<?xml version="1.0"?>
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	<id>http://codex.uoaf.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nighthawk2174</id>
	<title>UOAF Codex - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://codex.uoaf.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nighthawk2174"/>
	<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php/Special:Contributions/Nighthawk2174"/>
	<updated>2026-05-10T02:31:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0-rc.0</generator>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6641</id>
		<title>DCS Codex</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6641"/>
		<updated>2018-11-21T08:01:53Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: /* External references */&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;
* [[SRS]]&lt;br /&gt;
* [[DCS Event Flow]]&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;
*[[DCS mission making - mission editor interface]]&lt;br /&gt;
*[[DCS mission making - unit placement]]&lt;br /&gt;
*[[DCS mission making - trigger actions and vehicle movement]]&lt;br /&gt;
*[[DCS mission making - radio item and mission goals]]&lt;br /&gt;
*[[DCS mission making - randomization and emission trigger]]&lt;br /&gt;
*[[DCS mission making - adding voice files]]&lt;br /&gt;
*[[DCS mission making - briefings]]&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;
* [https://www.digitalcombatsimulator.com/en/index.php DCS HomePage]&lt;br /&gt;
* [https://forums.eagle.ru/ ED Forums]&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: DCS Codex]]&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_configuration_and_setup&amp;diff=6640</id>
		<title>DCS configuration and setup</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_configuration_and_setup&amp;diff=6640"/>
		<updated>2018-11-21T07:56:26Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: Created page with &amp;quot;=Installing modules= So you got some extra money one day and decided to buy a DCS module now how do you install it? left Click this button th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Installing modules=&lt;br /&gt;
So you got some extra money one day and decided to buy a DCS module now how do you install it?&lt;br /&gt;
[[File:Capture11.JPG|none|600px|left]]&lt;br /&gt;
Click this button then if you have correctly signed into your DCS account it will auto prompt you to install your module.  As a note the more and more you add on DCS will grow rapidly, &amp;lt; br/&amp;gt; its highly recomended you have a large SSD with pelnty of space, and by plenty I mean over 140gb of free space...&lt;br /&gt;
=Settings=&lt;br /&gt;
Now with that new module of your you want to setup DCS to either look pretty is you have a monster PC or make it run as smoothly as possible with that dinosaur PC you have&lt;br /&gt;
[[File:Capture12.JPG|none|600px|left]]&lt;br /&gt;
Click on this button&lt;br /&gt;
&lt;br /&gt;
This is what you are greeted with in the system tab:&lt;br /&gt;
--picture soon&lt;br /&gt;
&lt;br /&gt;
List of options:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Impacts of each option on FPS:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Control Setup=&lt;br /&gt;
The controls page is next in our adventure to get your module set up and ready:&lt;br /&gt;
-- picture soon&lt;br /&gt;
Lets explain this mess&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:Capture12.JPG&amp;diff=6638</id>
		<title>File:Capture12.JPG</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:Capture12.JPG&amp;diff=6638"/>
		<updated>2018-11-21T07:51:08Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:Capture11.JPG&amp;diff=6637</id>
		<title>File:Capture11.JPG</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:Capture11.JPG&amp;diff=6637"/>
		<updated>2018-11-21T07:48:03Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6624</id>
		<title>DCS Codex</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6624"/>
		<updated>2018-11-21T05:58:30Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &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;
* [[SRS]]&lt;br /&gt;
* [[DCS Event Flow]]&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;
*[[DCS mission making - mission editor interface]]&lt;br /&gt;
*[[DCS mission making - unit placement]]&lt;br /&gt;
*[[DCS mission making - trigger actions and vehicle movement]]&lt;br /&gt;
*[[DCS mission making - radio item and mission goals]]&lt;br /&gt;
*[[DCS mission making - randomization and emission trigger]]&lt;br /&gt;
*[[DCS mission making - adding voice files]]&lt;br /&gt;
