LATE ACTIVATION CHECKBOX&lt;br /&gt;
*GROUP AI OFF. Disable the artificial intelligence of all units in the selected group. The group will stop all movement, sensor operations and will not engage in combat.&lt;br /&gt;
*GROUP AI ON. Activate the artificial intelligence of all units in the selected group. Only possible after use of the GROUP AI OFF action on the group.&lt;br /&gt;
*GROUP DEACTIVATE. To have a group removed from a mission while in progress, you can use this action tied to a condition. When enabled, the specified group will disappear from the mission.&lt;br /&gt;
*GROUPE RESUME. This action orders to group to resume movement along its planned route.&lt;br /&gt;
*GROUP STOP.&lt;br /&gt;
*ILLUMINATION BOMB. For night missions, you can use this action to have an illumination bomb appear in a specified zone at a specified altitude. You can use this to simulate artillery fired illumination rounds.&lt;br /&gt;
*LOAD MISSION. This is a very useful action that allows you to load a new mission in multiplayer, as a result of the rule conditions. As such, you could have different missions loaded depending on what is happening in the mission. In this way, you can use this action to create multiplayer campaigns. Working in the multiplayer only.&lt;br /&gt;
*MARK TO COALITION&lt;br /&gt;
*MARK TO ALL&lt;br /&gt;
*MARK TO GROUP&lt;br /&gt;
*MESSAGE TO ALL. To have a trigger display a text message on the screen, you will use this action. Upon selecting this action, a TEXT entry box will appear. Type the message you wish to be displayed here. Below the text box you can set how long you wish the message to be displayed in seconds.&lt;br /&gt;
*MESSAGE TO COALITION. This action allows a text message to just be sent to the defined coalition. As with the Message action, you can enter text and message duration.&lt;br /&gt;
*MESSAGE TO COUNTRY. This action allows a text message to just be sent to the defined country. As with the Message action, you can enter text and message duration.&lt;br /&gt;
*MESSAGE TO GROUP&lt;br /&gt;
*PLAY ARGUMENT. Turn on a graphics animation argument (such as turning of a radar antenna) of the selected static object.&lt;br /&gt;
*PREVENT CONTROLS SYNCHRONIZATION. This trigger will prevent the synchronization of cockpit switch states with the settings on the player’s actual input controllers, such as joystick and throttle switches. Intended for use with training missions.&lt;br /&gt;
*RADIO ITEM ADD. This actions allows you to add a custom radio message to the player's radio communications menu in-game. Enter the desired radio message in the RADIO TEXT field. In the FLAG field, set the flag number that will be set to ON when the player selects this radio message. Note, this trigger does not work in multiplayer.&lt;br /&gt;
*RADIO ITEM ADD FOR COALITION&lt;br /&gt;
*RADIO ITEM ADD FOR GROUP&lt;br /&gt;
*RADIO ITEM REMOVE. Delete a custom radio message from the player's radio communications menu created earlier using the RADIO ITEM ADD action.&lt;br /&gt;
*RADIO ITEM REMOVE FOR COALITION&lt;br /&gt;
*RADIO ITEM REMOVE FOR GROUP&lt;br /&gt;
*RADIO TRANSMISSION. Allows the user to define a sound file to play and the transmitter's location, emission power, frequency and modulation.&lt;br /&gt;
*REMOVE MARK&lt;br /&gt;
*SCENERY DESTRUCTION ZONE&lt;br /&gt;
*SCENERY REMOVE OBJECT ZONE&lt;br /&gt;
*SET ACTIVE HELPER GATE TO POINT&lt;br /&gt;
*SET BRIEFING. (Not implemented yet).&lt;br /&gt;
*SET FAILURE. This action is used to setup system failures for the player's aircraft. Select the system to fail in the FAILURE drop down menu. Set the probability of failure in per cent in the PROBABILITY % field. Set the desired time span after the trigger conditions are true for the failure to occur in the WITHIN field.&lt;br /&gt;
*SET FLAG VALUE&lt;br /&gt;
*SET INTERNAL CARGO&lt;br /&gt;
*SHELLING ZONE&lt;br /&gt;
*SHOW HELPER GATE&lt;br /&gt;
*SHOW HELPER GATE FOR UNIT&lt;br /&gt;
*SIGNAL FLARE. Use this action to have signal flares (flare gun) fired from a specified zone. You can also select the color of the flare. This can be a useful action to allow friendly units to mark their location to avoid friendly fire.&lt;br /&gt;
*SIGNAL FLARE ON UNIT. This works the same as the previous action, but the signal flare is fired from the location of a specified unit. This should be used when the unit is moving.&lt;br /&gt;
*SMOKE MARKER. To have a white phosphorous (WP) marker appear in the mission, you can use this action. When activated, a white WP marker will appear in the specified zone and at the specified altitude. This can be a useful tool when creating Forward Air Controller (FAC) missions.&lt;br /&gt;
*SMOKE MARKER ON UNIT. This acts the same as the previous action, but instead of occurring within a specified zone, it will appear on a specified unit.&lt;br /&gt;
*SOUND TO ALL. The Sound action enables you to add an audio file to play as a trigger function. This is often used in conjunction with a Message action to add voice messages with subtitles to the mission. Once selected, a FILE field will be displayed along with an OPEN button. Press the open button and then use the file/folder browser to select the desired file (.wav or .OGG formats). The name of the audio file will then be displayed in the FILE field.&lt;br /&gt;
*SOUND TO COALITION. This action allows an audio file to just be play to the defined coalition. Once selected, a FILE field will be displayed along with an OPEN button. Press the open button and then use the file/folder browser to select the desired file (.wav or .OGG formats). The name of the audio file will then be displayed in the FILE field.&lt;br /&gt;
*SOUND TO COUNTRY. This action allows an audio file to just be play to the defined country.&lt;br /&gt;
*SOUND TO GROUP&lt;br /&gt;
*START PLAYER SEAT LOCK&lt;br /&gt;
*START WAIT USER RESPONSE. This action begins to listen for the player to press the Space bar key. Once pressed, the action sets the flag specified in the action attribute.&lt;br /&gt;
*STATIC ACTIVATE&lt;br /&gt;
*STOP AND DEPLOY TO TEMPLATE. Using this action, an AI group can be made to stop movement along its route and take up a position as defined by a formation template (for example, an artillery battle position).&lt;br /&gt;
*STOP LAST SOUND&lt;br /&gt;
*STOP PLAYER SEAT LOCK&lt;br /&gt;
*STOP PLAYING ACTOR&lt;br /&gt;
*STOP RADIO TRANSMISSION&lt;br /&gt;
*STOP WAIT USER RESPONSE. This action stops listening for the player to press the Space bar key. This action can be useful when creating mission scenarios where the player is to command AI groups to perform various actions, such as advance forward or hold position, by binding the desired AI actions to the flag number of the corresponding custom radio message.&lt;br /&gt;
*UNIT AI OFF. Disable the artificial intelligence of the selected unit. The unit will stop all movement, sensor operations and will not engage in combat.&lt;br /&gt;
*UNIT AI ON. Activate the artificial intelligence of the selected unit. Only possible after use of the UNIT AI OFF action on the unit.&lt;br /&gt;
*UNIT EMISSION OFF&lt;br /&gt;
*UNIT EMISSION ON&lt;br /&gt;
&lt;br /&gt;
=Vehicle movement=&lt;br /&gt;
==Make an AI helicopter to hover==&lt;br /&gt;
Here is an easy trick to make your AI helicopter to remain stationary above a waypoint.&lt;br /&gt;
* Place your helicopter on the map and set the usual options like Country, Type, Skill etc .... Create a flight plan. Use as much waypoints as you want.&lt;br /&gt;
* Select the waypoint where you want your helicopter to remain stationary and click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''SPEED'' - 0 and set the ''ALTITUDE'' to wathever altitude you want the helicopter to hover&lt;br /&gt;
* Optionnaly you can add a stop condition to make it stop the hover and proceed with the rest of his flight plan (in this example I've set up a duration of 2 mn which mean that when the Gazelle will reach waypoint 2 she will hover for 2 mn before proceding to waypoint 3)&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making Make an AI helicopter to hover.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1EtKDifbtWumwwUb7Dr_yXUMk04XV5Hm- Download the mission example]&lt;br /&gt;
&lt;br /&gt;
==How to set up a tanker for air to air refueling==&lt;br /&gt;
Before placing a tanker be advised that some airplanes are refueled using a flying boom (F16, F15 , etc ...) where others are using a probe and drogue (F18, Mirage 2000 etc ...)&lt;br /&gt;
Therefore you have to choose the correct model of tanker in function of what kind of airplanes you want to refuel.&lt;br /&gt;
* Place a tanker on the map and set the usual options and be sure his ''TASK'' is set to ''Refueling''. (should be selected as default)&lt;br /&gt;
* Create a flight plan (don't make it to fly too high or to fast to ease up the AAR)&lt;br /&gt;
* At the first waypoint where you want your tanker to start his racetrack pattern (in our example waypoint 1) click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''PATTERN'' - Race-track , ''SPEED'' - 300 kts and set the ''ALTITUDE'' to 15 000 ft. Your tanker will now orbit between waypoint 1 &amp;amp; 2 until it reaches his bingo fuel. (you can also assign a stop condition like a duration , a trigger etc ...) '''PRO TIP:''' Tankers are always doing a left hand turn in their orbit.&lt;br /&gt;
* Optionnaly you can add a tacan to your tanker (Normally DCS will automaticaly assign a TCN to your tankers) To do this just go on Waypoint 0 and open the advanced waypoint actions. Click on ADD and select ''TYPE'' - Perform Command , ''ACTION'' - Activate TACAN and then select a channel , a channel mode and the callsign of the TCN station (usualy TKR for tanker). If you already have an existing Tacan in the the advanced waypoint actions window  just double click on it to edit its informations.&lt;br /&gt;
&lt;br /&gt;
In this example, our tanker (a KC-130) will orbit in a racetrack pattern between steer 1 and 2 at 15 000 ft and 300 kts.&amp;lt;br /&amp;gt;&lt;br /&gt;
As I didn't set any stop condition it will orbit until it reaches his bingo fuel and then follow his waypoints to land at Kutaisi.&amp;lt;br /&amp;gt;&lt;br /&gt;
Players can use TCN 1X to find it.&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making add a tanker.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1bB_yAKCNh7jdsBveoa1Nb3ljleOLiIHi Download the mission example]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6083</id>
		<title>DCS mission making - trigger actions and vehicle movement</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6083"/>
		<updated>2018-06-21T10:17:50Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Trigger actions=&lt;br /&gt;
Triggers gives you the ability to script actions during the mission.&amp;lt;br&amp;gt;&lt;br /&gt;
The trigger system is not an &amp;quot;event&amp;quot; type system, but rather a &amp;quot;condition&amp;quot; type system; this means that a trigger does not occur when something occurs, but rather when a condition becomes TRUE.&amp;lt;br&amp;gt;&lt;br /&gt;
When using triggers you'll ear a lot about Flags. Here are some important fact you want to know about Flags&lt;br /&gt;
*Flags can be either Boolean (true/false/0/1) or a numerical value. &lt;br /&gt;
*FLAG IS TRUE checks for any value higher than 0. &lt;br /&gt;
*FLAG ON increases the flag value from 0 to 1. &lt;br /&gt;
*FLAG INCREASE adds a numerical value to the flag. (Useful if you're trying to tally a number of kills or hits)&lt;br /&gt;
[[File:DCS mission making triggers.jpg|frameless|800px]]&lt;br /&gt;
==Triggers list==&lt;br /&gt;
This window will list all existing triggers of the mission therefore you better use your triggers names wisely.&amp;lt;br&amp;gt;&lt;br /&gt;
===Type===&lt;br /&gt;
*ONCE. The trigger will be executed only once after the condition is evaluated as true. Once set as true, the condition is removed from memory&lt;br /&gt;
*CONTINUOUS ACTION. The Continuous Action trigger checks the trigger's conditions each second. Each second the conditions return true, the actions are performed; each second the conditions are false, no action is not performed&lt;br /&gt;
*SWITCHED CONDITION. The trigger will perform the set action(s) every time the trigger's condition is checked and evaluated as true and its previous state was false&lt;br /&gt;
*MISSION START. The trigger will only be checked at mission start&lt;br /&gt;
===Comment===&lt;br /&gt;
This is the name of your trigger. It should be self explanatory as you want to quickly understand what this trigger is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
'''PRO TIP:'''Try to group your triggers together chronologically by using a number in front of the trigger name (for example 01 - for the triggers on the ground at base, 02 for the triggers happening during the ingress, 03 for the triggers happening during the attacks etc ....) You can also use some special characther like /// to be able to find a particular trigger quickly in the list.&lt;br /&gt;
===Event===&lt;br /&gt;
Setting an event for a trigger limits the trigger's conditions to being evaluated only when the set events occur. With no event set, trigger conditions are evaluated once per second throughout the duration of the mission, unless already expired and removed from memory.&amp;lt;br&amp;gt;&lt;br /&gt;
In a trigger-heavy mission, this can cost considerable CPU cycles and affect gameplay performance. Setting triggers to events can reduce the CPU workload and also provide some unique trigger mechanisms.&amp;lt;br&amp;gt;&lt;br /&gt;
Several kinds of EVENT are available but the most useful is probably the ON DESTROY which gonna have his conditions evaluated whenever any unit is destroyed. (Really useful to save CPU when using a trigger that count dead units to trigger something like reinforcements for example)&lt;br /&gt;
==Conditions==&lt;br /&gt;
Once you have created a trigger, you will then need to set the conditions that govern when the trigger will be set to true or false. To do so, you first need to click on the trigger you want to set conditions for by clicking on it from the trigger list.&amp;lt;br&amp;gt;&lt;br /&gt;
When multiple trigger conditions are set, they operate with an &amp;quot;AND&amp;quot; operator. In other words, all of the conditions must be true for the trigger to be activated. Press the OR button to separate conditions with an &amp;quot;OR&amp;quot; operator. In this case, the condition(s) either above or below the &amp;quot;OR&amp;quot; operator will activate the trigger.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is the list of the conditions types available in the mission editor:&lt;br /&gt;
*ALL OF COALITION IN ZONE. Set a trigger to true when all of the set coalition units (aircrafts, vehicles, ships) are inside a defined trigger zone. Upon selecting this condition, two new fields will be displayed. The COALITION drop down menu allows you to select the coalition that when inside the selected trigger zone will set the condition to true. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*ALL OF COALITION OUT OF ZONE. This condition works the same as the ALL OF COALITION IN ZONE, but the condition will be set to true when the all coalition's units are outside the defined zone.&lt;br /&gt;
*ALL OF GROUP IN ZONE. Set a trigger to true when all units of the set group are inside a defined trigger zone. The GROUP drop down menu allows you to select the group that when inside the selected trigger zone will set the condition to true. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*ALL OF GROUP OUT OF ZONE. This condition works the same as the ALL OF GROUP IN ZONE, but the condition will be set to true when the all group's units are outside the defined zone.&lt;br /&gt;
*BOMB IN ZONE&lt;br /&gt;
*CARGO UNHOOKED IN ZONE&lt;br /&gt;
*COALITION HAS AIRDROME. If the set coalition has captured set airfield, the action(s) will be activated. All airfields with no aircraft assigned for take-off or landing and with no ground units of either coalition within a 2,000 m. radius are neutral. Any ground unit present within a 2,000 m. radius of an airfield will capture the airfield for the coalition of the ground unit. If ground units of both coalitions are present within a 2,000 m. radius of an airfield, the airfield is contested and not assigned to either coalition. In cases when armed ground units of one coalition are present within a 2,000 m. radius of an airfield at the same time as unarmed ground units of the other coalition, the coalition of the armed units will capture the airfield.&lt;br /&gt;
*COALITION HAS HELIPAD. If the set coalition has captured set FARP, the action(s) will be activated. Note, FARP capture rules are identical to airfield capture rules (see above).&lt;br /&gt;
*FLAG EQUALS. This condition checks whether the value of a set flag is equal to the set value.&lt;br /&gt;
*FLAG EQUALS FLAG. This conditions checks whether the value of one set flag is equal to the value of another set flag.&lt;br /&gt;
*FLAG IS FALSE. When selected, a FLAG field is displayed below. By either using the left and right arrows or typing in the field, set the flag number that when set to false will set the condition to false.&lt;br /&gt;
*FLAG IS LESS. When selected, FLAG and VALUE fields are displayed below. By either using the left and right arrows or typing in the field, set the flag number to check the value for and the flag value, below which the trigger condition will be true.&lt;br /&gt;
*FLAG IS LESS THAN FLAG. This condition checks whether one set flag has a smaller value than another set flag.&lt;br /&gt;
*FLAG IS MORE. When selected, FLAG and VALUE fields are displayed below. By either using the left and right arrows or typing in the field, set the flag number to check the value for and the flag value, above which the trigger condition will be true.&lt;br /&gt;
*FLAG IS TRUE. When selected, a FLAG field is displayed below. By either using the left and right arrows or typing in the field, set the flag number that when set to true will set the condition to true.&lt;br /&gt;
*GROUP ALIVE. When selected, a GROUP drop down menu will be displayed below. From this list, select the group that will activate the trigger as long as at least one unit of the group is alive. Groups are listed according to their “NAME” from the unit placement windows.&lt;br /&gt;
*GROUP ALIVE LESS THAN. When selected, a GROUP drop down list and &amp;quot;%&amp;quot; field will be displayed below. From the GROUP list, select the group that will activate the trigger when the number of live units in the group corresponds to the per cent value set in the &amp;quot;%&amp;quot; field. For example, if the group has 10 units and you entered 40%, the trigger will activate when 3 units remain alive.&lt;br /&gt;
*GROUP DEAD. When selected, a GROUP drop down menu will be displayed below. From this list, select the group that will activate the trigger when all units of the group are destroyed (dead). Groups are listed according to their “NAME” from the unit placement windows.&lt;br /&gt;
*LUA PREDICATE&lt;br /&gt;
*MISSILE IN ZONE&lt;br /&gt;
*MISSION SCORE HIGHER THAN. If the set coalition has a score higher than the set amount, the action(s) will be activated.&lt;br /&gt;
*MISSION SCORE LOWER THAN. If the set coalition has a score lower than the set amount, the action(s) will be activated.&lt;br /&gt;
*PART OF COALITION IN ZONE. The trigger will be set to true if any of coalition's unit will appear inside the selected trigger zone. The COALITION drop down menu allows you to select the coalition. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*PART OF COALITION OUT OF ZONE. This condition works the same as the PART OF COALITION IN ZONE, but the condition will be set to true when the any of coalition's unit are outside the defined zone.&lt;br /&gt;
*PART OF GROUP IN ZONE. The trigger will be set to true if any of group's unit will appear inside the selected trigger zone. The GROUP drop down menu allows you to select the group. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*PART OF GROUP OUT OF ZONE. This condition works the same as the PART OF GROUP IN ZONE, but the condition will be set to true when the any of group's unit are outside the defined zone.&lt;br /&gt;
*RANDOM. The Random condition allows you to set a percentage chance of action(s) assigned to the trigger from happening. Use the left and right arrows or type directly into the field to adjust the value. Values can range from 0 (no chance) to 100 (certain) as a percentage. The most common action you will use this condition with is Activate Group. This will allow you to set a random appearance of units in a mission.&lt;br /&gt;
*SIGNAL FLARE IN ZONE&lt;br /&gt;
*TIME LESS. When selected, a SECONDS field is displayed below. By either using the left and right arrows or typing in the field, enter the time in seconds when the condition will become false. For example, if you set a value of 120, the condition will become false two minutes into the mission.&lt;br /&gt;
*TIME MORE. When selected, a SECONDS field is displayed below. By either using the left and right arrows or typing in the field, enter the time in seconds when the condition will become true. For example, if you set a value of 120, the condition will become true two minutes into the mission.&lt;br /&gt;
*TIME SINCE FLAG. When selected, FLAG and SECONDS fields are displayed below. By either using the left and right arrows or typing in the field, set the flag number that when set to true will set the condition to true in the FLAG field. In the SECONDS field, enter the delay in seconds that the condition will be set to true after the flag is set to true.&lt;br /&gt;
*UNIT ALIVE. When selected, a UNIT drop down menu will be displayed below. From this list, select the unit that will activate the trigger as long as the unit is alive. Units are listed according to their “UNIT NAME” from the unit placement windows.&lt;br /&gt;
*UNIT DAMAGED. When selected, a UNIT drop down menu will be displayed below. From this list, select the unit that will activate the trigger when the unit is damaged. Units are listed according to their “UNIT NAME” from the unit placement windows.&lt;br /&gt;
*UNIT DEAD. When selected, a UNIT drop down menu will be displayed below. From this list, select the unit that will activate the trigger when the unit is destroyed (dead). Units are listed according to their “UNIT NAME” from the unit placement windows.&lt;br /&gt;
*UNIT INSIDE MOVING ZONE. This trigger allows you to attach a trigger area zone to a unit and the zone will move along with the assigned unit. Note, the trigger zone can be placed anywhere on the map, but will in fact be always attached to the center of the assigned unit in-game. When selected, you should first select the unit that the area trigger will be attached to by selecting it from the ZONE UNIT drop down list. Next, select the area trigger zone that will be attached to the unit from the ZONE drop down list. Lastly, you need to set the unit that will set the trigger to true when it enters the zone unit’s zone. Do this by selecting a unit from the UNIT drop down list.&lt;br /&gt;
*UNIT INSIDE ZONE. When creating a Trigger Zone (discussed later in this document), you can set a trigger to true when a defined unit enters a defined trigger zone. Upon selecting this condition, two new fields will be displayed. The UNIT drop down menu allows you to select the unit that when inside the selected trigger zone will set the condition to true. The ZONE drop down will list all the trigger zones you have created according to the names you created for them.&lt;br /&gt;
*UNIT OUTSIDE MOVING ZONE. This trigger allows you to attach a trigger area zone to a unit and the zone will move along with the assigned unit. Note, the trigger zone can be placed anywhere on the map, but will in fact be always attached to the center of the assigned unit in-game. When selected, you should first select the unit that the area trigger will be attached to by selecting it from the ZONE UNIT drop down list. Next, select the area trigger zone that will be attached to the unit from the ZONE drop down list. Lastly, you need to set the unit that will set the trigger to true when it is outside the zone unit’s zone. Do this by selecting a unit from the UNIT drop down list.&lt;br /&gt;
*UNIT OUTSIDE ZONE. This condition works the same as the UNIT INSIDE ZONE, but the condition will be set to true when the unit is outside the defined zone.&lt;br /&gt;
*UNIT’S ALTITUDE HIGHER THAN. This condition allows you to set a unit and altitude in meters (MSL). If the set unit flies above the set altitude, the trigger will be set to true.&lt;br /&gt;
*UNIT’S ALTITUDE LOWER THAN. This condition allows you to set a unit and altitude in meters. If the set unit flies below the set altitude, the trigger will be set to true.&lt;br /&gt;
*UNIT'S BANK IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the bank angle is within the MIN and MAX values set in the corresponding fields. Note, negative angles denote left bank and positive angles denote right bank.&lt;br /&gt;
*UNIT'S HEADING IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the unit's heading is within the MIN and MAX values set in the corresponding fields.&lt;br /&gt;
*UNIT'S LIFE LESS THAN. When selected, a UNIT drop down list and &amp;quot;%&amp;quot; of life will be displayed below. From the UNIT list, select the unit that will activate the trigger when the per cent of &amp;quot;life&amp;quot; of the unit corresponds to the value set in the &amp;quot;%&amp;quot; field.&lt;br /&gt;