*[[DCS mission making - briefings]]&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6623</id>
		<title>DCS Codex</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=DCS_Codex&amp;diff=6623"/>
		<updated>2018-11-21T05:56:43Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: /* Basic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UOAF_Roundel_clean.png|200px|right]]&lt;br /&gt;
These topics serve as a reference that virtual pilots can learn from. &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;
* SRS&lt;br /&gt;
* DCS Event Flow&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;
*[[DCS mission making - mission editor interface]]&lt;br /&gt;
*[[DCS mission making - unit placement]]&lt;br /&gt;
*[[DCS mission making - trigger actions and vehicle movement]]&lt;br /&gt;
*[[DCS mission making - radio item and mission goals]]&lt;br /&gt;
*[[DCS mission making - randomization and emission trigger]]&lt;br /&gt;
*[[DCS mission making - adding voice files]]&lt;br /&gt;
*[[DCS mission making - briefings]]&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=UOAF_Event_Checklist&amp;diff=5078</id>
		<title>UOAF Event Checklist</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=UOAF_Event_Checklist&amp;diff=5078"/>
		<updated>2017-09-05T02:58:24Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Event Start==&lt;br /&gt;
#Bring up dedicated server&lt;br /&gt;
#Fill Reserved Slots&lt;br /&gt;
#Introduce Moderator/s&lt;br /&gt;
#Introduce Event&lt;br /&gt;
#Introduce Package Leader&lt;br /&gt;
#Handoff control to Package Leader&lt;br /&gt;
==Package Leader Briefing==&lt;br /&gt;
#Explain the Plan&lt;br /&gt;
#Answer Flight Leader questions&lt;br /&gt;
# Cover datalink&lt;br /&gt;
#* ''Hosting''&lt;br /&gt;
#* ''Procession of Command''&lt;br /&gt;
#* ''Who to add when in 3D''&lt;br /&gt;
==Flight Briefing==&lt;br /&gt;
#Players move to Individual flight channels for briefing&lt;br /&gt;
#Flight leader explains the plan&lt;br /&gt;
#Answer questions&lt;br /&gt;
==Pre-Flight Procedures==&lt;br /&gt;
#Players return to Briefing Room&lt;br /&gt;
#Package Leader or Moderator/s answer any final questions&lt;br /&gt;
#IVC checks in flight order, as per briefing (F1)&lt;br /&gt;
#Take 3 minute break and sort out any IVC issues.&lt;br /&gt;
==Moderator read SOPs==&lt;br /&gt;
#TeamSpeak will be muted during the flight&lt;br /&gt;
#Use Shift-T to chat in game if you have technical issues&lt;br /&gt;
#If you have an issue close BMS and IVC. Get your issues sorted out, reconnect, verify that your issues are sorted and rejoin. Use Instant action to check flight controls.&lt;br /&gt;
#Landings at airbases follow the overhead break.&lt;br /&gt;
#After you land and exit BMS or if you get knocked out, jump down into an open channel to chat with others.&lt;br /&gt;
#We will commit as Taxi&lt;br /&gt;
&lt;br /&gt;
==Commit to 3D==&lt;br /&gt;
#Save the Campaign&lt;br /&gt;
# Commit the server to 3D&lt;br /&gt;
#Doubleclick your flight and your seat and save your data cartridge&lt;br /&gt;
#Commit taxi in flight order, as per briefing (F1)&lt;br /&gt;
#Mute Teamspeak&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=UOAF_Event_Checklist&amp;diff=5077</id>
		<title>UOAF Event Checklist</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=UOAF_Event_Checklist&amp;diff=5077"/>
		<updated>2017-09-05T02:58:00Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: Added Datalink SOP for Balkans Campaign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Event Start==&lt;br /&gt;
#Bring up dedicated server&lt;br /&gt;
#Fill Reserved Slots&lt;br /&gt;
#Introduce Moderator/s&lt;br /&gt;
#Introduce Event&lt;br /&gt;
#Introduce Package Leader&lt;br /&gt;
#Handoff control to Package Leader&lt;br /&gt;
==Package Leader Briefing==&lt;br /&gt;
#Explain the Plan&lt;br /&gt;
#Answer Flight Leader questions&lt;br /&gt;
# Cover datalink&lt;br /&gt;
#* ''Hosting''&lt;br /&gt;
&lt;br /&gt;
#* ''Procession of Command''&lt;br /&gt;
#* ''Who to add when in 3D''&lt;br /&gt;
==Flight Briefing==&lt;br /&gt;
#Players move to Individual flight channels for briefing&lt;br /&gt;
#Flight leader explains the plan&lt;br /&gt;
#Answer questions&lt;br /&gt;
==Pre-Flight Procedures==&lt;br /&gt;
#Players return to Briefing Room&lt;br /&gt;
#Package Leader or Moderator/s answer any final questions&lt;br /&gt;
#IVC checks in flight order, as per briefing (F1)&lt;br /&gt;
#Take 3 minute break and sort out any IVC issues.&lt;br /&gt;
==Moderator read SOPs==&lt;br /&gt;
#TeamSpeak will be muted during the flight&lt;br /&gt;
#Use Shift-T to chat in game if you have technical issues&lt;br /&gt;