*UNIT'S PITCH IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the pitch angle is within the MIN and MAX values set in the corresponding fields. Note, negative angles denote negative pitch (nose down) and positive angles denote positive pitch (nose up).&lt;br /&gt;
*UNIT’S SPEED HIGHER THAN. This condition allows you to set a unit and speed in indicated meters per second. If the set unit flies faster than set speed, the trigger will be set to true.&lt;br /&gt;
*UNIT’S SPEED LOWER THAN. This condition allows you to set a unit and speed in indicated meters per second. If the set unit flies under than set speed, the trigger will be set to true.&lt;br /&gt;
*UNIT'S VERTICAL SPEED IN LIMITS. When selected, a UNIT drop down list, MIN and MAX fields will be displayed below. From UNIT list, select the unit that will activate the trigger when the vertical velocity in meters per second is within the MIN and MAX values set in the corresponding fields.&lt;br /&gt;
==Actions==&lt;br /&gt;
Once you have defined the condition(s) that will determine when a trigger will be true or false, you now define the actions that will result.&lt;br /&gt;
=Vehicle movement=&lt;br /&gt;
==Make an AI helicopter to hover==&lt;br /&gt;
Here is an easy trick to make your AI helicopter to remain stationary above a waypoint.&lt;br /&gt;
* Place your helicopter on the map and set the usual options like Country, Type, Skill etc .... Create a flight plan. Use as much waypoints as you want.&lt;br /&gt;
* Select the waypoint where you want your helicopter to remain stationary and click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''SPEED'' - 0 and set the ''ALTITUDE'' to wathever altitude you want the helicopter to hover&lt;br /&gt;
* Optionnaly you can add a stop condition to make it stop the hover and proceed with the rest of his flight plan (in this example I've set up a duration of 2 mn which mean that when the Gazelle will reach waypoint 2 she will hover for 2 mn before proceding to waypoint 3)&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making Make an AI helicopter to hover.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1EtKDifbtWumwwUb7Dr_yXUMk04XV5Hm- Download the mission example]&lt;br /&gt;
&lt;br /&gt;
==How to set up a tanker for air to air refueling==&lt;br /&gt;
Before placing a tanker be advised that some airplanes are refueled using a flying boom (F16, F15 , etc ...) where others are using a probe and drogue (F18, Mirage 2000 etc ...)&lt;br /&gt;
Therefore you have to choose the correct model of tanker in function of what kind of airplanes you want to refuel.&lt;br /&gt;
* Place a tanker on the map and set the usual options and be sure his ''TASK'' is set to ''Refueling''. (should be selected as default)&lt;br /&gt;
* Create a flight plan (don't make it to fly too high or to fast to ease up the AAR)&lt;br /&gt;
* At the first waypoint where you want your tanker to start his racetrack pattern (in our example waypoint 1) click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''PATTERN'' - Race-track , ''SPEED'' - 300 kts and set the ''ALTITUDE'' to 15 000 ft. Your tanker will now orbit between waypoint 1 &amp;amp; 2 until it reaches his bingo fuel. (you can also assign a stop condition like a duration , a trigger etc ...) '''PRO TIP:''' Tankers are always doing a left hand turn in their orbit.&lt;br /&gt;
* Optionnaly you can add a tacan to your tanker (Normally DCS will automaticaly assign a TCN to your tankers) To do this just go on Waypoint 0 and open the advanced waypoint actions. Click on ADD and select ''TYPE'' - Perform Command , ''ACTION'' - Activate TACAN and then select a channel , a channel mode and the callsign of the TCN station (usualy TKR for tanker). If you already have an existing Tacan in the the advanced waypoint actions window  just double click on it to edit its informations.&lt;br /&gt;
&lt;br /&gt;
In this example, our tanker (a KC-130) will orbit in a racetrack pattern between steer 1 and 2 at 15 000 ft and 300 kts.&amp;lt;br /&amp;gt;&lt;br /&gt;
As I didn't set any stop condition it will orbit until it reaches his bingo fuel and then follow his waypoints to land at Kutaisi.&amp;lt;br /&amp;gt;&lt;br /&gt;
Players can use TCN 1X to find it.&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making add a tanker.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1bB_yAKCNh7jdsBveoa1Nb3ljleOLiIHi Download the mission example]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6081</id>
		<title>DCS mission making - trigger actions and vehicle movement</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6081"/>
		<updated>2018-06-21T01:12:18Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Trigger actions=&lt;br /&gt;
Triggers gives you the ability to script actions during the mission.&amp;lt;br&amp;gt;&lt;br /&gt;
The trigger system is not an &amp;quot;event&amp;quot; type system, but rather a &amp;quot;condition&amp;quot; type system; this means that a trigger does not occur when something occurs, but rather when a condition becomes TRUE.&amp;lt;br&amp;gt;&lt;br /&gt;
When using triggers you'll ear a lot about Flags. Here are some important fact you want to know about Flags&lt;br /&gt;
*Flags can be either Boolean (true/false/0/1) or a numerical value. &lt;br /&gt;
*FLAG IS TRUE checks for any value higher than 0. &lt;br /&gt;
*FLAG ON increases the flag value from 0 to 1. &lt;br /&gt;
*FLAG INCREASE adds a numerical value to the flag. (Useful if you're trying to tally a number of kills or hits)&lt;br /&gt;
[[File:DCS mission making triggers.jpg|frameless|800px]]&lt;br /&gt;
==Triggers list==&lt;br /&gt;
This window will list all existing triggers of the mission therefore you better use your triggers names wisely.&amp;lt;br&amp;gt;&lt;br /&gt;
===Type===&lt;br /&gt;
*ONCE. The trigger will be executed only once after the condition is evaluated as true. Once set as true, the condition is removed from memory&lt;br /&gt;
*CONTINUOUS ACTION. The Continuous Action trigger checks the trigger's conditions each second. Each second the conditions return true, the actions are performed; each second the conditions are false, no action is not performed&lt;br /&gt;
*SWITCHED CONDITION. The trigger will perform the set action(s) every time the trigger's condition is checked and evaluated as true and its previous state was false&lt;br /&gt;
*MISSION START. The trigger will only be checked at mission start&lt;br /&gt;
===Comment===&lt;br /&gt;
===Event===&lt;br /&gt;
==Conditions==&lt;br /&gt;
==Actions==&lt;br /&gt;
=Vehicle movement=&lt;br /&gt;
==Make an AI helicopter to hover==&lt;br /&gt;
Here is an easy trick to make your AI helicopter to remain stationary above a waypoint.&lt;br /&gt;
* Place your helicopter on the map and set the usual options like Country, Type, Skill etc .... Create a flight plan. Use as much waypoints as you want.&lt;br /&gt;
* Select the waypoint where you want your helicopter to remain stationary and click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''SPEED'' - 0 and set the ''ALTITUDE'' to wathever altitude you want the helicopter to hover&lt;br /&gt;
* Optionnaly you can add a stop condition to make it stop the hover and proceed with the rest of his flight plan (in this example I've set up a duration of 2 mn which mean that when the Gazelle will reach waypoint 2 she will hover for 2 mn before proceding to waypoint 3)&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making Make an AI helicopter to hover.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1EtKDifbtWumwwUb7Dr_yXUMk04XV5Hm- Download the mission example]&lt;br /&gt;
&lt;br /&gt;
==How to set up a tanker for air to air refueling==&lt;br /&gt;
Before placing a tanker be advised that some airplanes are refueled using a flying boom (F16, F15 , etc ...) where others are using a probe and drogue (F18, Mirage 2000 etc ...)&lt;br /&gt;
Therefore you have to choose the correct model of tanker in function of what kind of airplanes you want to refuel.&lt;br /&gt;
* Place a tanker on the map and set the usual options and be sure his ''TASK'' is set to ''Refueling''. (should be selected as default)&lt;br /&gt;
* Create a flight plan (don't make it to fly too high or to fast to ease up the AAR)&lt;br /&gt;
* At the first waypoint where you want your tanker to start his racetrack pattern (in our example waypoint 1) click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''PATTERN'' - Race-track , ''SPEED'' - 300 kts and set the ''ALTITUDE'' to 15 000 ft. Your tanker will now orbit between waypoint 1 &amp;amp; 2 until it reaches his bingo fuel. (you can also assign a stop condition like a duration , a trigger etc ...) '''PRO TIP:''' Tankers are always doing a left hand turn in their orbit.&lt;br /&gt;
* Optionnaly you can add a tacan to your tanker (Normally DCS will automaticaly assign a TCN to your tankers) To do this just go on Waypoint 0 and open the advanced waypoint actions. Click on ADD and select ''TYPE'' - Perform Command , ''ACTION'' - Activate TACAN and then select a channel , a channel mode and the callsign of the TCN station (usualy TKR for tanker). If you already have an existing Tacan in the the advanced waypoint actions window  just double click on it to edit its informations.&lt;br /&gt;
&lt;br /&gt;
In this example, our tanker (a KC-130) will orbit in a racetrack pattern between steer 1 and 2 at 15 000 ft and 300 kts.&amp;lt;br /&amp;gt;&lt;br /&gt;
As I didn't set any stop condition it will orbit until it reaches his bingo fuel and then follow his waypoints to land at Kutaisi.&amp;lt;br /&amp;gt;&lt;br /&gt;
Players can use TCN 1X to find it.&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making add a tanker.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1bB_yAKCNh7jdsBveoa1Nb3ljleOLiIHi Download the mission example]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:DCS_mission_making_triggers.jpg&amp;diff=6080</id>
		<title>File:DCS mission making triggers.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:DCS_mission_making_triggers.jpg&amp;diff=6080"/>
		<updated>2018-06-20T23:19:09Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_mission_making_-_mission_editor_interface&amp;diff=6079</id>
		<title>DCS mission making - mission editor interface</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_mission_making_-_mission_editor_interface&amp;diff=6079"/>
		<updated>2018-06-20T22:25:23Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mission editor settings=&lt;br /&gt;
Mission editor is affected by some game settings.&amp;lt;br&amp;gt;&lt;br /&gt;
They're located in the ''gameplay'' tab and the most important one is probably the ''Units''. You want this option set on ''imperial'' or you'll have to deal with altitude in meters and speed in km/h.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also change the icon style but this is more a personal preference. Just try and use what you like the most.&amp;lt;br&amp;gt;&lt;br /&gt;
'''PRO TIP:''' you can activate a topdown view of all units in the mission editor by just editing a lua file with a text editor.&amp;lt;br&amp;gt;&lt;br /&gt;
Look in your computer for the following file ''%DCS World%\MissionEditor\MissionEditor.lua'' open it with a text editor and uncomment the line ''test_topdown_view_models = true'' by removing the --&amp;lt;br&amp;gt;&lt;br /&gt;
More information available here : https://forums.eagle.ru/showthread.php?t=212059&lt;br /&gt;
=Main Interface=&lt;br /&gt;
Interface of the mission editor is pretty simple to use with most of the buttons on the left. You can switch between 3 map types using the respective buttons in the bottom bar. (MAP, SAT and ALT)&amp;lt;br&amp;gt;&lt;br /&gt;
'''PRO TIPS:''' &lt;br /&gt;
*Use Left ALT + Y to toggle between Lat/Long, Lat/Long Decimal and MGRS (really useful when you want to determine the coordinates of an objective for a mission briefing)&amp;lt;br&amp;gt;&lt;br /&gt;
*If you don't want the briefing to include the list of enemy units/threats be sure to select enemy units in the mission editor and check the &amp;quot;''hidden on map''&amp;quot; box. &lt;br /&gt;
[[File:DCS mission making interface.jpg|none|681px]]&lt;br /&gt;
=Setting the coalitions=&lt;br /&gt;
You can only set the coalitions once. It can be edited later on using a text editor but it's painful and you really don't want to do that so when you're creating a new mission you better think twice before saving your coalitions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''PRO TIP:''' You should always set the &amp;quot;USAF aggressors&amp;quot; in the red coalition as they can use all games assets.&lt;br /&gt;
[[File:DCS mission making coalitions.jpg|none|800px]]&lt;br /&gt;
=Map Options=&lt;br /&gt;
This windows allows you to filter what you want to see on the main map. Each item on the list has a check box, that when checked, displays the selected data on the map.&lt;br /&gt;
This can help you to unclutter your map. I personnaly like to remove grids as I don't use them much.&lt;br /&gt;
[[File:DCS mission making map options.jpg|none|383px]]&lt;br /&gt;
=Mission Options=&lt;br /&gt;
This window allows you to lock certain gameplay options for the particular mission you're currently creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Checking an ''ENFORCE'' button will force the settings of this option on the player of the mission (whatever he's using in his own game settings) VALUE buttons operate as on/off variables. When checked, the options will be forced ON. When unchecked, the option will be forced OFF.&lt;br /&gt;
[[File:DCS mission making mission options.jpg|none|387px]]&lt;br /&gt;
=How to import, create and use templates=&lt;br /&gt;
First of all, there are two different kind of templates. You have unit and static templates (static template is a new feature added with the release of the F/A-18)&amp;lt;br&amp;gt;&lt;br /&gt;
==Unit templates==&lt;br /&gt;
Unit templates can be used using the corresponding button in the toolbar or using the ''edit'' menu on the top bar.&lt;br /&gt;
[[File:DCS mission making unit template.jpg|none|385px]]&lt;br /&gt;
===Creating a unit template===&lt;br /&gt;
To create a new template:&lt;br /&gt;
#Create a new ground vehicle group with all of the group's required units.&lt;br /&gt;
#Position the units as desired for the template. Keep in mind that moving the lead unit of a group will move the entire group.&lt;br /&gt;
#With the desired group selected, press the Create Template button.&lt;br /&gt;
#Select the appropriate country for the group from the COUNTRY drop-down menu.&lt;br /&gt;
#Confirm that the ground vehicle group that you wish to make a Template of is listed in the SELETED GROUP field.&lt;br /&gt;
#In the TEMPLATE NAME field, enter a name that you wish to save for the Template.&lt;br /&gt;
#Press the SAVE TEMPLATE button.&lt;br /&gt;
===Using a unit template===&lt;br /&gt;
You have controls at the top of the Template window to manage your templates.&lt;br /&gt;
#The top field allows you to select the country for which to save or open Templates.&lt;br /&gt;
#The field below the country field is a drop down menu that lists all the Templates you have created for the selected country.&lt;br /&gt;
#Using the heading field, you can orient the template using the left and right arrows or by clicking on the dial. The set orientation is indicated in the HEADING field in degrees.&lt;br /&gt;
===Importing a unit template===&lt;br /&gt;
User templates are saved to ''\Saved Games\DCS\MissionEditor\template.lua'' &amp;lt;br&amp;gt;&lt;br /&gt;
Sharing it is a little tougher ... You can share this file BUT the person who you share with needs to understand how to merge this file with theirs using a text editor.&amp;lt;br&amp;gt;&lt;br /&gt;
You can find some already existing templates on this link : https://www.digitalcombatsimulator.com/en/files/136413/&lt;br /&gt;
&lt;br /&gt;
==Static templates==&lt;br /&gt;
Static template are only available using the ''edit'' menu in the top bar.&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:DCS_mission_making_unit_template.jpg&amp;diff=6078</id>
		<title>File:DCS mission making unit template.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:DCS_mission_making_unit_template.jpg&amp;diff=6078"/>
		<updated>2018-06-20T22:23:56Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_mission_making_-_mission_editor_interface&amp;diff=6077</id>
		<title>DCS mission making - mission editor interface</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_mission_making_-_mission_editor_interface&amp;diff=6077"/>
		<updated>2018-06-20T21:24:10Z</updated>

		<summary type="html">&lt;p&gt;Foxy: Created page with &amp;quot;=Mission editor settings= Mission editor is affected by some game settings.&amp;lt;br&amp;gt; They're located in the ''gameplay'' tab and the most important one is probably the ''Units''. Y...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mission editor settings=&lt;br /&gt;
Mission editor is affected by some game settings.&amp;lt;br&amp;gt;&lt;br /&gt;
They're located in the ''gameplay'' tab and the most important one is probably the ''Units''. You want this option set on ''imperial'' or you'll have to deal with altitude in meters and speed in km/h.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also change the icon style but this is more a personal preference. Just try and use what you like the most.&amp;lt;br&amp;gt;&lt;br /&gt;
'''PRO TIP:''' you can activate a topdown view of all units in the mission editor by just editing a lua file with a text editor.&amp;lt;br&amp;gt;&lt;br /&gt;
Look in your computer for the following file ''%DCS World%\MissionEditor\MissionEditor.lua'' open it with a text editor and uncomment the line ''test_topdown_view_models = true'' by removing the --&amp;lt;br&amp;gt;&lt;br /&gt;
More information available here : https://forums.eagle.ru/showthread.php?t=212059&lt;br /&gt;
=Main Interface=&lt;br /&gt;
Interface of the mission editor is pretty simple to use with most of the buttons on the left. You can switch between 3 map types using the respective buttons in the bottom bar. (MAP, SAT and ALT)&amp;lt;br&amp;gt;&lt;br /&gt;
'''PRO TIPS:''' &lt;br /&gt;
*Use Left ALT + Y to toggle between Lat/Long, Lat/Long Decimal and MGRS (really useful when you want to determine the coordinates of an objective for a mission briefing)&amp;lt;br&amp;gt;&lt;br /&gt;
*If you don't want the briefing to include the list of enemy units/threats be sure to select enemy units in the mission editor and check the &amp;quot;''hidden on map''&amp;quot; box. &lt;br /&gt;
[[File:DCS mission making interface.jpg|none|681px]]&lt;br /&gt;
=Setting the coalitions=&lt;br /&gt;
You can only set the coalitions once. It can be edited later on using a text editor but it's painful and you really don't want to do that so when you're creating a new mission you better think twice before saving your coalitions.&amp;lt;br&amp;gt;&lt;br /&gt;
'''PRO TIP:''' You should always set the &amp;quot;USAF aggressors&amp;quot; in the red coalition as they can use all games assets.&lt;br /&gt;
[[File:DCS mission making coalitions.jpg|none|800px]]&lt;br /&gt;
=Map Options=&lt;br /&gt;
This windows allows you to filter what you want to see on the main map. Each item on the list has a check box, that when checked, displays the selected data on the map.&lt;br /&gt;
This can help you to unclutter your map. I personnaly like to remove grids as I don't use them much.&lt;br /&gt;
[[File:DCS mission making map options.jpg|none|383px]]&lt;br /&gt;
=Mission Options=&lt;br /&gt;
This window allows you to lock certain gameplay options for the particular mission you're currently creating.&amp;lt;br&amp;gt;&lt;br /&gt;
Checking an ''ENFORCE'' button will force the settings of this option on the player of the mission (whatever he's using in his own game settings) VALUE buttons operate as on/off variables. When checked, the options will be forced ON. When unchecked, the option will be forced OFF.&lt;br /&gt;
[[File:DCS mission making mission options.jpg|none|387px]]&lt;br /&gt;
=How to import, create and use templates=&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:DCS_mission_making_interface.jpg&amp;diff=6076</id>
		<title>File:DCS mission making interface.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:DCS_mission_making_interface.jpg&amp;diff=6076"/>
		<updated>2018-06-20T21:13:42Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:DCS_mission_making_coalitions.jpg&amp;diff=6075</id>
		<title>File:DCS mission making coalitions.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:DCS_mission_making_coalitions.jpg&amp;diff=6075"/>
		<updated>2018-06-20T21:09:06Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:DCS_mission_making_mission_options.jpg&amp;diff=6074</id>
		<title>File:DCS mission making mission options.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:DCS_mission_making_mission_options.jpg&amp;diff=6074"/>
		<updated>2018-06-20T21:08:12Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:DCS_mission_making_map_options.jpg&amp;diff=6073</id>
		<title>File:DCS mission making map options.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:DCS_mission_making_map_options.jpg&amp;diff=6073"/>
		<updated>2018-06-20T21:06:38Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6019</id>
		<title>DCS mission making - trigger actions and vehicle movement</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6019"/>
		<updated>2018-06-15T20:58:55Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Make an AI helicopter to hover=&lt;br /&gt;
Here is an easy trick to make your AI helicopter to remain stationary above a waypoint.&lt;br /&gt;
* Place your helicopter on the map and set the usual options like Country, Type, Skill etc .... Create a flight plan. Use as much waypoints as you want.&lt;br /&gt;
* Select the waypoint where you want your helicopter to remain stationary and click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''SPEED'' - 0 and set the ''ALTITUDE'' to wathever altitude you want the helicopter to hover&lt;br /&gt;
* Optionnaly you can add a stop condition to make it stop the hover and proceed with the rest of his flight plan (in this example I've set up a duration of 2 mn which mean that when the Gazelle will reach waypoint 2 she will hover for 2 mn before proceding to waypoint 3)&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making Make an AI helicopter to hover.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1EtKDifbtWumwwUb7Dr_yXUMk04XV5Hm- Download the mission example]&lt;br /&gt;
&lt;br /&gt;
=How to set up a tanker for air to air refueling=&lt;br /&gt;
Before placing a tanker be advised that some airplanes are refueled using a flying boom (F16, F15 , etc ...) where others are using a probe and drogue (F18, Mirage 2000 etc ...)&lt;br /&gt;
Therefore you have to choose the correct model of tanker in function of what kind of airplanes you want to refuel.&lt;br /&gt;
* Place a tanker on the map and set the usual options and be sure his ''TASK'' is set to ''Refueling''. (should be selected as default)&lt;br /&gt;
* Create a flight plan (don't make it to fly too high or to fast to ease up the AAR)&lt;br /&gt;
* At the first waypoint where you want your tanker to start his racetrack pattern (in our example waypoint 1) click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''PATTERN'' - Race-track , ''SPEED'' - 300 kts and set the ''ALTITUDE'' to 15 000 ft. Your tanker will now orbit between waypoint 1 &amp;amp; 2 until it reaches his bingo fuel. (you can also assign a stop condition like a duration , a trigger etc ...) '''PRO TIP:''' Tankers are always doing a left hand turn in their orbit.&lt;br /&gt;
* Optionnaly you can add a tacan to your tanker (Normally DCS will automaticaly assign a TCN to your tankers) To do this just go on Waypoint 0 and open the advanced waypoint actions. Click on ADD and select ''TYPE'' - Perform Command , ''ACTION'' - Activate TACAN and then select a channel , a channel mode and the callsign of the TCN station (usualy TKR for tanker). If you already have an existing Tacan in the the advanced waypoint actions window  just double click on it to edit its informations.&lt;br /&gt;
&lt;br /&gt;
In this example, our tanker (a KC-130) will orbit in a racetrack pattern between steer 1 and 2 at 15 000 ft and 300 kts.&amp;lt;br /&amp;gt;&lt;br /&gt;
As I didn't set any stop condition it will orbit until it reaches his bingo fuel and then follow his waypoints to land at Kutaisi.&amp;lt;br /&amp;gt;&lt;br /&gt;
Players can use TCN 1X to find it.&lt;br /&gt;
&lt;br /&gt;
[[File:DCS Mission Making add a tanker.png|frameless|1000px]]&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1bB_yAKCNh7jdsBveoa1Nb3ljleOLiIHi Download the mission example]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:DCS_Mission_Making_add_a_tanker.png&amp;diff=6015</id>
		<title>File:DCS Mission Making add a tanker.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:DCS_Mission_Making_add_a_tanker.png&amp;diff=6015"/>
		<updated>2018-06-15T20:43:05Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6014</id>
		<title>DCS mission making - trigger actions and vehicle movement</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6014"/>
		<updated>2018-06-15T19:54:37Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* Make an AI helicopter to hover */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Make an AI helicopter to hover=&lt;br /&gt;
[[File:DCS Mission Making Make an AI helicopter to hover.png|thumb|600px|example of how to make an AI helicopter to hover]]&lt;br /&gt;
Here is an easy trick to make your AI helicopter to remain stationary above a waypoint.&lt;br /&gt;
* Place your helicopter on the map and set the usual options like Country, Type, Skill etc .... Create a flight plan. Use as much waypoints as you want.&lt;br /&gt;
* Select the waypoint where you want your helicopter to remain stationary and click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''SPEED'' - 0 and set the ''ALTITUDE'' to wathever altitude you want the helicopter to hover&lt;br /&gt;
* Optionnaly you can add a stop condition to make it stop the hover and proceed with the rest of his flight plan (in this example I've set up a duration of 2 mn which mean that when the Gazelle will reach waypoint 2 she will hover for 2 mn before proceding to waypoint 3)&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1EtKDifbtWumwwUb7Dr_yXUMk04XV5Hm- Download the mission example]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6013</id>
		<title>DCS mission making - trigger actions and vehicle movement</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_mission_making_-_trigger_actions_and_vehicle_movement&amp;diff=6013"/>
		<updated>2018-06-15T19:48:04Z</updated>

		<summary type="html">&lt;p&gt;Foxy: Created page with &amp;quot;=Make an AI helicopter to hover= example of how to make an AI helicopter to hover Here is an easy tr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Make an AI helicopter to hover=&lt;br /&gt;
[[File:DCS Mission Making Make an AI helicopter to hover.png|thumb|600px|example of how to make an AI helicopter to hover]]&lt;br /&gt;
Here is an easy trick to make your AI helicopter to remain stationary above a waypoint.&lt;br /&gt;
* Place your helicopter on the map and set the usual options like Country, Type, Skill etc .... Create a flight plan. Use as much of waypoints as you want.&lt;br /&gt;
* Select the waypoint where you want your helicopter to remain stationary and click on ''ADD'' in advanced waypoint actions&lt;br /&gt;
* Select the following settings : ''TYPE'' - Perform Task , ''ACTION'' - Orbit , ''SPEED'' - 0 and set the ''ALTITUDE'' to wathever altitude you want the helicopter to hover&lt;br /&gt;
* Optionnaly you can add a stop condition to make it stop the hover and proceed with the rest of his flight plan (in this example I've set up a duration of 2 mn which mean that when the Gazelle will reach waypoint 2 she will hover for 2 mn before proceding to waypoint 3)&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/open?id=1EtKDifbtWumwwUb7Dr_yXUMk04XV5Hm- Download the mission example]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:DCS_Mission_Making_Make_an_AI_helicopter_to_hover.png&amp;diff=6012</id>
		<title>File:DCS Mission Making Make an AI helicopter to hover.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:DCS_Mission_Making_Make_an_AI_helicopter_to_hover.png&amp;diff=6012"/>
		<updated>2018-06-15T19:33:55Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6008</id>
		<title>DCS Codex</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6008"/>
		<updated>2018-06-15T17:51:15Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* DCS mission making */&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. &lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
=== Basic ===&lt;br /&gt;
* [[DCS 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;
* [[DCS mod management]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
* [[DCS carrier landings]]&lt;br /&gt;
&lt;br /&gt;
=== DCS mission making ===&lt;br /&gt;
* [[UI description]]&lt;br /&gt;
* [[Trigger Basics]]&lt;br /&gt;
* [[Adding a JTAC (Joint Terminal Attack Controller)]]&lt;br /&gt;
* [[Adding a Tanker]]&lt;br /&gt;
* [[Helicopters]]&lt;br /&gt;
&lt;br /&gt;
=Air to Air=&lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Air to Ground=&lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=External references=&lt;br /&gt;
* &lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: DCS Codex]]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6004</id>
		<title>DCS Codex</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6004"/>
		<updated>2018-06-15T16:53:59Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* 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. &lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
=== Basic ===&lt;br /&gt;
* [[DCS 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;
* [[DCS mod management]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
* [[DCS carrier landings]]&lt;br /&gt;
&lt;br /&gt;
=== DCS mission making ===&lt;br /&gt;
* [[UI description]]&lt;br /&gt;
* [[Trigger Basics]]&lt;br /&gt;
* [[Adding a JTAC (Joint Terminal Attack Controller)]]&lt;br /&gt;
* [[Adding a Tanker]]&lt;br /&gt;
* [[Making an AI helicopter to hover]]&lt;br /&gt;
&lt;br /&gt;
=Air to Air=&lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Air to Ground=&lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=External references=&lt;br /&gt;
* &lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: DCS Codex]]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Specialty_aircraft&amp;diff=5093</id>
		<title>Specialty aircraft</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Specialty_aircraft&amp;diff=5093"/>
		<updated>2017-09-20T22:35:48Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Set up keybinds&lt;br /&gt;
#Understand special nuances for specialty aircraft (e.g. pit limitations)&lt;br /&gt;
#Understand flight model for specialty aircraft&lt;br /&gt;
#Know how to load an F-16 pit for specialty aircraft operations&lt;br /&gt;
&lt;br /&gt;
==A-10==&lt;br /&gt;
Has its own pit.&lt;br /&gt;
&lt;br /&gt;
==F-4 Phantom II==&lt;br /&gt;
[[File:F4.jpg|thumb|right|F-4 Phantom II]]&lt;br /&gt;
*Flaps are necessary for the Phantoms, default is CTRL+F11/F12 to open and close. You will see the flap status at the top left of the screen.&lt;br /&gt;
*Visibility through the HUD is poor. You can recenter your TrackIR by ducking your head and recentering; this helps a bit.&lt;br /&gt;
**Press Shift-H to toggle the DED to the HUD. You will need this for advanced settings like TACAN, BINGO, etc.&lt;br /&gt;
*Requires custom binding for countermeasures (CKPIT: Drop Chaff/Flares): 'Ctrl ,' and 'Ctrl .'&lt;br /&gt;
*TACAN and ILS works sort of&lt;br /&gt;
**Turn on ILS knob with Shift-ALT-Y&lt;br /&gt;
**Cycle mode with I or knob to right of HSI&lt;br /&gt;
**Make sure you configure your defaults to push the DED to the HUD (use WDP)&lt;br /&gt;
**Note: CNI does NOT work, so you will not be able to line up with radials using HSI&lt;br /&gt;
**Note: CMD STRG for ILS approaches push to the HUD, like the F-16&lt;br /&gt;
&lt;br /&gt;
==F-14 Tomcat==&lt;br /&gt;
[[File:F14.jpg|thumb|right|F-14 Tomcat]]&lt;br /&gt;
Carrier aircraft. Can carry the Aim-54 Phoenix long range missile. Has a poor 2D pit. Requires the hook to be bound as there is no cockpit button, unless you are using the F-16 cockpit.&lt;br /&gt;
&lt;br /&gt;
==F-111 Aardvark==&lt;br /&gt;
[[File:F111.jpg|thumb|right|F-111 Aardvark]]&lt;br /&gt;
*Flaps are necessary for the Aardvark, default is CTRL+F11/F12 to open and close&lt;br /&gt;
*Fuel consumption is higher than the F-16. Estimate 15-20 lbs of fuel per mile for JOKER/BINGO calcs. And ease off the afterburner.&lt;br /&gt;
*Often gets a TRP (Fuel Trap) warning. Maximize the throttle and reduce to clear the issue.&lt;br /&gt;
&lt;br /&gt;
==F/A-18==&lt;br /&gt;
*Carrier aircraft. Has a high quality and functional pit.&lt;br /&gt;
* See http://www.unitedoperations.net/wiki/Carrier_operations for carrier operations&lt;br /&gt;
&lt;br /&gt;
==A-7 Corsair II==&lt;br /&gt;
[[File:A7.jpg|thumb|right|A-7 Corsair II]]&lt;br /&gt;
Carrier aircraft. Uses F-16 pit by default. Need to bind tail hook and flaps. CTRL-F9, CTRL-F10 for flaps.&lt;br /&gt;
&lt;br /&gt;
This thing does not catch the catapult. It also only knows two throttle speeds: full and off. This makes things challenging when taxiing. To take off, get lined up between and behind the catapult by about 50 feet, drop full flaps, full throttle and take off. You may hear some loud grinding, that seems to be normal. Just raise your gear and carry on.&lt;br /&gt;
&lt;br /&gt;
The flight model is not realistic; it has an instantaneous turn rate of 60 degrees.&lt;br /&gt;
&lt;br /&gt;
To land, lower flaps fully, drop the tail hook and the gear, slow down to about 150 kts and catch the wire.&lt;br /&gt;
&lt;br /&gt;
==Mirage 2000==&lt;br /&gt;
The Mirage 2000 family contains the following version, available in BMS:&lt;br /&gt;
*Mirage 2000-B Twin Seat French Air Force training version (dedicated to training and pilot transformation)&lt;br /&gt;
*Mirage 2000-C (RDI) Single Seat AA for French Air Force (limited to Fox-1)&lt;br /&gt;
*Mirage 2000-N (N for Nuclear) Twin Seat French Air Force with Nuclearcapacity (do not have internal DEFA gun, nor air intake mobile devices, so, mach number is limited to 1.45)&lt;br /&gt;
*Mirage 2000-D (D for Diversified) Twin Seat AG for French Air Force. (do not have internal DEFA gun, nor air intake mobile devices, so, mach number is limited to 1.45)&lt;br /&gt;
*Mirage 2000-5(F) Single Seat AA for French Air Force (Fox-3 capable using MICA-EM and MICA-IR since end of 2006, ECM of the –5 has been significantly improved versus –C)&lt;br /&gt;
*Mirage 2000-5 Mk2 Export version of –5, Single or Twin Seat.&lt;br /&gt;
*Mirage 2000-9 Single of Twin Seat Export version&lt;br /&gt;
&lt;br /&gt;
===Mirage 2000-5F===&lt;br /&gt;
====Description====&lt;br /&gt;
This is the Air superiority version of the Mirage. Equiped with the RDY radar it is Fox3 capable and it is equiped with link 16 and an internal jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
Radar RDY : AA mode, Multiple targets tracking , Look down-Shoot down, high range (70 Nm / 426 230 ft for SER of 5 m2, over or under flight level) . Compatible with MICA ER (Fox-3) with LAM allowing shoot of 2 MICA before missile lock, others in Mad-Dog or Pit-Bull mode, TWS capable, but no TFR&lt;br /&gt;
====Loadout====&lt;br /&gt;
[[File:BMS-2000-5 payload.png|none|800px]]&lt;br /&gt;
====Rampstart tutorial &amp;amp; cockpit familiarization====&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=h8RA3SiyHwc&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mirage 2000-D===&lt;br /&gt;
====Description====&lt;br /&gt;
This Mirage is a true mudmover ! This version is dedicated for ground attack only. Equiped with the Antilope V radar it has been made for NOE incursion and precision strikes it also have an internal TFR and an insane amount of chaff &amp;amp; flares ! Like the -5 it is equiped with Link 16 and an internal jammer. It can carry a great variety of weaponry from iron bombs to cruise missiles or LGB.&amp;lt;br /&amp;gt;&lt;br /&gt;
In return the radar of the 2000-D have almost no air to air capabilities. (It is limited to CAC only - no BVR)&amp;lt;br /&amp;gt;&lt;br /&gt;
An other really important aspect is that some stuff have been removed from the airplanes to make room for new computers.&amp;lt;br /&amp;gt;&lt;br /&gt;
*First one are the guns !!! yes the guns !!! so no straffing runs with this airplanes !&amp;lt;br /&amp;gt;&lt;br /&gt;
*Second are the &amp;quot;moteurs de souris&amp;quot; those are small electrical engines moving forward and aft the small conical shapes inside the air intakes. (If you want an aircraft to be supersonic you have to break the sonic shockwave before it enters inside the compressor of your engine) This means that the mirage 2000-D is subsonic (in fact it's slightly supersonic M1.45 max) but it is not really important as this planes is always equiped with the 2000 Liters droptanks and those tanks are not supersonic capable either (M0.98 max - ultimate M1.05)&lt;br /&gt;
====Loadout====&lt;br /&gt;
TGP are loaded like bombs. There is no check box like on the F16. You have to look for ATLIS 2 or PDL-CT/S on the RH FWD fuselage hardpoint.&lt;br /&gt;
[[File:BMS-2000-D payload.png|none|800px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
====Rampstart tutorial &amp;amp; cockpit familiarization====&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=xMzfGM_W5t8&amp;lt;/embedvideo&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Specialty_aircraft&amp;diff=5063</id>
		<title>Specialty aircraft</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Specialty_aircraft&amp;diff=5063"/>
		<updated>2017-08-28T09:22:46Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* Mirage 2000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Set up keybinds&lt;br /&gt;
#Understand special nuances for specialty aircraft (e.g. pit limitations)&lt;br /&gt;
#Understand flight model for specialty aircraft&lt;br /&gt;
#Know how to load an F-16 pit for specialty aircraft operations&lt;br /&gt;
&lt;br /&gt;
==A-10==&lt;br /&gt;
Has its own pit.&lt;br /&gt;
&lt;br /&gt;
==F-4 Phantom II==&lt;br /&gt;
[[File:F4.jpg|thumb|right|F-4 Phantom II]]&lt;br /&gt;
*Flaps are necessary for the Phantoms, default is CTRL+F11/F12 to open and close. You will see the flap status at the top left of the screen.&lt;br /&gt;
*Visibility through the HUD is poor. You can recenter your TrackIR by ducking your head and recentering; this helps a bit.&lt;br /&gt;
**Press Shift-H to toggle the DED to the HUD. You will need this for advanced settings like TACAN, BINGO, etc.&lt;br /&gt;
*Requires custom binding for countermeasures (CKPIT: Drop Chaff/Flares): 'Ctrl ,' and 'Ctrl .'&lt;br /&gt;
*TACAN and ILS works sort of&lt;br /&gt;
**Turn on ILS knob with Shift-ALT-Y&lt;br /&gt;
**Cycle mode with I or knob to right of HSI&lt;br /&gt;
**Make sure you configure your defaults to push the DED to the HUD (use WDP)&lt;br /&gt;
**Note: CNI does NOT work, so you will not be able to line up with radials using HSI&lt;br /&gt;
**Note: CMD STRG for ILS approaches push to the HUD, like the F-16&lt;br /&gt;
&lt;br /&gt;
==F-14 Tomcat==&lt;br /&gt;
[[File:F14.jpg|thumb|right|F-14 Tomcat]]&lt;br /&gt;
Carrier aircraft. Can carry the Aim-54 Phoenix long range missile. Has a poor 2D pit. Requires the hook to be bound as there is no cockpit button, unless you are using the F-16 cockpit.&lt;br /&gt;
&lt;br /&gt;
==F-111 Aardvark==&lt;br /&gt;
[[File:F111.jpg|thumb|right|F-111 Aardvark]]&lt;br /&gt;
*Flaps are necessary for the Aardvark, default is CTRL+F11/F12 to open and close&lt;br /&gt;
*Fuel consumption is higher than the F-16. Estimate 15-20 lbs of fuel per mile for JOKER/BINGO calcs. And ease off the afterburner.&lt;br /&gt;
*Often gets a TRP (Fuel Trap) warning. Maximize the throttle and reduce to clear the issue.&lt;br /&gt;
&lt;br /&gt;
==F/A-18==&lt;br /&gt;
*Carrier aircraft. Has a high quality and functional pit.&lt;br /&gt;
* See http://www.unitedoperations.net/wiki/Carrier_operations for carrier operations&lt;br /&gt;
&lt;br /&gt;
==A-7 Corsair II==&lt;br /&gt;
[[File:A7.jpg|thumb|right|A-7 Corsair II]]&lt;br /&gt;
Carrier aircraft. Uses F-16 pit by default. Need to bind tail hook and flaps. CTRL-F9, CTRL-F10 for flaps.&lt;br /&gt;
&lt;br /&gt;
This thing does not catch the catapult. It also only knows two throttle speeds: full and off. This makes things challenging when taxiing. To take off, get lined up between and behind the catapult by about 50 feet, drop full flaps, full throttle and take off. You may hear some loud grinding, that seems to be normal. Just raise your gear and carry on.&lt;br /&gt;
&lt;br /&gt;
The flight model is not realistic; it has an instantaneous turn rate of 60 degrees.&lt;br /&gt;
&lt;br /&gt;
To land, lower flaps fully, drop the tail hook and the gear, slow down to about 150 kts and catch the wire.&lt;br /&gt;
&lt;br /&gt;
==Mirage 2000==&lt;br /&gt;
===Mirage 2000-5F===&lt;br /&gt;
====Description====&lt;br /&gt;
This is the Air superiority version of the Mirage. Equiped with the RDY radar it is Fox3 capable and it is equiped with link 16 and an internal jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
====Loadout====&lt;br /&gt;
[[File:BMS-2000-5 payload.png|none|800px]]&lt;br /&gt;
&lt;br /&gt;
===Mirage 2000-D===&lt;br /&gt;
====Description====&lt;br /&gt;
This Mirage is a true mudmover ! This version is dedicated for ground attack only. Equiped with the Antilope V radar it has been made for NOE incursion and precision strikes it also have an internal TFR and an insane amount of chaff &amp;amp; flares ! Like the -5 it is equiped with Link 16 and an internal jammer. It can carry a great variety of weaponry from iron bombs to cruise missiles or LGB.&amp;lt;br /&amp;gt;&lt;br /&gt;
In return the radar of the 2000-D have almost no air to air capabilities. (It is limited to CAC only - no BVR)&amp;lt;br /&amp;gt;&lt;br /&gt;
An other really important aspect is that some stuff have been removed from the airplanes to make room for new computers.&amp;lt;br /&amp;gt;&lt;br /&gt;
*First one are the guns !!! yes the guns !!! so no straffing runs with this airplanes !&amp;lt;br /&amp;gt;&lt;br /&gt;
*Second are the &amp;quot;moteurs de souris&amp;quot; those are small electrical engines moving forward and aft the small conical shapes inside the air intakes. (If you want an aircraft to be supersonic you have to break the sonic shockwave before it enters inside the compressor of your engine) This means that the mirage 2000-D is subsonic (in fact it's slightly supersonic) but it is not really important as this planes is always equiped with the 2000 Liters droptanks and those tanks are not supersonic capable either&lt;br /&gt;
====Loadout====&lt;br /&gt;
TGP are loaded like bombs. There is no check box like on the F16. You have to look for ATLIS 2 or PDL-CT/S on the RH FWD fuselage hardpoint.&lt;br /&gt;
[[File:BMS-2000-D payload.png|none|800px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
====Rampstart tutorial &amp;amp; cockpit familiarization====&lt;br /&gt;
&amp;lt;embedvideo service=&amp;quot;youtube&amp;quot;&amp;gt;https://www.youtube.com/watch?v=xMzfGM_W5t8&amp;lt;/embedvideo&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Specialty_aircraft&amp;diff=5061</id>
		<title>Specialty aircraft</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Specialty_aircraft&amp;diff=5061"/>
		<updated>2017-08-27T22:55:17Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* Loadout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Set up keybinds&lt;br /&gt;
#Understand special nuances for specialty aircraft (e.g. pit limitations)&lt;br /&gt;
#Understand flight model for specialty aircraft&lt;br /&gt;
#Know how to load an F-16 pit for specialty aircraft operations&lt;br /&gt;
&lt;br /&gt;
==A-10==&lt;br /&gt;
Has its own pit.&lt;br /&gt;
&lt;br /&gt;
==F-4 Phantom II==&lt;br /&gt;
[[File:F4.jpg|thumb|right|F-4 Phantom II]]&lt;br /&gt;
*Flaps are necessary for the Phantoms, default is CTRL+F11/F12 to open and close. You will see the flap status at the top left of the screen.&lt;br /&gt;
*Visibility through the HUD is poor. You can recenter your TrackIR by ducking your head and recentering; this helps a bit.&lt;br /&gt;
**Press Shift-H to toggle the DED to the HUD. You will need this for advanced settings like TACAN, BINGO, etc.&lt;br /&gt;
*Requires custom binding for countermeasures (CKPIT: Drop Chaff/Flares): 'Ctrl ,' and 'Ctrl .'&lt;br /&gt;
*TACAN and ILS works sort of&lt;br /&gt;
**Turn on ILS knob with Shift-ALT-Y&lt;br /&gt;
**Cycle mode with I or knob to right of HSI&lt;br /&gt;
**Make sure you configure your defaults to push the DED to the HUD (use WDP)&lt;br /&gt;
**Note: CNI does NOT work, so you will not be able to line up with radials using HSI&lt;br /&gt;
**Note: CMD STRG for ILS approaches push to the HUD, like the F-16&lt;br /&gt;
&lt;br /&gt;
==F-14 Tomcat==&lt;br /&gt;
[[File:F14.jpg|thumb|right|F-14 Tomcat]]&lt;br /&gt;
Carrier aircraft. Can carry the Aim-54 Phoenix long range missile. Has a poor 2D pit. Requires the hook to be bound as there is no cockpit button, unless you are using the F-16 cockpit.&lt;br /&gt;
&lt;br /&gt;
==F-111 Aardvark==&lt;br /&gt;
[[File:F111.jpg|thumb|right|F-111 Aardvark]]&lt;br /&gt;
*Flaps are necessary for the Aardvark, default is CTRL+F11/F12 to open and close&lt;br /&gt;
*Fuel consumption is higher than the F-16. Estimate 15-20 lbs of fuel per mile for JOKER/BINGO calcs. And ease off the afterburner.&lt;br /&gt;
*Often gets a TRP (Fuel Trap) warning. Maximize the throttle and reduce to clear the issue.&lt;br /&gt;
&lt;br /&gt;
==F/A-18==&lt;br /&gt;
*Carrier aircraft. Has a high quality and functional pit.&lt;br /&gt;
* See http://www.unitedoperations.net/wiki/Carrier_operations for carrier operations&lt;br /&gt;
&lt;br /&gt;
==A-7 Corsair II==&lt;br /&gt;
[[File:A7.jpg|thumb|right|A-7 Corsair II]]&lt;br /&gt;
Carrier aircraft. Uses F-16 pit by default. Need to bind tail hook and flaps. CTRL-F9, CTRL-F10 for flaps.&lt;br /&gt;
&lt;br /&gt;
This thing does not catch the catapult. It also only knows two throttle speeds: full and off. This makes things challenging when taxiing. To take off, get lined up between and behind the catapult by about 50 feet, drop full flaps, full throttle and take off. You may hear some loud grinding, that seems to be normal. Just raise your gear and carry on.&lt;br /&gt;
&lt;br /&gt;
The flight model is not realistic; it has an instantaneous turn rate of 60 degrees.&lt;br /&gt;
&lt;br /&gt;
To land, lower flaps fully, drop the tail hook and the gear, slow down to about 150 kts and catch the wire.&lt;br /&gt;
&lt;br /&gt;
==Mirage 2000==&lt;br /&gt;
===Mirage 2000-5F===&lt;br /&gt;
====Description====&lt;br /&gt;
This is the Air superiority version of the Mirage. Equiped with the RDY radar it is Fox3 capable and it is equiped with link 16 and an internal jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
====Loadout====&lt;br /&gt;
[[File:BMS-2000-5 payload.png|none|800px]]&lt;br /&gt;
&lt;br /&gt;
===Mirage 2000-D===&lt;br /&gt;
====Description====&lt;br /&gt;
This Mirage is a true mudmover ! This version is dedicated for ground attack only. Equiped with the Antilope V radar it has been made for NOE incursion and precision strikes it also have an internal TFR and an insane amount of chaff &amp;amp; flares ! Like the -5 it is equiped with Link 16 and an internal jammer. It can carry a great variety of weaponry from iron bombs to cruise missiles or LGB.&amp;lt;br /&amp;gt;&lt;br /&gt;
In return the radar of the 2000-D have almost no air to air capabilities. (It is limited to CAC only - no BVR)&amp;lt;br /&amp;gt;&lt;br /&gt;
An other really important aspect is that some stuff have been removed from the airplanes to make room for new computers.&amp;lt;br /&amp;gt;&lt;br /&gt;
*First one are the guns !!! yes the guns !!! so no straffing runs with this airplanes !&amp;lt;br /&amp;gt;&lt;br /&gt;
*Second are the &amp;quot;moteurs de souris&amp;quot; those are small electrical engines moving forward and aft the small conical shapes inside the air intakes. (If you want an aircraft to be supersonic you have to break the sonic shockwave before it enters inside the compressor of your engine) This means that the mirage 2000-D is subsonic (in fact it's slightly supersonic) but it is not really important as this planes is always equiped with the 2000 Liters droptanks and those tanks are not supersonic capable either&lt;br /&gt;
====Loadout====&lt;br /&gt;
TGP are loaded like bombs. There is no check box like on the F16. You have to look for ATLIS 2 or PDL-CT/S on the RH FWD fuselage hardpoint.&lt;br /&gt;
[[File:BMS-2000-D payload.png|none|800px]]&amp;lt;br /&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Specialty_aircraft&amp;diff=5053</id>
		<title>Specialty aircraft</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Specialty_aircraft&amp;diff=5053"/>
		<updated>2017-08-26T00:35:31Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Set up keybinds&lt;br /&gt;
#Understand special nuances for specialty aircraft (e.g. pit limitations)&lt;br /&gt;
#Understand flight model for specialty aircraft&lt;br /&gt;
#Know how to load an F-16 pit for specialty aircraft operations&lt;br /&gt;
&lt;br /&gt;
==A-10==&lt;br /&gt;
Has its own pit.&lt;br /&gt;
&lt;br /&gt;
==F-4 Phantom II==&lt;br /&gt;
[[File:F4.jpg|thumb|right|F-4 Phantom II]]&lt;br /&gt;
*Flaps are necessary for the Phantoms, default is CTRL+F11/F12 to open and close. You will see the flap status at the top left of the screen.&lt;br /&gt;
*Visibility through the HUD is poor. You can recenter your TrackIR by ducking your head and recentering; this helps a bit.&lt;br /&gt;
**Press Shift-H to toggle the DED to the HUD. You will need this for advanced settings like TACAN, BINGO, etc.&lt;br /&gt;
*Requires custom binding for countermeasures (CKPIT: Drop Chaff/Flares): 'Ctrl ,' and 'Ctrl .'&lt;br /&gt;
*TACAN and ILS works sort of&lt;br /&gt;
**Turn on ILS knob with Shift-ALT-Y&lt;br /&gt;
**Cycle mode with I or knob to right of HSI&lt;br /&gt;
**Make sure you configure your defaults to push the DED to the HUD (use WDP)&lt;br /&gt;
**Note: CNI does NOT work, so you will not be able to line up with radials using HSI&lt;br /&gt;
**Note: CMD STRG for ILS approaches push to the HUD, like the F-16&lt;br /&gt;
&lt;br /&gt;
==F-14 Tomcat==&lt;br /&gt;
[[File:F14.jpg|thumb|right|F-14 Tomcat]]&lt;br /&gt;
Carrier aircraft. Can carry the Aim-54 Phoenix long range missile. Has a poor 2D pit. Requires the hook to be bound as there is no cockpit button, unless you are using the F-16 cockpit.&lt;br /&gt;
&lt;br /&gt;
==F-111 Aardvark==&lt;br /&gt;
[[File:F111.jpg|thumb|right|F-111 Aardvark]]&lt;br /&gt;
*Flaps are necessary for the Aardvark, default is CTRL+F11/F12 to open and close&lt;br /&gt;
*Fuel consumption is higher than the F-16. Estimate 15-20 lbs of fuel per mile for JOKER/BINGO calcs. And ease off the afterburner.&lt;br /&gt;
*Often gets a TRP (Fuel Trap) warning. Maximize the throttle and reduce to clear the issue.&lt;br /&gt;
&lt;br /&gt;
==F/A-18==&lt;br /&gt;
*Carrier aircraft. Has a high quality and functional pit.&lt;br /&gt;
* See http://www.unitedoperations.net/wiki/Carrier_operations for carrier operations&lt;br /&gt;
&lt;br /&gt;
==A-7 Corsair II==&lt;br /&gt;
[[File:A7.jpg|thumb|right|A-7 Corsair II]]&lt;br /&gt;
Carrier aircraft. Uses F-16 pit by default. Need to bind tail hook and flaps. CTRL-F9, CTRL-F10 for flaps.&lt;br /&gt;
&lt;br /&gt;
This thing does not catch the catapult. It also only knows two throttle speeds: full and off. This makes things challenging when taxiing. To take off, get lined up between and behind the catapult by about 50 feet, drop full flaps, full throttle and take off. You may hear some loud grinding, that seems to be normal. Just raise your gear and carry on.&lt;br /&gt;
&lt;br /&gt;
The flight model is not realistic; it has an instantaneous turn rate of 60 degrees.&lt;br /&gt;
&lt;br /&gt;
To land, lower flaps fully, drop the tail hook and the gear, slow down to about 150 kts and catch the wire.&lt;br /&gt;
&lt;br /&gt;
==Mirage 2000==&lt;br /&gt;
===Mirage 2000-5F===&lt;br /&gt;
====Description====&lt;br /&gt;
This is the Air superiority version of the Mirage. Equiped with the RDY radar it is Fox3 capable and it is equiped with link 16 and an internal jammer&amp;lt;br /&amp;gt;&lt;br /&gt;
====Loadout====&lt;br /&gt;
[[File:BMS-2000-5 payload.png|none|800px]]&lt;br /&gt;
&lt;br /&gt;
===Mirage 2000-D===&lt;br /&gt;
====Description====&lt;br /&gt;
This Mirage is a true mudmover ! This version is dedicated for ground attack only. Equiped with the Antilope V radar it has been made for NOE incursion and precision strikes it also have an internal TFR and an insane amount of chaff &amp;amp; flares ! Like the -5 it is equiped with Link 16 and an internal jammer. It can carry a great variety of weaponry from iron bombs to cruise missiles or LGB.&amp;lt;br /&amp;gt;&lt;br /&gt;
In return the radar of the 2000-D have almost no air to air capabilities. (It is limited to CAC only - no BVR)&amp;lt;br /&amp;gt;&lt;br /&gt;
An other really important aspect is that some stuff have been removed from the airplanes to make room for new computers.&amp;lt;br /&amp;gt;&lt;br /&gt;
*First one are the guns !!! yes the guns !!! so no straffing runs with this airplanes !&amp;lt;br /&amp;gt;&lt;br /&gt;
*Second are the &amp;quot;moteurs de souris&amp;quot; those are small electrical engines moving forward and aft the small conical shapes inside the air intakes. (If you want an aircraft to be supersonic you have to break the sonic shockwave before it enters inside the compressor of your engine) This means that the mirage 2000-D is subsonic (in fact it's slightly supersonic) but it is not really important as this planes is always equiped with the 2000 Liters droptanks and those tanks are not supersonic capable either&lt;br /&gt;
====Loadout====&lt;br /&gt;
[[File:BMS-2000-D payload.png|none|800px]]&amp;lt;br /&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMS-2000-D_payload.png&amp;diff=5052</id>
		<title>File:BMS-2000-D payload.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMS-2000-D_payload.png&amp;diff=5052"/>
		<updated>2017-08-26T00:29:07Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMS-2000-5_payload.png&amp;diff=5051</id>
		<title>File:BMS-2000-5 payload.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMS-2000-5_payload.png&amp;diff=5051"/>
		<updated>2017-08-26T00:27:34Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{PD}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_weapons&amp;diff=4517</id>
		<title>Air-to-air weapons</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_weapons&amp;diff=4517"/>
		<updated>2017-04-24T21:16:09Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* AIM 120 SMS settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Understand the various systems involved in air to air engagements&lt;br /&gt;
#Understand the three main types of guidance for air to air missiles (AAMs)&lt;br /&gt;
#Employ all three kinds of AAMs successfully&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]&lt;br /&gt;
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]&lt;br /&gt;
* (coming soon) Practice TE for basic A/A training&lt;br /&gt;
&lt;br /&gt;
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''&lt;br /&gt;
&lt;br /&gt;
=Air to air modes in the F-16=&lt;br /&gt;
&lt;br /&gt;
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will &amp;quot;stick&amp;quot; until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).&lt;br /&gt;
&lt;br /&gt;
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.&lt;br /&gt;
&lt;br /&gt;
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.&lt;br /&gt;
&lt;br /&gt;
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.&lt;br /&gt;
&lt;br /&gt;
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.&lt;br /&gt;
&lt;br /&gt;
=Managing inventory: SMS page and the MSL step button=&lt;br /&gt;
The second crucial system involved in air combat is the Stores Management System (SMS). The SMS is primarily intended to give information about remaining weapons and stores, switching active weapon/pylon, powering up weapons, setting weapon parameters, and to access the selective jettison mode. &lt;br /&gt;
&lt;br /&gt;
Weapon selection can be performed hands-on (that is, via controls on the stick) or hands-off (by pressing relevant buttons around the MFD displaying the SMS page). Weapon selections are preserved between master mode changes, so you can preselect particular missiles types for different modes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;picture of sms in AA mode&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The buttons around the two MFDs (also known as OSBs) are numbered clockwise starting from the top-left corner. In any AA mode, the SMS page will show current weapon type next to osb #6 &amp;lt;check that&amp;gt;. Pressing the OSB will cycle through air to air weapon types; it is also possible to change the active pylon by pressing OSB#9. &lt;br /&gt;
&lt;br /&gt;
Hands-on selection of weapon types is performed by using the NWS-disconnect button; a short press will cycle hardpoints carrying the active weapon type, while a long press will select the next AA weapon type on board.&lt;br /&gt;
&lt;br /&gt;
The SMS page also has a button to switch seeker mode from WARM to COOL for IR missiles; best performance is achieved when the missiles are in COOL mode. Missile cooling should be part of your fence check: a warm seeker head might result in the missile losing track or not being able to acquire a target when uncaged.&lt;br /&gt;
&lt;br /&gt;
=Air to air missiles and their guidance=&lt;br /&gt;
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:&lt;br /&gt;
&lt;br /&gt;
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.&lt;br /&gt;
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.&lt;br /&gt;
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or &amp;quot;pitbull&amp;quot;). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.&lt;br /&gt;
&lt;br /&gt;
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. &lt;br /&gt;
&lt;br /&gt;
=AAM employment=&lt;br /&gt;
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to &amp;quot;good practices&amp;quot; in A/A combat and not a comprehensive tactical guide.&lt;br /&gt;
&lt;br /&gt;
==IR missiles==&lt;br /&gt;
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.&lt;br /&gt;
&lt;br /&gt;
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. &lt;br /&gt;
&lt;br /&gt;
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. &lt;br /&gt;
&lt;br /&gt;
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start &amp;quot;wandering&amp;quot; around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). &lt;br /&gt;
&lt;br /&gt;
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.&lt;br /&gt;
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). &amp;lt;insert table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: &lt;br /&gt;
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight&lt;br /&gt;
# Bring up the DGFT mode by HOTAS commands&lt;br /&gt;
# Confirm IR missile is up by audio cue&lt;br /&gt;
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)&lt;br /&gt;
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)&lt;br /&gt;
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a &amp;quot;manual&amp;quot; lock&lt;br /&gt;
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)&lt;br /&gt;
# Call out Fox-2 over flight comms; fire the weapon&lt;br /&gt;
&lt;br /&gt;
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.&lt;br /&gt;
&lt;br /&gt;
==Semi-active homing missiles==&lt;br /&gt;
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the &amp;quot;doppler gate&amp;quot;, or &amp;quot;notching&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from &amp;quot;putting the radar on the beam&amp;quot;, or your 3 o'clock - 9 o'clock line). mIt's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.&lt;br /&gt;
&lt;br /&gt;
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).&lt;br /&gt;
&lt;br /&gt;
Sparrows are therefore not necessarily a good &amp;quot;kill&amp;quot; missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.&lt;br /&gt;
&lt;br /&gt;
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. &lt;br /&gt;
&lt;br /&gt;
A typical Sparrow engagement looks like this: &lt;br /&gt;
# Acquire bandit on radar, in RWS or TWS mode&lt;br /&gt;
# Sort targets within the flight&lt;br /&gt;
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking&lt;br /&gt;
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy&lt;br /&gt;
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot&lt;br /&gt;
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a &amp;quot;GO STT&amp;quot; mnemonic just under the TD (target designator) box&lt;br /&gt;
# Call out Fox-1 and target bullseye over Flight or Package comms if appropriate&lt;br /&gt;
# Fire the missile, and immediately crank left or right reducing power slightly if necessary&lt;br /&gt;
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate&lt;br /&gt;
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position&lt;br /&gt;
# Monitor the time to impact timer below the DLZ on hud, scan for impact&lt;br /&gt;
&lt;br /&gt;
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? &lt;br /&gt;
&lt;br /&gt;
==ARH missiles==&lt;br /&gt;
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required all the way until the target is splashed, and can be dropped as soon as the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. &lt;br /&gt;
&lt;br /&gt;
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to &amp;quot;read&amp;quot; the situation as it develops and defend preemptively, or on a hunch, if necessary. When they go active, ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.&lt;br /&gt;
&lt;br /&gt;
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.&lt;br /&gt;
&lt;br /&gt;
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.&lt;br /&gt;
&lt;br /&gt;
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.&lt;br /&gt;
&lt;br /&gt;
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.&lt;br /&gt;
#Select A/A or MSL OVRD mode&lt;br /&gt;
#Acquire bandits on radar in RWS or TWS mode&lt;br /&gt;
#Switch to TWS mode, center on the enemy group, build up the picture&lt;br /&gt;
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left&lt;br /&gt;
#Bug the first assigned target&lt;br /&gt;
#Check range indexer (DLZ) on HUD for fire solution&lt;br /&gt;
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile&lt;br /&gt;
#Call out Fox-3 and target(s) bullseye over Flight or Package comms if appropriate&lt;br /&gt;
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets&lt;br /&gt;
#Repeat as necessary (but do not call out each missile launch!)&lt;br /&gt;
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate&lt;br /&gt;
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight&lt;br /&gt;
&lt;br /&gt;
===AIM 120 SMS settings===&lt;br /&gt;
The radar model for AMRAAMs now includes HPRF (Husky) mode for favorable target geometries.The missile will activate the seeker well before the normal MPRF (Pitbull) range and attempt to track.&amp;lt;br /&amp;gt;&lt;br /&gt;
HPRF is better at tracking high aspect targets with high closing range rate. Datalink guidance will continue up to MPRF unless the pilot commands a snip (drops the radar track) before that time.&amp;lt;br /&amp;gt;&lt;br /&gt;
During HPRF with host DL guidance, the missile will use the best tracking solution available (either seeker or host DL guidance).&amp;lt;br /&amp;gt;&lt;br /&gt;
HPRF and MPRF activation are now entirely based on range to target (used to be time-to-run based). Ranges coded are educated guesses.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The variables are:&amp;lt;br /&amp;gt;&lt;br /&gt;
:*AspectSelectorSize – HPRF requires target aspect to be within this many degrees of 180.&lt;br /&gt;
:*HuskyMinClosure – HPRF will not activate unless range rate is higher than this threshold&lt;br /&gt;
:*HighAspectBomberHusky – Select LARGE target (AIM120 SMS page) to use this as HPRF range gate&lt;br /&gt;
:*HighAspectFighterHusky – Select MED or UNKN target (AIM120 SMS page) to use this as HPRF range gate&lt;br /&gt;
:*BomberPitbull – Select LARGE target (AIM120 SMS page) to use this as MPRF range gate&lt;br /&gt;
:*FighterPitbull – Select MED or UNKN target (AIM120 SMS page) to use this as MPRF range gate&lt;br /&gt;
&lt;br /&gt;
''Note:'' you can select SMALL in the SMS page. Doing so doesn't make a lot of sense in Falcon4 since this is apparently intended for targeting small RCS targets although it might be useful against helicopters.&amp;lt;br /&amp;gt; If you do choose small, MPRF ranges are reduced by around a third compared to MED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_weapons&amp;diff=4516</id>
		<title>Air-to-air weapons</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_weapons&amp;diff=4516"/>
		<updated>2017-04-24T21:15:35Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* AIM 120 SMS settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Understand the various systems involved in air to air engagements&lt;br /&gt;
#Understand the three main types of guidance for air to air missiles (AAMs)&lt;br /&gt;
#Employ all three kinds of AAMs successfully&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]&lt;br /&gt;
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]&lt;br /&gt;
* (coming soon) Practice TE for basic A/A training&lt;br /&gt;
&lt;br /&gt;
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''&lt;br /&gt;
&lt;br /&gt;
=Air to air modes in the F-16=&lt;br /&gt;
&lt;br /&gt;
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will &amp;quot;stick&amp;quot; until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).&lt;br /&gt;
&lt;br /&gt;
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.&lt;br /&gt;
&lt;br /&gt;
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.&lt;br /&gt;
&lt;br /&gt;
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.&lt;br /&gt;
&lt;br /&gt;
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.&lt;br /&gt;
&lt;br /&gt;
=Managing inventory: SMS page and the MSL step button=&lt;br /&gt;
The second crucial system involved in air combat is the Stores Management System (SMS). The SMS is primarily intended to give information about remaining weapons and stores, switching active weapon/pylon, powering up weapons, setting weapon parameters, and to access the selective jettison mode. &lt;br /&gt;
&lt;br /&gt;
Weapon selection can be performed hands-on (that is, via controls on the stick) or hands-off (by pressing relevant buttons around the MFD displaying the SMS page). Weapon selections are preserved between master mode changes, so you can preselect particular missiles types for different modes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;picture of sms in AA mode&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The buttons around the two MFDs (also known as OSBs) are numbered clockwise starting from the top-left corner. In any AA mode, the SMS page will show current weapon type next to osb #6 &amp;lt;check that&amp;gt;. Pressing the OSB will cycle through air to air weapon types; it is also possible to change the active pylon by pressing OSB#9. &lt;br /&gt;
&lt;br /&gt;
Hands-on selection of weapon types is performed by using the NWS-disconnect button; a short press will cycle hardpoints carrying the active weapon type, while a long press will select the next AA weapon type on board.&lt;br /&gt;
&lt;br /&gt;
The SMS page also has a button to switch seeker mode from WARM to COOL for IR missiles; best performance is achieved when the missiles are in COOL mode. Missile cooling should be part of your fence check: a warm seeker head might result in the missile losing track or not being able to acquire a target when uncaged.&lt;br /&gt;
&lt;br /&gt;
=Air to air missiles and their guidance=&lt;br /&gt;
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:&lt;br /&gt;
&lt;br /&gt;
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.&lt;br /&gt;
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.&lt;br /&gt;
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or &amp;quot;pitbull&amp;quot;). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.&lt;br /&gt;
&lt;br /&gt;
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. &lt;br /&gt;
&lt;br /&gt;
=AAM employment=&lt;br /&gt;
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to &amp;quot;good practices&amp;quot; in A/A combat and not a comprehensive tactical guide.&lt;br /&gt;
&lt;br /&gt;
==IR missiles==&lt;br /&gt;
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.&lt;br /&gt;
&lt;br /&gt;
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. &lt;br /&gt;
&lt;br /&gt;
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. &lt;br /&gt;
&lt;br /&gt;
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start &amp;quot;wandering&amp;quot; around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). &lt;br /&gt;
&lt;br /&gt;
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.&lt;br /&gt;
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). &amp;lt;insert table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: &lt;br /&gt;
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight&lt;br /&gt;
# Bring up the DGFT mode by HOTAS commands&lt;br /&gt;
# Confirm IR missile is up by audio cue&lt;br /&gt;
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)&lt;br /&gt;
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)&lt;br /&gt;
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a &amp;quot;manual&amp;quot; lock&lt;br /&gt;
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)&lt;br /&gt;
# Call out Fox-2 over flight comms; fire the weapon&lt;br /&gt;
&lt;br /&gt;
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.&lt;br /&gt;
&lt;br /&gt;
==Semi-active homing missiles==&lt;br /&gt;
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the &amp;quot;doppler gate&amp;quot;, or &amp;quot;notching&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from &amp;quot;putting the radar on the beam&amp;quot;, or your 3 o'clock - 9 o'clock line). mIt's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.&lt;br /&gt;
&lt;br /&gt;
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).&lt;br /&gt;
&lt;br /&gt;
Sparrows are therefore not necessarily a good &amp;quot;kill&amp;quot; missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.&lt;br /&gt;
&lt;br /&gt;
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. &lt;br /&gt;
&lt;br /&gt;
A typical Sparrow engagement looks like this: &lt;br /&gt;
# Acquire bandit on radar, in RWS or TWS mode&lt;br /&gt;
# Sort targets within the flight&lt;br /&gt;
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking&lt;br /&gt;
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy&lt;br /&gt;
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot&lt;br /&gt;
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a &amp;quot;GO STT&amp;quot; mnemonic just under the TD (target designator) box&lt;br /&gt;
# Call out Fox-1 and target bullseye over Flight or Package comms if appropriate&lt;br /&gt;
# Fire the missile, and immediately crank left or right reducing power slightly if necessary&lt;br /&gt;
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate&lt;br /&gt;
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position&lt;br /&gt;
# Monitor the time to impact timer below the DLZ on hud, scan for impact&lt;br /&gt;
&lt;br /&gt;
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? &lt;br /&gt;
&lt;br /&gt;
==ARH missiles==&lt;br /&gt;
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required all the way until the target is splashed, and can be dropped as soon as the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. &lt;br /&gt;
&lt;br /&gt;
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to &amp;quot;read&amp;quot; the situation as it develops and defend preemptively, or on a hunch, if necessary. When they go active, ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.&lt;br /&gt;
&lt;br /&gt;
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.&lt;br /&gt;
&lt;br /&gt;
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.&lt;br /&gt;
&lt;br /&gt;
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.&lt;br /&gt;
&lt;br /&gt;
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.&lt;br /&gt;
#Select A/A or MSL OVRD mode&lt;br /&gt;
#Acquire bandits on radar in RWS or TWS mode&lt;br /&gt;
#Switch to TWS mode, center on the enemy group, build up the picture&lt;br /&gt;
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left&lt;br /&gt;
#Bug the first assigned target&lt;br /&gt;
#Check range indexer (DLZ) on HUD for fire solution&lt;br /&gt;
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile&lt;br /&gt;
#Call out Fox-3 and target(s) bullseye over Flight or Package comms if appropriate&lt;br /&gt;
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets&lt;br /&gt;
#Repeat as necessary (but do not call out each missile launch!)&lt;br /&gt;
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate&lt;br /&gt;
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight&lt;br /&gt;
&lt;br /&gt;
===AIM 120 SMS settings===&lt;br /&gt;
The radar model for AMRAAMs now includes HPRF (Husky) mode for favorable target geometries.The missile will activate the seeker well before the normal MPRF (Pitbull) range and attempt to track.&amp;lt;br /&amp;gt;&lt;br /&gt;
HPRF is better at tracking high aspect targets with high closing range rate. Datalink guidance will continue up to MPRF unless the pilot commands a snip (drops the radar track) before that time. During HPRF with host DL guidance, the missile will use the best tracking solution available (either seeker or host DL guidance).&amp;lt;br /&amp;gt;&lt;br /&gt;
HPRF and MPRF activation are now entirely based on range to target (used to be time-to-run based). Ranges coded are educated guesses.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The variables are:&amp;lt;br /&amp;gt;&lt;br /&gt;
:*AspectSelectorSize – HPRF requires target aspect to be within this many degrees of 180.&lt;br /&gt;
:*HuskyMinClosure – HPRF will not activate unless range rate is higher than this threshold&lt;br /&gt;
:*HighAspectBomberHusky – Select LARGE target (AIM120 SMS page) to use this as HPRF range gate&lt;br /&gt;
:*HighAspectFighterHusky – Select MED or UNKN target (AIM120 SMS page) to use this as HPRF range gate&lt;br /&gt;
:*BomberPitbull – Select LARGE target (AIM120 SMS page) to use this as MPRF range gate&lt;br /&gt;
:*FighterPitbull – Select MED or UNKN target (AIM120 SMS page) to use this as MPRF range gate&lt;br /&gt;
&lt;br /&gt;
''Note:'' you can select SMALL in the SMS page. Doing so doesn't make a lot of sense in Falcon4 since this is apparently intended for targeting small RCS targets although it might be useful against helicopters.&amp;lt;br /&amp;gt; If you do choose small, MPRF ranges are reduced by around a third compared to MED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Air-to-air_weapons&amp;diff=4515</id>
		<title>Air-to-air weapons</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=Air-to-air_weapons&amp;diff=4515"/>
		<updated>2017-04-24T21:13:52Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Understand the various systems involved in air to air engagements&lt;br /&gt;
#Understand the three main types of guidance for air to air missiles (AAMs)&lt;br /&gt;
#Employ all three kinds of AAMs successfully&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://download.high-g.net/files/Falcon_4_Manuals/f4_AIM-120.pdf AIM-120 AMRAAM Manual]&lt;br /&gt;
* [http://www.f16simulator.net/hotas/hotas.htm HOTAS controls quick reference]&lt;br /&gt;
* (coming soon) Practice TE for basic A/A training&lt;br /&gt;
&lt;br /&gt;
''This document aims at giving a basic overview of the systems you will operate in air to air missions, and is not meant to be a complete guide to combat or substitute in-depth study of manuals and tutorials!''&lt;br /&gt;
&lt;br /&gt;
=Air to air modes in the F-16=&lt;br /&gt;
&lt;br /&gt;
As you might already know, navigation and combat systems are quite tightly integrated in the Viper, and behave slightly differently depending on the selected master mode (MM). It's therefore important to understand the basics of master modes. In this page we will deal mostly with the A/A, missile override (MSL OVRD) and dogfight (DGFT) modes. An important difference between them is that while NAV, A/A, and A/G are master modes, DGFT and MSL OVRD are overrides, meaning that they will &amp;quot;stick&amp;quot; until canceled out by the appropriate hotas command (in other words, all other MM change requests from the ICP will be ignored).&lt;br /&gt;
&lt;br /&gt;
This setup allows a lot of customization (remember, MFD pages can be configured indipendently for each MM from the DTC interface in game); the selected missile and other parameters are saved when switching master modes, so for instance, it's possible to have a long range AMRAAM setup with radar in RWS for A/A mode, medium range AMRAAM in TWS for MSL OVRD, and of course, sidewinders in DGFT. But we will skip these considerations for now.&lt;br /&gt;
&lt;br /&gt;
While it is possible to operate the radar, and to some extent weapon systems, in NAV mode, it is recommended to bring up the A/A MM (at the fence in point at the latest) to be more effective.&lt;br /&gt;
&lt;br /&gt;
In brief, use the A/A MM or the MSL OVRD mode when long range scan and BVR missiles are to be employed, and preferably use DGFT mode when merging. Depending on your joystick/hotas setup, it is highly recommended to bind the three-way DGFT-MSLOVRD-Cancel switch somewhere, along with the uncage button, TMS switch, and cursor slew. Spend some time experimenting with MFD setups in these three modes, a common mistake is to forget to set pages for DGFT mode and lose situational awareness when merging due to loss of SMS and HSD.&lt;br /&gt;
&lt;br /&gt;
Radar modes and employment are covered in [http://www.unitedoperations.net/wiki/Air-to-air_radar another section]; we will however review which modes are more suitable to the various munitions in the following section.&lt;br /&gt;
&lt;br /&gt;
=Managing inventory: SMS page and the MSL step button=&lt;br /&gt;
The second crucial system involved in air combat is the Stores Management System (SMS). The SMS is primarily intended to give information about remaining weapons and stores, switching active weapon/pylon, powering up weapons, setting weapon parameters, and to access the selective jettison mode. &lt;br /&gt;
&lt;br /&gt;
Weapon selection can be performed hands-on (that is, via controls on the stick) or hands-off (by pressing relevant buttons around the MFD displaying the SMS page). Weapon selections are preserved between master mode changes, so you can preselect particular missiles types for different modes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;picture of sms in AA mode&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The buttons around the two MFDs (also known as OSBs) are numbered clockwise starting from the top-left corner. In any AA mode, the SMS page will show current weapon type next to osb #6 &amp;lt;check that&amp;gt;. Pressing the OSB will cycle through air to air weapon types; it is also possible to change the active pylon by pressing OSB#9. &lt;br /&gt;
&lt;br /&gt;
Hands-on selection of weapon types is performed by using the NWS-disconnect button; a short press will cycle hardpoints carrying the active weapon type, while a long press will select the next AA weapon type on board.&lt;br /&gt;
&lt;br /&gt;
The SMS page also has a button to switch seeker mode from WARM to COOL for IR missiles; best performance is achieved when the missiles are in COOL mode. Missile cooling should be part of your fence check: a warm seeker head might result in the missile losing track or not being able to acquire a target when uncaged.&lt;br /&gt;
&lt;br /&gt;
=Air to air missiles and their guidance=&lt;br /&gt;
In order to intercept their targets, all modern AAMs track a source of energy, either in the infrared spectrum (heat) or in the higher frequencies used by RADAR. The three classes of missiles are:&lt;br /&gt;
&lt;br /&gt;
* Heat-seeking missiles (IR): also known as heaters, generally shorter range (with the exception of more modern variants that can sometimes exceed the range of older generation amraams!), higher maneuverability, fire-and-forget. Examples: Aim-9 (sidewinder) variants, Python, Magic. Good in a merge, can be spoofed by FLARES. Some modern models provide high angle-off launch and therefore give an advantage in turning fights. Brevity: Fox-2.&lt;br /&gt;
* Semi-active radar homing missiles (SARH): guide on radar energy emitted by the launching platform and reflected by the target. Generally longer range and intended for beyond visual range engagements, decent maneuverability, radar lock (single target track, or STT) needs to be maintained for the entire time of flight. Examples: Aim-7 sparrow, Super 530D. Can be defeated by CHAFF and notching, causing the launcher to lose lock. Brevity: Fox-1.&lt;br /&gt;
* Active-radar homing missiles (ARH): also known as long sticks, longest range (with exceptions), medium to high maneuverability, need to be guided to an intercept point after which the on-board radar can track the target on its own (go active, or &amp;quot;pitbull&amp;quot;). Can be defeated by CHAFF and notching if radar lock is dropped before the missile goes active. Brevity: Fox-3.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, the more modern Vipers can carry all three types, but it's very likely that throughout your career you will face theaters where one type or another are predominant due to the factions in play or the timeframe of the campaign. As a rule of thumb, heaters are employed in DGFT mode (and are preselected by default), and work well with ACM radar modes for quick acquisition and firing. However, nothing prevents you from targeting and launching heaters in A/A mode (and is actually preferable in some instances, such as when using the long-ranged Python). ARH and SARH missiles are generally employed in either A/A or MSL OVRD modes.&lt;br /&gt;
&lt;br /&gt;
A note on missiles, radar, and the RWR: launch warnings on the defendant's RWR are set off when the antennas detect an hostile radar switching from search to missile guidance mode. This happens only for SARH missile launches (e.g. sparrow) and for most radar guided SAMs. You will get NO launch warning if a heater or an amraam is shot at you (you will, however, get a very short notice warning when ARH missiles like the AMRAAM or the radar Alamo go active at about 5-8nm from you). It's entirely possible to be shot down by an IR missile and never hear a thing. &lt;br /&gt;
&lt;br /&gt;
=AAM employment=&lt;br /&gt;
We will now go over some tips and procedures for getting the most out of our missiles, covering radar modes, typical engagement flow, and hotas commands. Remember, this is meant to be a general introduction to &amp;quot;good practices&amp;quot; in A/A combat and not a comprehensive tactical guide.&lt;br /&gt;
&lt;br /&gt;
==IR missiles==&lt;br /&gt;
Whether in an '89 campaign or in a modern setting, the IR missile remain probably the most lethal threat you will face. Heaters are fast, maneuverable, and stealthy; they can be launched without giving off any warning whatsoever, and the AI (not to speak of humans) will often do their best to sneak up from below and send one up your tailpipe.&lt;br /&gt;
&lt;br /&gt;
The best defense against IR missiles is to spot the launch early, deploy a healthy amount of flares, and break hard into the missile to bleed its energy and provide a difficult tracking solution. Mutual support is paramount in dealing with IR equipped enemies. &lt;br /&gt;
&lt;br /&gt;
Most IR missiles are represented in game by a diamond on the hud, indicating the missile's line of sight (where the seeker is pointed). The missile's seeker head can be in one of two states, caged or uncaged. When caged, the diamond will be right on or very close to the boresight (or gun) line; it will, however, slave to the RADAR line of sight when in any tracking mode (single tracking or SAM) and can also be cued with the HMCS in modern variants (look-and-shoot) for high angle off-bore shots. &lt;br /&gt;
&lt;br /&gt;
Uncaging the seeker head with the MAN Range/Uncage hotas button causes the diamond to grow bigger and start &amp;quot;wandering&amp;quot; around the hud and eventually off it. When uncaged the seeker will latch on to sources of sufficient IR energy (heat); typically this is accompanied by an increase in pitch/beeping rate of the audible cue (growl) associated with IR missiles. The missile can be employed this way to perform a stealthy engagement without using the radar (remember that IR missiles will not set off the launch warning in the target's RWR in any case). &lt;br /&gt;
&lt;br /&gt;
The seeker head will in any event uncage on launch; it's recommended however to uncage right before firing even when the seeker is slaved to the radar target. The seeker head can be re-caged via the same button.&lt;br /&gt;
Keep in mind heaters can be rear-aspect (only able to track the heat signature from a rear aspect to the target) or all-aspect (able to engage from the front and sides as well). &amp;lt;insert table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typically, after acquiring a bandit visually or on radar, a short range engagement consists of the following steps: &lt;br /&gt;
# Set up the intercept and sort targets if distance allows, or perform an appropriate maneuver for your element if at very close range to set up the dogfight&lt;br /&gt;
# Bring up the DGFT mode by HOTAS commands&lt;br /&gt;
# Confirm IR missile is up by audio cue&lt;br /&gt;
# If FCR operative and time allows, select an appropriate ACM submode (90% of the time it will be vertical scan, selected by pressing TMS down once), or use the HMCS to achieve an off-boresight lock (hold TMS up to show the circle and check the seeker head slews the target when releasing TMS up)&lt;br /&gt;
# Maneuver to obtain a firing position, depending on the weapon (rear aspect or all aspect)&lt;br /&gt;
# If using radar, confirm lock and tracking and uncage; otherwise, maneuver to put the seeker head on target and uncage the seeker for a &amp;quot;manual&amp;quot; lock&lt;br /&gt;
# CONFIRM YOU HAVE POSITIVE ID THAT THE TARGET IS, IN FACT, ENEMY, and that the seeker head is uncaged and tracking the correct target (heaters don't easily drift off their intended target but blue on blue have and will happen if you don't uncage or shoot in a very close furball)&lt;br /&gt;
# Call out Fox-2 over flight comms; fire the weapon&lt;br /&gt;
&lt;br /&gt;
Of course, with all-aspect missiles it's very possible to splash your targets with a frontal shot on the merge and simply blow through, but never get complacent and always clear your six and your wingman's. It's also a good idea to preselect a flare-heavy program for the merge, to defeat a similar shot from your opponent. If you spot an enemy launch in the merge, immediately call it out and perform an appropriate defence.&lt;br /&gt;
&lt;br /&gt;
==Semi-active homing missiles==&lt;br /&gt;
For simplicity's sake we will focus on the AIM-7 Sparrow missile as it is the most common SARH missile you will employ in Falcon. Technically speaking, the sparrow is a capable missile, not to be underestimated; however, it suffers from one simple drawback: it relies on a valid lock throughout the entire intercept. This is easier said than done, as experience showed us that the radar, especially in older blocks that tend to use the sparrow, can be quite easily spoofed by exploiting the &amp;quot;doppler gate&amp;quot;, or &amp;quot;notching&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Scanning radars rely on doppler shift (the change in frequency between the emitted and received radio waves) to differentiate between targets and ground clutter, as well as determining their closure rate. A target flying on a 90° offset to the emitter will essentially show no doppler shift, rendering itself a lot more difficult to distinguish from ground or false returns. In short, this means that flying on a track perpendicular to the bandit's bearing can often force their radar to lose its lock on you, defeating any SARH missiles relying on that lock. This maneuver is also called beaming (from &amp;quot;putting the radar on the beam&amp;quot;, or your 3 o'clock - 9 o'clock line). mIt's very important to note that to defeat a SARH missile, you need to beam the launching aircraft, not the missile itself! We will talk more about this difference in the ARH missile section.&lt;br /&gt;
&lt;br /&gt;
Besides the defensive considerations, this also has an important impact on employing SARH missiles offensively. Since your target will receive a launch warning as soon as the missile leaves the rail (and, if they are somewhat experienced, they will indeed be already expecting and preparing for it), they will often immediately beam you, dispensing a good serving of chaff to further confuse your radar. This very often results in a dropped lock and a wasted missile. However, if this happens, you still hold the advantage: the bandit is now beaming you, therefore is in no position to launch a missile of his own, and if he did launch one previously, it's most definitely defeated (unless it's an ARH and you don't change heading, but we'll talk more about this later).&lt;br /&gt;
&lt;br /&gt;
Sparrows are therefore not necessarily a good &amp;quot;kill&amp;quot; missile, against capable opponents, but a very good offensive weapon nonetheless, as they can force an adversary on the defensive and allow you to close in for a follow up shot or a close range engagement with heaters.&lt;br /&gt;
&lt;br /&gt;
However, if the bandit does not beam you, he's probably trying to crank hoping that you will make a mistake and fly in straight into his own missile. This is maybe the worst mistake you can make in a BVR engagement, and we'll see why a little further down the road, after we cover ARH missiles. &lt;br /&gt;
&lt;br /&gt;
A typical Sparrow engagement looks like this: &lt;br /&gt;
# Acquire bandit on radar, in RWS or TWS mode&lt;br /&gt;
# Sort targets within the flight&lt;br /&gt;
# Soft lock (SAM mode) your assigned target, assess distance, closure rate, altitude, and aspect. Do not go in STT (double TMS up) yet! If you have range, there's no reason to start getting target fixated with single target tracking&lt;br /&gt;
# Monitor your target and the rest of his flight as distance decreases, and keep scanning the instruments as well as outside the canopy&lt;br /&gt;
# As the target approaches the far end of the DLZ (launch distance bracket), you'll need to decide whether to launch at max range to put him on the defensive, or to wait for a higher PK shot&lt;br /&gt;
# A few seconds before the target falls in the desired range, switch to STT mode (TMS up again). The hud will remind you to do so with a &amp;quot;GO STT&amp;quot; mnemonic just under the TD (target designator) box&lt;br /&gt;
# Call out Fox-1 and target bullseye over Flight or Package comms if appropriate&lt;br /&gt;
# Fire the missile, and immediately crank left or right reducing power slightly if necessary&lt;br /&gt;
# Keep the target on or close to the left or right edge of your radar scope, to maintain lock and reduce closure rate&lt;br /&gt;
# Monitor target aspect and if he tries to notch, be prepared to turn back into him and scan his last known position&lt;br /&gt;
# Monitor the time to impact timer below the DLZ on hud, scan for impact&lt;br /&gt;
&lt;br /&gt;
As we have seen above, a Fox-1 launch is often not the end of an engagement, but a very important phase of the BVR to WVR transition. Practice how your enemies typically react when fired upon and anticipate what's going to happen. Am I about to lose lock? Did I turn too much or too little? Did he fire back or not? Should I break away and let the other element press on? &lt;br /&gt;
&lt;br /&gt;
==ARH missiles==&lt;br /&gt;
Active Radar missiles are the kings of modern BVR combat. They are big, fast, reasonably maneuverable; they can reach far out (sometimes VERY far... reference the AIM-54C with its 60+ nm range!) and since their introduction, have revolutionized air combat. Similarly to their SARH counterparts, they require a radar lock to guide on their targets, but with an important difference: they do not track the reflected radar energy, but are steered by datalink commands to an intercept point, where the smaller on-board radar takes over to conclude the engagement. This means that a radar track is not required all the way until the target is splashed, and can be dropped as soon as the missile reaches the so-called Pitbull point, approximately 5-8 miles from the target. &lt;br /&gt;
&lt;br /&gt;
As mentioned briefly above, you will NOT get a launch warning when fired on with an active radar missile, since the shooter's radar does not behave any different when guiding this kind of weapon. It's very important then to know your enemy, and know if there will be modern fighters equipped with this kind of missile; due to the ranges involved, spotting the launch can be very difficult, so you should be prepared to &amp;quot;read&amp;quot; the situation as it develops and defend preemptively, or on a hunch, if necessary. When they go active, ARH missiles show up as a flashing, circled M on the RWR, so if you see one, it's time to break hard, as the missile is in terminal guidance, very close and coming in fast and from above.&lt;br /&gt;
&lt;br /&gt;
Remember that in this case, beaming the launching aircraft is perfectly useless. There's no notching an ARH seeker; the only defence is to either run and climb, hoping to outrun the missile if you have reason to believe it was a long range shot, or to beam the missile (again, not the launching bandit) and break hard into it to defeat it kinematically. This is often very difficult to do: in the terminal phase, the rocket motor will have already burned out, so there will be no visible smoke trail to help you see the incoming missile. Most of the time you will have to time the break turn manually, judging by the time elapsed since the missile went active, or by how close the RWR icon is to the center.&lt;br /&gt;
&lt;br /&gt;
Another important feature of ARH missiles is the possibility to launch and guide multiple munitions on different targets at the same time, using the track-while-scan (TWS) radar mode. This is an immense advantage over older generation fighters, allowing a two-ship to splash half a squadron of migs without breaking a sweat, but can put a lot of pressure on more advanced fighters as well. Having multiple munitions go active on your entire flight at the same time is not a pleasant experience.&lt;br /&gt;
&lt;br /&gt;
Finally, a word of caution: the AMRAAM will guide on whatever happens to be in front of it at the time it goes active. Moreover, if a radar lock is lost while guiding to the intercept point (missile not yet Pitbull), it will go ballistic and eventually start looking for something to guide on. This means that firing an AMRAAM in a furball (a situation where friendlies are merged, or in a dogfight, with bandits) can easily result in the missile locking up a different target than the intended one; this usually ends up in blue-on-blue, and is therefore considered a Very Bad Thing to do. Never fire an AMRAAM if you are not entirely sure there's no friendly contact within about 10 miles of the target.&lt;br /&gt;
&lt;br /&gt;
Proper BVR tactics are a rather complex subject, but we'll take an example of a common engagement you can face in BMS: engaging a four ship in a two-ship escort or CAP flight.&lt;br /&gt;
#Select A/A or MSL OVRD mode&lt;br /&gt;
#Acquire bandits on radar in RWS or TWS mode&lt;br /&gt;
#Switch to TWS mode, center on the enemy group, build up the picture&lt;br /&gt;
#Sort targets within the flight; in this example, lead takes the two right bandits, 2 takes the two on the left&lt;br /&gt;
#Bug the first assigned target&lt;br /&gt;
#Check range indexer (DLZ) on HUD for fire solution&lt;br /&gt;
#When approaching desired range, pitch up to the indicated loft angle (above the DLZ), center the dot, and fire the first missile&lt;br /&gt;
#Call out Fox-3 and target(s) bullseye over Flight or Package comms if appropriate&lt;br /&gt;
#Bug second target, manually or via the hotas shortcut (TMS right short) to cycle through targets&lt;br /&gt;
#Repeat as necessary (but do not call out each missile launch!)&lt;br /&gt;
#Crank in the briefed direction to put the contacts on the edges of the radar scope, reduce power as necessary to reduce closure rate&lt;br /&gt;
#When the last missile goes pitbull (counter below the DLZ - M05 means five seconds to pitbull, T03 means three seconds to impact), break away and regain separation to avoid merging into a dogfight&lt;br /&gt;
&lt;br /&gt;
===AIM 120 SMS settings===&lt;br /&gt;
The radar model for AMRAAMs now includes HPRF (Husky) mode for favorable target geometries.&amp;lt;br /&amp;gt;&lt;br /&gt;
The missile will activate the seeker well before the normal MPRF (Pitbull) range and attempt to track. HPRF is better at tracking high aspect targets with high closing range rate. Datalink guidance will continue up to MPRF unless the pilot commands a snip (drops the radar track) before that time. During HPRF with host DL guidance, the missile will use the best tracking solution available (either seeker or host DL guidance).&amp;lt;br /&amp;gt;&lt;br /&gt;
HPRF and MPRF activation are now entirely based on range to target (used to be time-to-run based). Ranges coded are educated guesses.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The variables are:&amp;lt;br /&amp;gt;&lt;br /&gt;
:*AspectSelectorSize – HPRF requires target aspect to be within this many degrees of 180.&lt;br /&gt;
:*HuskyMinClosure – HPRF will not activate unless range rate is higher than this threshold&lt;br /&gt;
:*HighAspectBomberHusky – Select LARGE target (AIM120 SMS page) to use this as HPRF range gate&lt;br /&gt;
:*HighAspectFighterHusky – Select MED or UNKN target (AIM120 SMS page) to use this as HPRF range gate&lt;br /&gt;
:*BomberPitbull – Select LARGE target (AIM120 SMS page) to use this as MPRF range gate&lt;br /&gt;
:*FighterPitbull – Select MED or UNKN target (AIM120 SMS page) to use this as MPRF range gate&lt;br /&gt;
&lt;br /&gt;
''Note:'' you can select SMALL in the SMS page. Doing so doesn't make a lot of sense in Falcon4 since this is apparently intended for targeting small RCS targets although it might be useful against helicopters.&amp;lt;br /&amp;gt; If you do choose small, MPRF ranges are reduced by around a third compared to MED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4494</id>
		<title>BFM tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4494"/>
		<updated>2017-04-14T21:34:11Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scissors.jpg||none|546x|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Understand the concept of energy&lt;br /&gt;
# Understand the concept of lift vector&lt;br /&gt;
# Understand the concept of the corner speed (turn radius vs turn rate)&lt;br /&gt;
# Know the different pursuit curves. (Lead, lag and pure pursuit)&lt;br /&gt;
# know the high and low yoyo maneuvers&lt;br /&gt;
# know the difference between one circle and two circles turns and when to employ them&lt;br /&gt;
# know the flat and rolling scissors&lt;br /&gt;
# understand the concept of flying the elbow&lt;br /&gt;
# understand the concept of the egg (god's G)&lt;br /&gt;
# know how to use the dogfight mode, the HMCS and the radar modes linked to them&lt;br /&gt;
# know the brevity words usualy used in dogfight&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.krauselabs.net/dump/FighterCombatTactics.pdf Shaw's Fighter Combat Tactics and Maneuvering]&lt;br /&gt;
*[http://www.simhq.com/_air/air_097a.html How to be a Good Stick]&lt;br /&gt;
&lt;br /&gt;
=Geometry of Air Combat=&lt;br /&gt;
==Positional Geometry==&lt;br /&gt;
Angle-off, range and aspect angle are terms used in BFM discussions to describe the relative advantage or disadvantage that one aircraft has in realtion to another&lt;br /&gt;
&lt;br /&gt;
===Angle-off===&lt;br /&gt;
Angle-off is the difference measured in degrees, between your heading and the bandit's. This angle provides information about the relative fuselage alignment between the pilot's jet and the bandit's.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example, if the angle-off between you and a bandit were 0°, you would be on a parallel heading with the bandit and the two fuselages would be aligned.&lt;br /&gt;
[[File:BMS BFM-angle-off.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Aspect Angle===&lt;br /&gt;
Aspect angle is the number of degrees measured from the tail of the target to your aircraft. Aspect angle is important because it indicates how far away your aircraft is from the target's 6 o'clock position.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle has nothing to do with your heading. Note that the aspect angle stays the same regardless of wich way your aircraft is heading (see figure)&amp;lt;br /&amp;gt;&lt;br /&gt;
Along with a measure in degrees from the target's tail aspect angles are also described either right or left aspect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle is important because, if you know the aspect angle and range to the target you then know his lateral displacement or turning room from the target and lateral displacement is very important in BFM.&lt;br /&gt;
[[File:BMS BFM-aspect angle.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Attack Geometry==&lt;br /&gt;
Attack geometry describes the path that the offensive fighter takes as he converges on the bandit. When you start an attack on the bandit, there are three distinct path or pursuit courses you can follow. These pursuit courses are lag pursuit, pure pursuit and lead pursuit.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are pointing your aircraft behind the bandit, you are in lag pursuit. if you are pointing directly at the bandit, you are in pure pursuit. If you are pointing in front of the bandit, you are in lead pursuit.&lt;br /&gt;
[[File:BMS BFM-pursuit-courses.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Lag Pursuit===&lt;br /&gt;
Lag pursuit is used primarly on the approach to the bandit. Lag is also used any time an attacking fighter maneuvers out of plane (not in the same plane of motion as the fighter under attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
You must have the ability to out-turn the bandit in order to fly lag pursuit for any length of time. The reason ?&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to shoot a missile or the gun at the ennemy, you must pull your nose out of lag. If the bandit can turn at a higher rate, he can keep your nose stuck in lag and keep you from shooting him.&lt;br /&gt;
&lt;br /&gt;
===Pure Pursuit===&lt;br /&gt;
Pure pursuit is used to shoot missiles at the enemy. Flying a pure pursuit course all the way into the bandit will lead to an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, you should only point at the bandit when you are going to shoot.&lt;br /&gt;
[[File:BMS BFM-pure-pursuit.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Pursuit===&lt;br /&gt;
Lead pursuit is used to close on the bandit and is also used for gun shots. Flying a lead pursuit course if the fatest way to get to the bandit because you cut him off in the sky. The problem with establishing a lead pursuit course too early is that you will overshoot the bandit when you get in close unless you have a significant turn rate advantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you're fighting a similar aircraft, such as the Mig29, you will not normally be able to stay in lead and will be forced into an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important however to establish lead pursuit at the proper time in the fight because it is the only way that you can get into the gun envelope.&lt;br /&gt;
&lt;br /&gt;
=Offensive BFM=&lt;br /&gt;
The goal of offensive BFM is to kill the bandit in the minimum amount of time. In order to accomplish this goal you must understand basic offensive maneuvering.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to stay in weapons parameters and in control of the bandit, you must stay at his 6 o'clock position. To do this you must maintain control of angle-off, range and aspect angle.&amp;lt;br /&amp;gt;&lt;br /&gt;
When your adversary will turn to go defensive an immediate turn will not work. You will have to know how to turn and when to turn.&lt;br /&gt;
==Power for position==&lt;br /&gt;
Power for position is a concept that is an integral part of BFM. Fighters have two types of energy : Kinetic and potential.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*Kinetic energy is simply the velocity or speed at which the jet is traveling.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*Potential energy is directly related to aircraft altitude. If a jet is at high altitude, its potential energy is high. If the same jet is flying at low altitude, its potential energy is low.&amp;lt;br /&amp;gt;&lt;br /&gt;
Always remember that you can trade altitude (potential energy) for speed. Likewise you can convert aircraft speed back into altitude or potential energy. &lt;br /&gt;
&lt;br /&gt;
You can also exchange energy for nose position. Anytime you maneuver or turn a fighter, it &amp;quot;costs&amp;quot; energy. When you turn in a jet at high G, you &amp;quot;spend&amp;quot; or lose energy. That's the bad news. The good news is that the defensive fighter also gives up energy to turn and defend himself.&lt;br /&gt;
&lt;br /&gt;
==Turn radius and Turn rate==&lt;br /&gt;
The first two characteristics of turns are turn radius and turn rate.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Turn radius is simply a measure of how tight your jet is turning. If you are looking down on the aircraft as it turns, the turn radius is the distance from the center of your turn circle to the aircraft.&amp;lt;br /&amp;gt;&lt;br /&gt;
:You have to realize that velocity is squared in the turn radius equation, meaning that turn radius will grow exponentially based on velocity. The equation also includes aircraft Gs. The more Gs that you pull, the tighter the turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Still velocity is sqared, '''so airspeed has a greater effect on turn radius than G.'''&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Turn rate is the second important factor for turning the jet. Turn rate indicates how fast the aircraft moves around the turn radius or circle we just talked about.&amp;lt;br /&amp;gt;&lt;br /&gt;
:It is also described as how fast an aircraft can change is nose position. Turn rate is measured in degrees per second and is also dependant on Gs and airspeed.&amp;lt;br /&amp;gt;&lt;br /&gt;
:The higher the G in the above equation, the faster the turn rate. Velocity still remains an important factor. Notice that G is divided by velocity. If G remains at maximum, a higher velocity will cause turn rate to decrease. The reverse is true: a lower velocity will yield a higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==Corner Velocity==&lt;br /&gt;
[[File:BMS BFM-F16-turnPerformances.jpg|thumb|right|F16 turn performances diagram]]&lt;br /&gt;
You may think that slowing down to minimum airspeed and pulling as hard as you can is the best course of action in order to achieve a high turn rate. Not so fast ... &amp;lt;br /&amp;gt;&lt;br /&gt;
There is a relationship between airspeed and Gs. at lower airspeeds, you have less G available. Less lift is produced by the wings of your aircraft at slower speed and as a result there is less force available to turn the aircraft. If you get going really fast (above Mach 1) you also lose G availability.&amp;lt;br /&amp;gt;&lt;br /&gt;
For every fighter there is an optimum airspeed for achieving the hightest turn rate. '''The airspeed where the jet has the quickest turn rate with the smaller turn radius is called corner speed.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
In most modern fighters it is between 400 to 500 kts. The F16 has a corner velocity of about 450 kt (CAS)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The airspeed of a jet can be controlled by the pilot in the following four ways:&lt;br /&gt;
:*Throttle position&lt;br /&gt;
:*Drag devices (speedbrakes)&lt;br /&gt;
:*Nose position in relation to the horizon&lt;br /&gt;
:*Aircraft G&lt;br /&gt;
&lt;br /&gt;
Don't forget G force causes airspeed to bleed off. No modern fighter flying at medium altitude can stay at corner velocity while pulling max Gs for long. As you pull Gs, you will get slower. It is important however to start maneuvering close to corner velocity because the first turn you make is usually the most important in the fight.&lt;br /&gt;
&lt;br /&gt;
Fighter pilots should think in terms of both turn rate and turn radius. A fighter with a superior turn rate can outmaneuver a fighter that as a poor turn rate but a tighter turn radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
Fighter pilots have a simple two-words saying: &amp;quot;Rate kills&amp;quot;. What this means is that the ability to move (or rate) your nose is the primary means of employing weapons (which is what offensive BFM is all about)&amp;lt;br /&amp;gt;&lt;br /&gt;
A Bandit may have a tight turn circle but if you can rate your nose on him and shoot the fight is over.&lt;br /&gt;
&lt;br /&gt;
Let's have a look at the F16 turn performances diagram on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*At 0.6 Mach, the jet can pull 9 Gs and turn at a rate of 24° per seconde. At 0.6 Mach, the jet can also turn in a radius of 1 500 feet. This is the best (tightest) radius the jet can achieve at the highest turn rate possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*At 0.4 Mach, the jet can turn with a radius of 1 500 feet but the turn rate falls from 24° to 16 ° a second. Just to put this figure in perspective, a 2° per second turn rate advantage will allow you to dominate an adversary !!!&lt;br /&gt;
&lt;br /&gt;
==Vertical turns==&lt;br /&gt;
==Turning rooms==&lt;br /&gt;
&lt;br /&gt;
=Defensive BFM=&lt;br /&gt;
A bandit show up at your 6 o'clock. What do you do ?&amp;lt;br /&amp;gt;&lt;br /&gt;
If he fires a missile, fight the missile ! But before a missile is fired, you must turn and create problems for the bandit. The defensive turn should be the quickest, tightest turn you can make.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to get the quickest, tightest turn, you must be at corner velocity. As you start a defensive turn into the bandit, you should place your lift vector directly on him. This will give the bandit the most angle-off and aspect problems to solve. You will also deny him turning room by keeping your lift vector directly on his jet.&lt;br /&gt;
&lt;br /&gt;
==Bandit outside your turn circle==&lt;br /&gt;
[[File:BMS BFM-defensiveTurns.jpg|thumb|right|200px|Defensive turn]]&lt;br /&gt;
So you have rolled your jet to place your lift vector right on the bandit and executed your best high-G turn at corner speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Now you must determine if your defensive turn is working.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the bandit is being forced forward from 6 o'clock toward your 3 or 9 o'clock position then the turn is working.&amp;lt;br /&amp;gt;&lt;br /&gt;
A bandit that starts outside your turn circle will be forced in front of your 3/9 line if you perform the defensive turn correctly.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your turn is working if you push a bandit forward towards your nose. Keep in mind that he can still shoot you ! If the bandit has his nose in lead as you drive him forward with your defensive turn, be ready to defend against a gun shoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
Remember, in order for him to take a gun shot, he needs to meet three conditions: &lt;br /&gt;
:*He must be in range&lt;br /&gt;
:*He must be in plane&lt;br /&gt;
:*He must have his nose in lead pursuit&lt;br /&gt;
If the bandit's nose is in lead pursuit, watch out ! Even though he will overshoot, the bandit will probably attempt a gun shoot at the pass.&amp;lt;br /&amp;gt;&lt;br /&gt;
To defend against this type of gun shot, all you have to do his break suddenly out of plane. Because of the high line of sight rates involved, the bandit will not be able to correct in time and will overshoot.&lt;br /&gt;
&lt;br /&gt;
==Bandit inside your turn circle==&lt;br /&gt;
What if the bandit is really close (1 Nm) Your reaction should be the same.&amp;lt;br /&amp;gt;&lt;br /&gt;
Put your best defensive turn on the bandit and see what he does. When a bandit starts close to your turn circle he is a serious threat, and your best defensive turn may not force him forward.&amp;lt;br /&amp;gt;&lt;br /&gt;
The bandit has one good option if he is committed to staying around and killing you: He has to fly lag pursuit to get your turn circle entry window.&amp;lt;br /&amp;gt;&lt;br /&gt;
When a bandit starts inside your turn circle and drives to lag, you are in for a long day. The best course of action is to continue your high-G turn and try to stick his nose in lag.&lt;br /&gt;
&lt;br /&gt;
==overshoots==&lt;br /&gt;
==Guns Defense==&lt;br /&gt;
&lt;br /&gt;
=Energy=&lt;br /&gt;
[[File:Em.jpg||none|640px|left|]]&lt;br /&gt;
*0.55 Mach is around 366 knots&lt;br /&gt;
*Don’t pull back hard on the stick and unnecessarily bleed off energy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Video Examples=&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=jNgvFeWr14g&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=CBOcWEOUlec&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=6oKqS_tZsuM&amp;lt;/embedvideo&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMS_BFM-defensiveTurns.jpg&amp;diff=4493</id>
		<title>File:BMS BFM-defensiveTurns.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMS_BFM-defensiveTurns.jpg&amp;diff=4493"/>
		<updated>2017-04-14T20:58:08Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Unknown_copyright}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4492</id>
		<title>BFM tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4492"/>
		<updated>2017-04-14T18:02:50Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* Power for position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scissors.jpg||none|546x|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Understand the concept of energy&lt;br /&gt;
# Understand the concept of lift vector&lt;br /&gt;
# Understand the concept of the corner speed (turn radius vs turn rate)&lt;br /&gt;
# Know the different pursuit curves. (Lead, lag and pure pursuit)&lt;br /&gt;
# know the high and low yoyo maneuvers&lt;br /&gt;
# know the difference between one circle and two circles turns and when to employ them&lt;br /&gt;
# know the flat and rolling scissors&lt;br /&gt;
# understand the concept of flying the elbow&lt;br /&gt;
# understand the concept of the egg (god's G)&lt;br /&gt;
# know how to use the dogfight mode, the HMCS and the radar modes linked to them&lt;br /&gt;
# know the brevity words usualy used in dogfight&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.krauselabs.net/dump/FighterCombatTactics.pdf Shaw's Fighter Combat Tactics and Maneuvering]&lt;br /&gt;
*[http://www.simhq.com/_air/air_097a.html How to be a Good Stick]&lt;br /&gt;
&lt;br /&gt;
=Geometry of Air Combat=&lt;br /&gt;
==Positional Geometry==&lt;br /&gt;
Angle-off, range and aspect angle are terms used in BFM discussions to describe the relative advantage or disadvantage that one aircraft has in realtion to another&lt;br /&gt;
&lt;br /&gt;
===Angle-off===&lt;br /&gt;
Angle-off is the difference measured in degrees, between your heading and the bandit's. This angle provides information about the relative fuselage alignment between the pilot's jet and the bandit's.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example, if the angle-off between you and a bandit were 0°, you would be on a parallel heading with the bandit and the two fuselages would be aligned.&lt;br /&gt;
[[File:BMS BFM-angle-off.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Aspect Angle===&lt;br /&gt;
Aspect angle is the number of degrees measured from the tail of the target to your aircraft. Aspect angle is important because it indicates how far away your aircraft is from the target's 6 o'clock position.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle has nothing to do with your heading. Note that the aspect angle stays the same regardless of wich way your aircraft is heading (see figure)&amp;lt;br /&amp;gt;&lt;br /&gt;
Along with a measure in degrees from the target's tail aspect angles are also described either right or left aspect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle is important because, if you know the aspect angle and range to the target you then know his lateral displacement or turning room from the target and lateral displacement is very important in BFM.&lt;br /&gt;
[[File:BMS BFM-aspect angle.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Attack Geometry==&lt;br /&gt;
Attack geometry describes the path that the offensive fighter takes as he converges on the bandit. When you start an attack on the bandit, there are three distinct path or pursuit courses you can follow. These pursuit courses are lag pursuit, pure pursuit and lead pursuit.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are pointing your aircraft behind the bandit, you are in lag pursuit. if you are pointing directly at the bandit, you are in pure pursuit. If you are pointing in front of the bandit, you are in lead pursuit.&lt;br /&gt;
[[File:BMS BFM-pursuit-courses.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Lag Pursuit===&lt;br /&gt;
Lag pursuit is used primarly on the approach to the bandit. Lag is also used any time an attacking fighter maneuvers out of plane (not in the same plane of motion as the fighter under attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
You must have the ability to out-turn the bandit in order to fly lag pursuit for any length of time. The reason ?&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to shoot a missile or the gun at the ennemy, you must pull your nose out of lag. If the bandit can turn at a higher rate, he can keep your nose stuck in lag and keep you from shooting him.&lt;br /&gt;
&lt;br /&gt;
===Pure Pursuit===&lt;br /&gt;
Pure pursuit is used to shoot missiles at the enemy. Flying a pure pursuit course all the way into the bandit will lead to an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, you should only point at the bandit when you are going to shoot.&lt;br /&gt;
[[File:BMS BFM-pure-pursuit.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Pursuit===&lt;br /&gt;
Lead pursuit is used to close on the bandit and is also used for gun shots. Flying a lead pursuit course if the fatest way to get to the bandit because you cut him off in the sky. The problem with establishing a lead pursuit course too early is that you will overshoot the bandit when you get in close unless you have a significant turn rate advantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you're fighting a similar aircraft, such as the Mig29, you will not normally be able to stay in lead and will be forced into an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important however to establish lead pursuit at the proper time in the fight because it is the only way that you can get into the gun envelope.&lt;br /&gt;
&lt;br /&gt;
=Offensive BFM=&lt;br /&gt;
==Power for position==&lt;br /&gt;
Power for position is a concept that is an integral part of BFM. Fighters have two types of energy : Kinetic and potential.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*Kinetic energy is simply the velocity or speed at which the jet is traveling.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*Potential energy is directly related to aircraft altitude. If a jet is at high altitude, its potential energy is high. If the same jet is flying at low altitude, its potential energy is low.&amp;lt;br /&amp;gt;&lt;br /&gt;
Always remember that you can trade altitude (potential energy) for speed. Likewise you can convert aircraft speed back into altitude or potential energy. &lt;br /&gt;
&lt;br /&gt;
You can also exchange energy for nose position. Anytime you maneuver or turn a fighter, it &amp;quot;costs&amp;quot; energy. When you turn in a jet at high G, you &amp;quot;spend&amp;quot; or lose energy. That's the bad news. The good news is that the defensive fighter also gives up energy to turn and defend himself.&lt;br /&gt;
&lt;br /&gt;
==Turn radius and Turn rate==&lt;br /&gt;
The first two characteristics of turns are turn radius and turn rate.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Turn radius is simply a measure of how tight your jet is turning. If you are looking down on the aircraft as it turns, the turn radius is the distance from the center of your turn circle to the aircraft.&amp;lt;br /&amp;gt;&lt;br /&gt;
:You have to realize that velocity is squared in the turn radius equation, meaning that turn radius will grow exponentially based on velocity. The equation also includes aircraft Gs. The more Gs that you pull, the tighter the turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Still velocity is sqared, '''so airspeed has a greater effect on turn radius than G.'''&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Turn rate is the second important factor for turning the jet. Turn rate indicates how fast the aircraft moves around the turn radius or circle we just talked about.&amp;lt;br /&amp;gt;&lt;br /&gt;
:It is also described as how fast an aircraft can change is nose position. Turn rate is measured in degrees per second and is also dependant on Gs and airspeed.&amp;lt;br /&amp;gt;&lt;br /&gt;
:The higher the G in the above equation, the faster the turn rate. Velocity still remains an important factor. Notice that G is divided by velocity. If G remains at maximum, a higher velocity will cause turn rate to decrease. The reverse is true: a lower velocity will yield a higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==Corner Velocity==&lt;br /&gt;
[[File:BMS BFM-F16-turnPerformances.jpg|thumb|right|F16 turn performances diagram]]&lt;br /&gt;
You may think that slowing down to minimum airspeed and pulling as hard as you can is the best course of action in order to achieve a high turn rate. Not so fast ... &amp;lt;br /&amp;gt;&lt;br /&gt;
There is a relationship between airspeed and Gs. at lower airspeeds, you have less G available. Less lift is produced by the wings of your aircraft at slower speed and as a result there is less force available to turn the aircraft. If you get going really fast (above Mach 1) you also lose G availability.&amp;lt;br /&amp;gt;&lt;br /&gt;
For every fighter there is an optimum airspeed for achieving the hightest turn rate. '''The airspeed where the jet has the quickest turn rate with the smaller turn radius is called corner speed.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
In most modern fighters it is between 400 to 500 kts. The F16 has a corner velocity of about 450 kt (CAS)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The airspeed of a jet can be controlled by the pilot in the following four ways:&lt;br /&gt;
:*Throttle position&lt;br /&gt;
:*Drag devices (speedbrakes)&lt;br /&gt;
:*Nose position in relation to the horizon&lt;br /&gt;
:*Aircraft G&lt;br /&gt;
&lt;br /&gt;
Don't forget G force causes airspeed to bleed off. No modern fighter flying at medium altitude can stay at corner velocity while pulling max Gs for long. As you pull Gs, you will get slower. It is important however to start maneuvering close to corner velocity because the first turn you make is usually the most important in the fight.&lt;br /&gt;
&lt;br /&gt;
Fighter pilots should think in terms of both turn rate and turn radius. A fighter with a superior turn rate can outmaneuver a fighter that as a poor turn rate but a tighter turn radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
Fighter pilots have a simple two-words saying: &amp;quot;Rate kills&amp;quot;. What this means is that the ability to move (or rate) your nose is the primary means of employing weapons (which is what offensive BFM is all about)&amp;lt;br /&amp;gt;&lt;br /&gt;
A Bandit may have a tight turn circle but if you can rate your nose on him and shoot the fight is over.&lt;br /&gt;
&lt;br /&gt;
Let's have a look at the F16 turn performances diagram on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*At 0.6 Mach, the jet can pull 9 Gs and turn at a rate of 24° per seconde. At 0.6 Mach, the jet can also turn in a radius of 1 500 feet. This is the best (tightest) radius the jet can achieve at the highest turn rate possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*At 0.4 Mach, the jet can turn with a radius of 1 500 feet but the turn rate falls from 24° to 16 ° a second. Just to put this figure in perspective, a 2° per second turn rate advantage will allow you to dominate an adversary !!!&lt;br /&gt;
&lt;br /&gt;
==Vertical turns==&lt;br /&gt;
==Turning rooms==&lt;br /&gt;
&lt;br /&gt;
=Defensive BFM=&lt;br /&gt;
==Bandit outside your turn circle==&lt;br /&gt;
==Bandit inside your turn circle==&lt;br /&gt;
==overshoots==&lt;br /&gt;
==Guns Defense==&lt;br /&gt;
&lt;br /&gt;
=Energy=&lt;br /&gt;
[[File:Em.jpg||none|640px|left|]]&lt;br /&gt;
*0.55 Mach is around 366 knots&lt;br /&gt;
*Don’t pull back hard on the stick and unnecessarily bleed off energy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Video Examples=&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=jNgvFeWr14g&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=CBOcWEOUlec&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=6oKqS_tZsuM&amp;lt;/embedvideo&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4491</id>
		<title>BFM tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4491"/>
		<updated>2017-04-14T16:49:52Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scissors.jpg||none|546x|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Understand the concept of energy&lt;br /&gt;
# Understand the concept of lift vector&lt;br /&gt;
# Understand the concept of the corner speed (turn radius vs turn rate)&lt;br /&gt;
# Know the different pursuit curves. (Lead, lag and pure pursuit)&lt;br /&gt;
# know the high and low yoyo maneuvers&lt;br /&gt;
# know the difference between one circle and two circles turns and when to employ them&lt;br /&gt;
# know the flat and rolling scissors&lt;br /&gt;
# understand the concept of flying the elbow&lt;br /&gt;
# understand the concept of the egg (god's G)&lt;br /&gt;
# know how to use the dogfight mode, the HMCS and the radar modes linked to them&lt;br /&gt;
# know the brevity words usualy used in dogfight&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.krauselabs.net/dump/FighterCombatTactics.pdf Shaw's Fighter Combat Tactics and Maneuvering]&lt;br /&gt;
*[http://www.simhq.com/_air/air_097a.html How to be a Good Stick]&lt;br /&gt;
&lt;br /&gt;
=Geometry of Air Combat=&lt;br /&gt;
==Positional Geometry==&lt;br /&gt;
Angle-off, range and aspect angle are terms used in BFM discussions to describe the relative advantage or disadvantage that one aircraft has in realtion to another&lt;br /&gt;
&lt;br /&gt;
===Angle-off===&lt;br /&gt;
Angle-off is the difference measured in degrees, between your heading and the bandit's. This angle provides information about the relative fuselage alignment between the pilot's jet and the bandit's.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example, if the angle-off between you and a bandit were 0°, you would be on a parallel heading with the bandit and the two fuselages would be aligned.&lt;br /&gt;
[[File:BMS BFM-angle-off.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Aspect Angle===&lt;br /&gt;
Aspect angle is the number of degrees measured from the tail of the target to your aircraft. Aspect angle is important because it indicates how far away your aircraft is from the target's 6 o'clock position.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle has nothing to do with your heading. Note that the aspect angle stays the same regardless of wich way your aircraft is heading (see figure)&amp;lt;br /&amp;gt;&lt;br /&gt;
Along with a measure in degrees from the target's tail aspect angles are also described either right or left aspect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle is important because, if you know the aspect angle and range to the target you then know his lateral displacement or turning room from the target and lateral displacement is very important in BFM.&lt;br /&gt;
[[File:BMS BFM-aspect angle.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Attack Geometry==&lt;br /&gt;
Attack geometry describes the path that the offensive fighter takes as he converges on the bandit. When you start an attack on the bandit, there are three distinct path or pursuit courses you can follow. These pursuit courses are lag pursuit, pure pursuit and lead pursuit.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are pointing your aircraft behind the bandit, you are in lag pursuit. if you are pointing directly at the bandit, you are in pure pursuit. If you are pointing in front of the bandit, you are in lead pursuit.&lt;br /&gt;
[[File:BMS BFM-pursuit-courses.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Lag Pursuit===&lt;br /&gt;
Lag pursuit is used primarly on the approach to the bandit. Lag is also used any time an attacking fighter maneuvers out of plane (not in the same plane of motion as the fighter under attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
You must have the ability to out-turn the bandit in order to fly lag pursuit for any length of time. The reason ?&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to shoot a missile or the gun at the ennemy, you must pull your nose out of lag. If the bandit can turn at a higher rate, he can keep your nose stuck in lag and keep you from shooting him.&lt;br /&gt;
&lt;br /&gt;
===Pure Pursuit===&lt;br /&gt;
Pure pursuit is used to shoot missiles at the enemy. Flying a pure pursuit course all the way into the bandit will lead to an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, you should only point at the bandit when you are going to shoot.&lt;br /&gt;
[[File:BMS BFM-pure-pursuit.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Pursuit===&lt;br /&gt;
Lead pursuit is used to close on the bandit and is also used for gun shots. Flying a lead pursuit course if the fatest way to get to the bandit because you cut him off in the sky. The problem with establishing a lead pursuit course too early is that you will overshoot the bandit when you get in close unless you have a significant turn rate advantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you're fighting a similar aircraft, such as the Mig29, you will not normally be able to stay in lead and will be forced into an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important however to establish lead pursuit at the proper time in the fight because it is the only way that you can get into the gun envelope.&lt;br /&gt;
&lt;br /&gt;
=Offensive BFM=&lt;br /&gt;
==Power for position==&lt;br /&gt;
Power for position is a concept that is an integral part of BFM. Fighters have two types of energy : Kinetic and potential.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kinetic energy is simply the velocity or speed at which the jet is traveling.&amp;lt;br /&amp;gt;&lt;br /&gt;
Potential energy is directly related to aircraft altitude. If a jet is at high altitude, its potential energy is high. If the same jet is flying at low altitude, its potential energy is low.&amp;lt;br /&amp;gt;&lt;br /&gt;
Always remember that you can trade altitude (potential energy) for speed. Likewise you can convert aircraft speed back into altitude or potential energy. &lt;br /&gt;
&lt;br /&gt;
You can also exchange energy for nose position. Anytime you maneuver or turn a fighter, it &amp;quot;costs&amp;quot; energy. When you turn in a jet at high G, you &amp;quot;spend&amp;quot; or lose energy. That's the bad news. The good news is that the defensive fighter also gives up energy to turn and defend himself.&lt;br /&gt;
&lt;br /&gt;
==Turn radius and Turn rate==&lt;br /&gt;
The first two characteristics of turns are turn radius and turn rate.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Turn radius is simply a measure of how tight your jet is turning. If you are looking down on the aircraft as it turns, the turn radius is the distance from the center of your turn circle to the aircraft.&amp;lt;br /&amp;gt;&lt;br /&gt;
:You have to realize that velocity is squared in the turn radius equation, meaning that turn radius will grow exponentially based on velocity. The equation also includes aircraft Gs. The more Gs that you pull, the tighter the turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Still velocity is sqared, '''so airspeed has a greater effect on turn radius than G.'''&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Turn rate is the second important factor for turning the jet. Turn rate indicates how fast the aircraft moves around the turn radius or circle we just talked about.&amp;lt;br /&amp;gt;&lt;br /&gt;
:It is also described as how fast an aircraft can change is nose position. Turn rate is measured in degrees per second and is also dependant on Gs and airspeed.&amp;lt;br /&amp;gt;&lt;br /&gt;
:The higher the G in the above equation, the faster the turn rate. Velocity still remains an important factor. Notice that G is divided by velocity. If G remains at maximum, a higher velocity will cause turn rate to decrease. The reverse is true: a lower velocity will yield a higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==Corner Velocity==&lt;br /&gt;
[[File:BMS BFM-F16-turnPerformances.jpg|thumb|right|F16 turn performances diagram]]&lt;br /&gt;
You may think that slowing down to minimum airspeed and pulling as hard as you can is the best course of action in order to achieve a high turn rate. Not so fast ... &amp;lt;br /&amp;gt;&lt;br /&gt;
There is a relationship between airspeed and Gs. at lower airspeeds, you have less G available. Less lift is produced by the wings of your aircraft at slower speed and as a result there is less force available to turn the aircraft. If you get going really fast (above Mach 1) you also lose G availability.&amp;lt;br /&amp;gt;&lt;br /&gt;
For every fighter there is an optimum airspeed for achieving the hightest turn rate. '''The airspeed where the jet has the quickest turn rate with the smaller turn radius is called corner speed.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
In most modern fighters it is between 400 to 500 kts. The F16 has a corner velocity of about 450 kt (CAS)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The airspeed of a jet can be controlled by the pilot in the following four ways:&lt;br /&gt;
:*Throttle position&lt;br /&gt;
:*Drag devices (speedbrakes)&lt;br /&gt;
:*Nose position in relation to the horizon&lt;br /&gt;
:*Aircraft G&lt;br /&gt;
&lt;br /&gt;
Don't forget G force causes airspeed to bleed off. No modern fighter flying at medium altitude can stay at corner velocity while pulling max Gs for long. As you pull Gs, you will get slower. It is important however to start maneuvering close to corner velocity because the first turn you make is usually the most important in the fight.&lt;br /&gt;
&lt;br /&gt;
Fighter pilots should think in terms of both turn rate and turn radius. A fighter with a superior turn rate can outmaneuver a fighter that as a poor turn rate but a tighter turn radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
Fighter pilots have a simple two-words saying: &amp;quot;Rate kills&amp;quot;. What this means is that the ability to move (or rate) your nose is the primary means of employing weapons (which is what offensive BFM is all about)&amp;lt;br /&amp;gt;&lt;br /&gt;
A Bandit may have a tight turn circle but if you can rate your nose on him and shoot the fight is over.&lt;br /&gt;
&lt;br /&gt;
Let's have a look at the F16 turn performances diagram on the right.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*At 0.6 Mach, the jet can pull 9 Gs and turn at a rate of 24° per seconde. At 0.6 Mach, the jet can also turn in a radius of 1 500 feet. This is the best (tightest) radius the jet can achieve at the highest turn rate possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
:*At 0.4 Mach, the jet can turn with a radius of 1 500 feet but the turn rate falls from 24° to 16 ° a second. Just to put this figure in perspective, a 2° per second turn rate advantage will allow you to dominate an adversary !!!&lt;br /&gt;
&lt;br /&gt;
==Vertical turns==&lt;br /&gt;
==Turning rooms==&lt;br /&gt;
&lt;br /&gt;
=Defensive BFM=&lt;br /&gt;
==Bandit outside your turn circle==&lt;br /&gt;
==Bandit inside your turn circle==&lt;br /&gt;
==overshoots==&lt;br /&gt;
==Guns Defense==&lt;br /&gt;
&lt;br /&gt;
=Energy=&lt;br /&gt;
[[File:Em.jpg||none|640px|left|]]&lt;br /&gt;
*0.55 Mach is around 366 knots&lt;br /&gt;
*Don’t pull back hard on the stick and unnecessarily bleed off energy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Video Examples=&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=jNgvFeWr14g&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=CBOcWEOUlec&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=6oKqS_tZsuM&amp;lt;/embedvideo&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4490</id>
		<title>BFM tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4490"/>
		<updated>2017-04-14T16:33:41Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scissors.jpg||none|546x|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Understand the concept of energy&lt;br /&gt;
# Understand the concept of lift vector&lt;br /&gt;
# Understand the concept of the corner speed (turn radius vs turn rate)&lt;br /&gt;
# Know the different pursuit curves. (Lead, lag and pure pursuit)&lt;br /&gt;
# know the high and low yoyo maneuvers&lt;br /&gt;
# know the difference between one circle and two circles turns and when to employ them&lt;br /&gt;
# know the flat and rolling scissors&lt;br /&gt;
# understand the concept of flying the elbow&lt;br /&gt;
# understand the concept of the egg (god's G)&lt;br /&gt;
# know how to use the dogfight mode, the HMCS and the radar modes linked to them&lt;br /&gt;
# know the brevity words usualy used in dogfight&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.krauselabs.net/dump/FighterCombatTactics.pdf Shaw's Fighter Combat Tactics and Maneuvering]&lt;br /&gt;
*[http://www.simhq.com/_air/air_097a.html How to be a Good Stick]&lt;br /&gt;
&lt;br /&gt;
=Geometry of Air Combat=&lt;br /&gt;
==Positional Geometry==&lt;br /&gt;
Angle-off, range and aspect angle are terms used in BFM discussions to describe the relative advantage or disadvantage that one aircraft has in realtion to another&lt;br /&gt;
&lt;br /&gt;
===Angle-off===&lt;br /&gt;
Angle-off is the difference measured in degrees, between your heading and the bandit's. This angle provides information about the relative fuselage alignment between the pilot's jet and the bandit's.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example, if the angle-off between you and a bandit were 0°, you would be on a parallel heading with the bandit and the two fuselages would be aligned.&lt;br /&gt;
[[File:BMS BFM-angle-off.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Aspect Angle===&lt;br /&gt;
Aspect angle is the number of degrees measured from the tail of the target to your aircraft. Aspect angle is important because it indicates how far away your aircraft is from the target's 6 o'clock position.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle has nothing to do with your heading. Note that the aspect angle stays the same regardless of wich way your aircraft is heading (see figure)&amp;lt;br /&amp;gt;&lt;br /&gt;
Along with a measure in degrees from the target's tail aspect angles are also described either right or left aspect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle is important because, if you know the aspect angle and range to the target you then know his lateral displacement or turning room from the target and lateral displacement is very important in BFM.&lt;br /&gt;
[[File:BMS BFM-aspect angle.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Attack Geometry==&lt;br /&gt;
Attack geometry describes the path that the offensive fighter takes as he converges on the bandit. When you start an attack on the bandit, there are three distinct path or pursuit courses you can follow. These pursuit courses are lag pursuit, pure pursuit and lead pursuit.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are pointing your aircraft behind the bandit, you are in lag pursuit. if you are pointing directly at the bandit, you are in pure pursuit. If you are pointing in front of the bandit, you are in lead pursuit.&lt;br /&gt;
[[File:BMS BFM-pursuit-courses.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Lag Pursuit===&lt;br /&gt;
Lag pursuit is used primarly on the approach to the bandit. Lag is also used any time an attacking fighter maneuvers out of plane (not in the same plane of motion as the fighter under attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
You must have the ability to out-turn the bandit in order to fly lag pursuit for any length of time. The reason ?&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to shoot a missile or the gun at the ennemy, you must pull your nose out of lag. If the bandit can turn at a higher rate, he can keep your nose stuck in lag and keep you from shooting him.&lt;br /&gt;
&lt;br /&gt;
===Pure Pursuit===&lt;br /&gt;
Pure pursuit is used to shoot missiles at the enemy. Flying a pure pursuit course all the way into the bandit will lead to an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, you should only point at the bandit when you are going to shoot.&lt;br /&gt;
[[File:BMS BFM-pure-pursuit.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Pursuit===&lt;br /&gt;
Lead pursuit is used to close on the bandit and is also used for gun shots. Flying a lead pursuit course if the fatest way to get to the bandit because you cut him off in the sky. The problem with establishing a lead pursuit course too early is that you will overshoot the bandit when you get in close unless you have a significant turn rate advantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you're fighting a similar aircraft, such as the Mig29, you will not normally be able to stay in lead and will be forced into an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important however to establish lead pursuit at the proper time in the fight because it is the only way that you can get into the gun envelope.&lt;br /&gt;
&lt;br /&gt;
=Offensive BFM=&lt;br /&gt;
==Power for position==&lt;br /&gt;
Power for position is a concept that is an integral part of BFM. Fighters have two types of energy : Kinetic and potential.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kinetic energy is simply the velocity or speed at which the jet is traveling.&amp;lt;br /&amp;gt;&lt;br /&gt;
Potential energy is directly related to aircraft altitude. If a jet is at high altitude, its potential energy is high. If the same jet is flying at low altitude, its potential energy is low.&amp;lt;br /&amp;gt;&lt;br /&gt;
Always remember that you can trade altitude (potential energy) for speed. Likewise you can convert aircraft speed back into altitude or potential energy. &lt;br /&gt;
&lt;br /&gt;
You can also exchange energy for nose position. Anytime you maneuver or turn a fighter, it &amp;quot;costs&amp;quot; energy. When you turn in a jet at high G, you &amp;quot;spend&amp;quot; or lose energy. That's the bad news. The good news is that the defensive fighter also gives up energy to turn and defend himself.&lt;br /&gt;
&lt;br /&gt;
==Turn radius and Turn rate==&lt;br /&gt;
The first two characteristics of turns are turn radius and turn rate.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Turn radius is simply a measure of how tight your jet is turning. If you are looking down on the aircraft as it turns, the turn radius is the distance from the center of your turn circle to the aircraft.&amp;lt;br /&amp;gt;&lt;br /&gt;
:You have to realize that velocity is squared in the turn radius equation, meaning that turn radius will grow exponentially based on velocity. The equation also includes aircraft Gs. The more Gs that you pull, the tighter the turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
:Still velocity is sqared, '''so airspeed has a greater effect on turn radius than G.'''&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:Turn rate is the second important factor for turning the jet. Turn rate indicates how fast the aircraft moves around the turn radius or circle we just talked about.&amp;lt;br /&amp;gt;&lt;br /&gt;
:It is also described as how fast an aircraft can change is nose position. Turn rate is measured in degrees per second and is also dependant on Gs and airspeed.&amp;lt;br /&amp;gt;&lt;br /&gt;
:The higher the G in the above equation, the faster the turn rate. Velocity still remains an important factor. Notice that G is divided by velocity. If G remains at maximum, a higher velocity will cause turn rate to decrease. The reverse is true: a lower velocity will yield a higher turn rate.&lt;br /&gt;
&lt;br /&gt;
==Corner Velocity==&lt;br /&gt;
[[File:BMS BFM-F16-turnPerformances.jpg|thumb|right|F16 turn performances diagram]]&lt;br /&gt;
You may think that slowing down to minimum airspeed and pulling as hard as you can is the best course of action in order to achieve a high turn rate. Not so fast ... &amp;lt;br /&amp;gt;&lt;br /&gt;
There is a relationship between airspeed and Gs. at lower airspeeds, you have less G available. Less lift is produced by the wings of your aircraft at slower speed and as a result there is less force available to turn the aircraft. If you get going really fast (above Mach 1) you also lose G availability.&amp;lt;br /&amp;gt;&lt;br /&gt;
For every fighter there is an optimum airspeed for achieving the hightest turn rate. '''The airspeed where the jet has the quickest turn rate with the smaller turn radius is called corner speed.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
In most modern fighters it is between 400 to 500 kts. The F16 has a corner velocity of about 450 kt (CAS)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The airspeed of a jet can be controlled by the pilot in the following four ways:&lt;br /&gt;
:*Throttle position&lt;br /&gt;
:*Drag devices (speedbrakes)&lt;br /&gt;
:*Nose position in relation to the horizon&lt;br /&gt;
:*Aircraft G&lt;br /&gt;
&lt;br /&gt;
Don't forget G force causes airspeed to bleed off. No modern fighter flying at medium altitude can stay at corner velocity while pulling max Gs for long. As you pull Gs, you will get slower. It is important however to start maneuvering close to corner velocity because the first turn you make is usually the most important in the fight.&lt;br /&gt;
&lt;br /&gt;
Fighter pilots should think in terms of both turn rate and turn radius. A fighter with a superior turn rate can outmaneuver a fighter that as a poor turn rate but a tighter turn radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
Fighter pilots have a simple two-words saying: &amp;quot;Rate kills&amp;quot;. What this means is that the ability to move (or rate) your nose is the primary means of employing weapons (which is what offensive BFM is all about)&amp;lt;br /&amp;gt;&lt;br /&gt;
A Bandit may have a tight turn circle but if you can rate your nose on him and shoot the fight is over.&lt;br /&gt;
&lt;br /&gt;
==Vertical turns==&lt;br /&gt;
==Turning rooms==&lt;br /&gt;
&lt;br /&gt;
=Defensive BFM=&lt;br /&gt;
==Bandit outside your turn circle==&lt;br /&gt;
==Bandit inside your turn circle==&lt;br /&gt;
==overshoots==&lt;br /&gt;
==Guns Defense==&lt;br /&gt;
&lt;br /&gt;
=Energy=&lt;br /&gt;
[[File:Em.jpg||none|640px|left|]]&lt;br /&gt;
*0.55 Mach is around 366 knots&lt;br /&gt;
*Don’t pull back hard on the stick and unnecessarily bleed off energy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Video Examples=&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=jNgvFeWr14g&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=CBOcWEOUlec&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=6oKqS_tZsuM&amp;lt;/embedvideo&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMS_BFM-F16-turnPerformances.jpg&amp;diff=4489</id>
		<title>File:BMS BFM-F16-turnPerformances.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMS_BFM-F16-turnPerformances.jpg&amp;diff=4489"/>
		<updated>2017-04-14T15:49:14Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Unknown_copyright}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4488</id>
		<title>BFM tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4488"/>
		<updated>2017-04-14T14:25:07Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scissors.jpg||none|546x|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Understand the concept of energy&lt;br /&gt;
# Understand the concept of lift vector&lt;br /&gt;
# Understand the concept of the corner speed (turn radius vs turn rate)&lt;br /&gt;
# Know the different pursuit curves. (Lead, lag and pure pursuit)&lt;br /&gt;
# know the high and low yoyo maneuvers&lt;br /&gt;
# know the difference between one circle and two circles turns and when to employ them&lt;br /&gt;
# know the flat and rolling scissors&lt;br /&gt;
# understand the concept of flying the elbow&lt;br /&gt;
# understand the concept of the egg (god's G)&lt;br /&gt;
# know how to use the dogfight mode, the HMCS and the radar modes linked to them&lt;br /&gt;
# know the brevity words usualy used in dogfight&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.krauselabs.net/dump/FighterCombatTactics.pdf Shaw's Fighter Combat Tactics and Maneuvering]&lt;br /&gt;
*[http://www.simhq.com/_air/air_097a.html How to be a Good Stick]&lt;br /&gt;
&lt;br /&gt;
=Geometry of Air Combat=&lt;br /&gt;
==Positional Geometry==&lt;br /&gt;
Angle-off, range and aspect angle are terms used in BFM discussions to describe the relative advantage or disadvantage that one aircraft has in realtion to another&lt;br /&gt;
&lt;br /&gt;
===Angle-off===&lt;br /&gt;
Angle-off is the difference measured in degrees, between your heading and the bandit's. This angle provides information about the relative fuselage alignment between the pilot's jet and the bandit's.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example, if the angle-off between you and a bandit were 0°, you would be on a parallel heading with the bandit and the two fuselages would be aligned.&lt;br /&gt;
[[File:BMS BFM-angle-off.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Aspect Angle===&lt;br /&gt;
Aspect angle is the number of degrees measured from the tail of the target to your aircraft. Aspect angle is important because it indicates how far away your aircraft is from the target's 6 o'clock position.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle has nothing to do with your heading. Note that the aspect angle stays the same regardless of wich way your aircraft is heading (see figure)&amp;lt;br /&amp;gt;&lt;br /&gt;
Along with a measure in degrees from the target's tail aspect angles are also described either right or left aspect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle is important because, if you know the aspect angle and range to the target you then know his lateral displacement or turning room from the target and lateral displacement is very important in BFM.&lt;br /&gt;
[[File:BMS BFM-aspect angle.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Attack Geometry==&lt;br /&gt;
Attack geometry describes the path that the offensive fighter takes as he converges on the bandit. When you start an attack on the bandit, there are three distinct path or pursuit courses you can follow. These pursuit courses are lag pursuit, pure pursuit and lead pursuit.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are pointing your aircraft behind the bandit, you are in lag pursuit. if you are pointing directly at the bandit, you are in pure pursuit. If you are pointing in front of the bandit, you are in lead pursuit.&lt;br /&gt;
[[File:BMS BFM-pursuit-courses.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Lag Pursuit===&lt;br /&gt;
Lag pursuit is used primarly on the approach to the bandit. Lag is also used any time an attacking fighter maneuvers out of plane (not in the same plane of motion as the fighter under attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
You must have the ability to out-turn the bandit in order to fly lag pursuit for any length of time. The reason ?&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to shoot a missile or the gun at the ennemy, you must pull your nose out of lag. If the bandit can turn at a higher rate, he can keep your nose stuck in lag and keep you from shooting him.&lt;br /&gt;
&lt;br /&gt;
===Pure Pursuit===&lt;br /&gt;
Pure pursuit is used to shoot missiles at the enemy. Flying a pure pursuit course all the way into the bandit will lead to an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, you should only point at the bandit when you are going to shoot.&lt;br /&gt;
[[File:BMS BFM-pure-pursuit.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Pursuit===&lt;br /&gt;
Lead pursuit is used to close on the bandit and is also used for gun shots. Flying a lead pursuit course if the fatest way to get to the bandit because you cut him off in the sky. The problem with establishing a lead pursuit course too early is that you will overshoot the bandit when you get in close unless you have a significant turn rate advantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you're fighting a similar aircraft, such as the Mig29, you will not normally be able to stay in lead and will be forced into an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important however to establish lead pursuit at the proper time in the fight because it is the only way that you can get into the gun envelope.&lt;br /&gt;
&lt;br /&gt;
=Offensive BFM=&lt;br /&gt;
--Power for position==&lt;br /&gt;
==Turn radius and Turn rate==&lt;br /&gt;
The first two characteristics of turns are turn radius and turn rate.&amp;lt;br /&amp;gt;&lt;br /&gt;
Turn radius is simply a measure of how tight your jet is turning. If you are looking down on the aircraft as it turns, the turn radius is the distance from the center of your turn circle to the aircraft.&amp;lt;br /&amp;gt;&lt;br /&gt;
You have to realize that velocity is squared in the turn radius equation, meaning that turn radius will grow exponentially based on velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
The equation also includes aircraft Gs. The more Gs that you pull, the tighter the turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Still velocity is sqared, '''so airspeed has a greater effect on turn radius than G.'''&lt;br /&gt;
==Corner Velocity==&lt;br /&gt;
==Vertical turns==&lt;br /&gt;
==Turning rooms==&lt;br /&gt;
&lt;br /&gt;
=Defensive BFM=&lt;br /&gt;
==Bandit outside your turn circle==&lt;br /&gt;
==Bandit inside your turn circle==&lt;br /&gt;
==overshoots==&lt;br /&gt;
==Guns Defense==&lt;br /&gt;
&lt;br /&gt;
=Energy=&lt;br /&gt;
[[File:Em.jpg||none|640px|left|]]&lt;br /&gt;
*0.55 Mach is around 366 knots&lt;br /&gt;
*Don’t pull back hard on the stick and unnecessarily bleed off energy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Video Examples=&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=jNgvFeWr14g&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=CBOcWEOUlec&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=6oKqS_tZsuM&amp;lt;/embedvideo&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4487</id>
		<title>BFM tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4487"/>
		<updated>2017-04-14T14:11:40Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* Offensive BFM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scissors.jpg||none|546x|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Understand the concept of energy&lt;br /&gt;
# Understand the concept of lift vector&lt;br /&gt;
# Understand the concept of the corner speed (turn radius vs turn rate)&lt;br /&gt;
# Know the different pursuit curves. (Lead, lag and pure pursuit)&lt;br /&gt;
# know the high and low yoyo maneuvers&lt;br /&gt;
# know the difference between one circle and two circles turns and when to employ them&lt;br /&gt;
# know the flat and rolling scissors&lt;br /&gt;
# understand the concept of flying the elbow&lt;br /&gt;
# understand the concept of the egg (god's G)&lt;br /&gt;
# know how to use the dogfight mode, the HMCS and the radar modes linked to them&lt;br /&gt;
# know the brevity words usualy used in dogfight&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.krauselabs.net/dump/FighterCombatTactics.pdf Shaw's Fighter Combat Tactics and Maneuvering]&lt;br /&gt;
*[http://www.simhq.com/_air/air_097a.html How to be a Good Stick]&lt;br /&gt;
&lt;br /&gt;
=Geometry of Air Combat=&lt;br /&gt;
==Positional Geometry==&lt;br /&gt;
Angle-off, range and aspect angle are terms used in BFM discussions to describe the relative advantage or disadvantage that one aircraft has in realtion to another&lt;br /&gt;
&lt;br /&gt;
===Angle-off===&lt;br /&gt;
Angle-off is the difference measured in degrees, between your heading and the bandit's. This angle provides information about the relative fuselage alignment between the pilot's jet and the bandit's.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example, if the angle-off between you and a bandit were 0°, you would be on a parallel heading with the bandit and the two fuselages would be aligned.&lt;br /&gt;
[[File:BMS BFM-angle-off.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Aspect Angle===&lt;br /&gt;
Aspect angle is the number of degrees measured from the tail of the target to your aircraft. Aspect angle is important because it indicates how far away your aircraft is from the target's 6 o'clock position.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle has nothing to do with your heading. Note that the aspect angle stays the same regardless of wich way your aircraft is heading (see figure)&amp;lt;br /&amp;gt;&lt;br /&gt;
Along with a measure in degrees from the target's tail aspect angles are also described either right or left aspect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle is important because, if you know the aspect angle and range to the target you then know his lateral displacement or turning room from the target and lateral displacement is very important in BFM.&lt;br /&gt;
[[File:BMS BFM-aspect angle.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Attack Geometry==&lt;br /&gt;
Attack geometry describes the path that the offensive fighter takes as he converges on the bandit. When you start an attack on the bandit, there are three distinct path or pursuit courses you can follow. These pursuit courses are lag pursuit, pure pursuit and lead pursuit.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are pointing your aircraft behind the bandit, you are in lag pursuit. if you are pointing directly at the bandit, you are in pure pursuit. If you are pointing in front of the bandit, you are in lead pursuit.&lt;br /&gt;
[[File:BMS BFM-pursuit-courses.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Lag Pursuit===&lt;br /&gt;
Lag pursuit is used primarly on the approach to the bandit. Lag is also used any time an attacking fighter maneuvers out of plane (not in the same plane of motion as the fighter under attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
You must have the ability to out-turn the bandit in order to fly lag pursuit for any length of time. The reason ?&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to shoot a missile or the gun at the ennemy, you must pull your nose out of lag. If the bandit can turn at a higher rate, he can keep your nose stuck in lag and keep you from shooting him.&lt;br /&gt;
&lt;br /&gt;
===Pure Pursuit===&lt;br /&gt;
Pure pursuit is used to shoot missiles at the enemy. Flying a pure pursuit course all the way into the bandit will lead to an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, you should only point at the bandit when you are going to shoot.&lt;br /&gt;
[[File:BMS BFM-pure-pursuit.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Pursuit===&lt;br /&gt;
Lead pursuit is used to close on the bandit and is also used for gun shots. Flying a lead pursuit course if the fatest way to get to the bandit because you cut him off in the sky. The problem with establishing a lead pursuit course too early is that you will overshoot the bandit when you get in close unless you have a significant turn rate advantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you're fighting a similar aircraft, such as the Mig29, you will not normally be able to stay in lead and will be forced into an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important however to establish lead pursuit at the proper time in the fight because it is the only way that you can get into the gun envelope.&lt;br /&gt;
&lt;br /&gt;
=Offensive BFM=&lt;br /&gt;
--Power for position==&lt;br /&gt;
==Turn radius and Turn rate==&lt;br /&gt;
==Corner Velocity==&lt;br /&gt;
==Vertical turns==&lt;br /&gt;
==Turning rooms==&lt;br /&gt;
&lt;br /&gt;
=Defensive BFM=&lt;br /&gt;
==Bandit outside your turn circle==&lt;br /&gt;
==Bandit inside your turn circle==&lt;br /&gt;
==overshoots==&lt;br /&gt;
==Guns Defense==&lt;br /&gt;
&lt;br /&gt;
=Energy=&lt;br /&gt;
[[File:Em.jpg||none|640px|left|]]&lt;br /&gt;
*0.55 Mach is around 366 knots&lt;br /&gt;
*Don’t pull back hard on the stick and unnecessarily bleed off energy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Video Examples=&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=jNgvFeWr14g&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=CBOcWEOUlec&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=6oKqS_tZsuM&amp;lt;/embedvideo&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4486</id>
		<title>BFM tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BFM_tactics&amp;diff=4486"/>
		<updated>2017-04-14T13:55:17Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scissors.jpg||none|546x|left|]]&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Understand the concept of energy&lt;br /&gt;
# Understand the concept of lift vector&lt;br /&gt;
# Understand the concept of the corner speed (turn radius vs turn rate)&lt;br /&gt;
# Know the different pursuit curves. (Lead, lag and pure pursuit)&lt;br /&gt;
# know the high and low yoyo maneuvers&lt;br /&gt;
# know the difference between one circle and two circles turns and when to employ them&lt;br /&gt;
# know the flat and rolling scissors&lt;br /&gt;
# understand the concept of flying the elbow&lt;br /&gt;
# understand the concept of the egg (god's G)&lt;br /&gt;
# know how to use the dogfight mode, the HMCS and the radar modes linked to them&lt;br /&gt;
# know the brevity words usualy used in dogfight&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.krauselabs.net/dump/FighterCombatTactics.pdf Shaw's Fighter Combat Tactics and Maneuvering]&lt;br /&gt;
*[http://www.simhq.com/_air/air_097a.html How to be a Good Stick]&lt;br /&gt;
&lt;br /&gt;
=Geometry of Air Combat=&lt;br /&gt;
==Positional Geometry==&lt;br /&gt;
Angle-off, range and aspect angle are terms used in BFM discussions to describe the relative advantage or disadvantage that one aircraft has in realtion to another&lt;br /&gt;
&lt;br /&gt;
===Angle-off===&lt;br /&gt;
Angle-off is the difference measured in degrees, between your heading and the bandit's. This angle provides information about the relative fuselage alignment between the pilot's jet and the bandit's.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example, if the angle-off between you and a bandit were 0°, you would be on a parallel heading with the bandit and the two fuselages would be aligned.&lt;br /&gt;
[[File:BMS BFM-angle-off.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Aspect Angle===&lt;br /&gt;
Aspect angle is the number of degrees measured from the tail of the target to your aircraft. Aspect angle is important because it indicates how far away your aircraft is from the target's 6 o'clock position.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle has nothing to do with your heading. Note that the aspect angle stays the same regardless of wich way your aircraft is heading (see figure)&amp;lt;br /&amp;gt;&lt;br /&gt;
Along with a measure in degrees from the target's tail aspect angles are also described either right or left aspect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Aspect angle is important because, if you know the aspect angle and range to the target you then know his lateral displacement or turning room from the target and lateral displacement is very important in BFM.&lt;br /&gt;
[[File:BMS BFM-aspect angle.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
==Attack Geometry==&lt;br /&gt;
Attack geometry describes the path that the offensive fighter takes as he converges on the bandit. When you start an attack on the bandit, there are three distinct path or pursuit courses you can follow. These pursuit courses are lag pursuit, pure pursuit and lead pursuit.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are pointing your aircraft behind the bandit, you are in lag pursuit. if you are pointing directly at the bandit, you are in pure pursuit. If you are pointing in front of the bandit, you are in lead pursuit.&lt;br /&gt;
[[File:BMS BFM-pursuit-courses.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
===Lag Pursuit===&lt;br /&gt;
Lag pursuit is used primarly on the approach to the bandit. Lag is also used any time an attacking fighter maneuvers out of plane (not in the same plane of motion as the fighter under attack)&amp;lt;br /&amp;gt;&lt;br /&gt;
You must have the ability to out-turn the bandit in order to fly lag pursuit for any length of time. The reason ?&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to shoot a missile or the gun at the ennemy, you must pull your nose out of lag. If the bandit can turn at a higher rate, he can keep your nose stuck in lag and keep you from shooting him.&lt;br /&gt;
&lt;br /&gt;
===Pure Pursuit===&lt;br /&gt;
Pure pursuit is used to shoot missiles at the enemy. Flying a pure pursuit course all the way into the bandit will lead to an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, you should only point at the bandit when you are going to shoot.&lt;br /&gt;
[[File:BMS BFM-pure-pursuit.jpg||centre|350px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Pursuit===&lt;br /&gt;
Lead pursuit is used to close on the bandit and is also used for gun shots. Flying a lead pursuit course if the fatest way to get to the bandit because you cut him off in the sky. The problem with establishing a lead pursuit course too early is that you will overshoot the bandit when you get in close unless you have a significant turn rate advantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you're fighting a similar aircraft, such as the Mig29, you will not normally be able to stay in lead and will be forced into an overshoot.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important however to establish lead pursuit at the proper time in the fight because it is the only way that you can get into the gun envelope.&lt;br /&gt;
&lt;br /&gt;
=Offensive BFM=&lt;br /&gt;
==Turn radius and Turn rate==&lt;br /&gt;
==Corner Velocity==&lt;br /&gt;
&lt;br /&gt;
=Defensive BFM=&lt;br /&gt;
==Bandit outside your turn circle==&lt;br /&gt;
==Bandit inside your turn circle==&lt;br /&gt;
==overshoots==&lt;br /&gt;
==Guns Defense==&lt;br /&gt;
&lt;br /&gt;
=Energy=&lt;br /&gt;
[[File:Em.jpg||none|640px|left|]]&lt;br /&gt;
*0.55 Mach is around 366 knots&lt;br /&gt;
*Don’t pull back hard on the stick and unnecessarily bleed off energy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Video Examples=&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=jNgvFeWr14g&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=CBOcWEOUlec&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=6oKqS_tZsuM&amp;lt;/embedvideo&amp;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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMS_BFM-pure-pursuit.jpg&amp;diff=4485</id>
		<title>File:BMS BFM-pure-pursuit.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMS_BFM-pure-pursuit.jpg&amp;diff=4485"/>
		<updated>2017-04-14T13:44:36Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Unknown_copyright}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMS_BFM-pursuit-courses.jpg&amp;diff=4484</id>
		<title>File:BMS BFM-pursuit-courses.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMS_BFM-pursuit-courses.jpg&amp;diff=4484"/>
		<updated>2017-04-14T13:32:05Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Unknown_copyright}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMS_BFM-aspect_angle.jpg&amp;diff=4483</id>
		<title>File:BMS BFM-aspect angle.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMS_BFM-aspect_angle.jpg&amp;diff=4483"/>
		<updated>2017-04-14T13:16:56Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Unknown_copyright}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMS_BFM-angle-off.jpg&amp;diff=4482</id>
		<title>File:BMS BFM-angle-off.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMS_BFM-angle-off.jpg&amp;diff=4482"/>
		<updated>2017-04-14T13:04:52Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Unknown_copyright}}&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=4481</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=4481"/>
		<updated>2017-04-11T13:30:13Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &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;
#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;
:*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;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=250px 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;
:[[File:BMS RWR-symbols.png||none|690px|left|]]&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;
:*''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;
===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;
:*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;
:*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;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=4480</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=4480"/>
		<updated>2017-04-11T13:16:18Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* 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;
#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;
:*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;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=250px 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;
:[[File:BMS RWR-symbols.png||none|690px|left|]]&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;
===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;
:*''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;
===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;
===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;
:*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;
:*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;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=4479</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=4479"/>
		<updated>2017-04-11T13:00:38Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* 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;
#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;
:*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;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=250px 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;
:[[File:BMS RWR-symbols.png||none|690px|left|]]&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;
===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;
:*''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;
===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;
===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;
:*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;
:*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.&lt;br /&gt;
|-&lt;br /&gt;
|NAILS (with direction)&lt;br /&gt;
|RWR indication of AI radar in search.&lt;br /&gt;
|-&lt;br /&gt;
|MUD (with direction)&lt;br /&gt;
|RWR indication of SAM or AAA radar&lt;br /&gt;
|-&lt;br /&gt;
|NAKED&lt;br /&gt;
|No RWR indications on the RWR scope.&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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=4478</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=4478"/>
		<updated>2017-04-11T12:55:44Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &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;
#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;
:*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;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=250px 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;
[[File:BMS RWR-symbols.png||none|690px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Modes of operations=&lt;br /&gt;
==selectable modes from TWP==&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;
:*''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;
===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;
===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;
:*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;
:*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.&lt;br /&gt;
|-&lt;br /&gt;
|NAILS (with direction)&lt;br /&gt;
|RWR indication of AI radar in search.&lt;br /&gt;
|-&lt;br /&gt;
|MUD (with direction)&lt;br /&gt;
|RWR indication of SAM or AAA radar&lt;br /&gt;
|-&lt;br /&gt;
|NAKED&lt;br /&gt;
|No RWR indications on the RWR scope.&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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=Communications_and_brevity&amp;diff=4477</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=4477"/>
		<updated>2017-04-11T12:37:19Z</updated>

		<summary type="html">&lt;p&gt;Foxy: /* 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&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;
| Directive call to perform a high-G descending turn in the stated direction, usually 180-degree turn.&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>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=4476</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=4476"/>
		<updated>2017-04-10T23:27:49Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &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;
#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;
:*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;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=250px 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;
[[File:BMS RWR-symbols.png||none|690px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Modes of operations=&lt;br /&gt;
==selectable modes from TWP==&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;
:*''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;
===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;
===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;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=4475</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=4475"/>
		<updated>2017-04-10T22:24:09Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &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;
#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;
=General information=&lt;br /&gt;
==Introduction==&lt;br /&gt;
The RWR interface in the cockpit is made through 3 main components :&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;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=250px 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;
[[File:BMS RWR-symbols.png||none|690px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Modes of operations=&lt;br /&gt;
==selectable modes from TWP==&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;
:*''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;
===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;
===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;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=4473</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=4473"/>
		<updated>2017-04-10T22:01:15Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &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;
#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;
=General information=&lt;br /&gt;
==Introduction==&lt;br /&gt;
The RWR interface in the cockpit is made through 3 main components :&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;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=250px 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;
[[File:BMS RWR-symbols.png||none|690px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Modes of operations=&lt;br /&gt;
==selectable modes from TWP==&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).&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;
===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;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Foxy</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=RWR&amp;diff=4472</id>
		<title>RWR</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=RWR&amp;diff=4472"/>
		<updated>2017-04-10T21:41:00Z</updated>

		<summary type="html">&lt;p&gt;Foxy: &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;
#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;
=General information=&lt;br /&gt;
==Introduction==&lt;br /&gt;
The RWR interface in the cockpit is made through 3 main components :&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;
''Note :'' Other RWRs may be installed in other F-16s and have some differences &lt;br /&gt;
&amp;lt;gallery heights=250px 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;
[[File:BMS RWR-symbols.png||none|690px|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Modes of operations=&lt;br /&gt;
==selectable modes from TWP==&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>Foxy</name></author>
		
	</entry>
</feed>