#If you have an issue close BMS and IVC. Get your issues sorted out, reconnect, verify that your issues are sorted and rejoin. Use Instant action to check flight controls.&lt;br /&gt;
#Landings at airbases follow the overhead break.&lt;br /&gt;
#After you land and exit BMS or if you get knocked out, jump down into an open channel to chat with others.&lt;br /&gt;
#We will commit as Taxi&lt;br /&gt;
&lt;br /&gt;
==Commit to 3D==&lt;br /&gt;
#Save the Campaign&lt;br /&gt;
# Commit the server to 3D&lt;br /&gt;
#Doubleclick your flight and your seat and save your data cartridge&lt;br /&gt;
#Commit taxi in flight order, as per briefing (F1)&lt;br /&gt;
#Mute Teamspeak&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5042</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5042"/>
		<updated>2017-07-26T22:23:36Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: Simplified, removed some unnecessary info stated elsewhere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf When to chuck your spears]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favorable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarize yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&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=VRkj1WxCw4U&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=B0bEYyxEtd8&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=nzvC_PmOq_8&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;big&amp;gt;1.&amp;lt;/big&amp;gt; RAYGUN Calls - Definition=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RAYGUN (Position/Heading/Altitude): &lt;br /&gt;
&lt;br /&gt;
''Indicating a radar lock-on to unknown aircraft. A request for a “BUDDY SPIKE” reply from friendly aircraft meeting these parameters. &amp;quot;'' (Multiservice tactics, Techniques, and Procedures, 25)&lt;br /&gt;
 &lt;br /&gt;
''A raygun call contains the following information to be communicated from the targeted over comms.''&lt;br /&gt;
* [[Bullseye|Bulls]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:) - A call about position in relation to the [[bullseye]] first giving the bearing from the bullseye to the target then the range (reference this article)&lt;br /&gt;
* [[List of UO acronyms and terminology|Angels]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:): A call telling altitude; angels 1 is a 1000ft so angels &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;07&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:, for example, would be 7000ft &lt;br /&gt;
* Climbing/Descending: additional information that can be added, simply is the target climbing or descending.&lt;br /&gt;
&lt;br /&gt;
==== a. Fighter locking an unknown target up ====&lt;br /&gt;
* If unable to IFF with normal means make the Raygun call. &lt;br /&gt;
* Make the Raygun call clearly and concisely over UHF 17.  &lt;br /&gt;
* Wait about~5-8 seconds for a response, if none materializes make the call again and wait another ~5-8 seconds. &lt;br /&gt;
* Don't shoot purely on a raygun call.&lt;br /&gt;
** Think:&lt;br /&gt;
***Are there any friendlies near there?&lt;br /&gt;
***Should I IFF via another means before shooting?&lt;br /&gt;
***How reliable is the raygun call? Did the responding flight confirm they are the ones being locked up or was it simply a generic buddy spike?&lt;br /&gt;
***Can I safely wait to get a visual IFF or will it result in my death or another flights death?&lt;br /&gt;
* Make sure to call your missile launch on a Raygun target - EX: fox 1 bulls 198 for 18 angels 19 climbing.&lt;br /&gt;
&lt;br /&gt;
==== b. Friendly being locked up ====&lt;br /&gt;
* Am I the target of the Raygun call?   &lt;br /&gt;
** Check [[RWR]] (is there a radar locking me up and is it a [http://www.unitedoperations.net/wiki/RWR#RWR_symbols friendly radar signature?]).   &lt;br /&gt;
** Check own Bullseye (is the called bullseye my own?).   &lt;br /&gt;
** Check Angels (is that my angels?).   &lt;br /&gt;
** Respond to the call if necessary.  &lt;br /&gt;
* Don't rely solely on the RWR the locking radar may be in a RWR blind zone. &lt;br /&gt;
* Make sure that at a minimum to respond with your angels and confirm your position.  &lt;br /&gt;
* You may be locked up by a friendly other than the one making the raygun call if you don’t confirm you position.  If you make the friendly think he is locking up a friendly instead of a bandit it may escape and kill a friendly down the road.&lt;br /&gt;
==Example==&lt;br /&gt;
First example - you are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight.&lt;br /&gt;
# You are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight. Call out the contact to your flight lead.&lt;br /&gt;
# &amp;quot;Raygun Raygun, &lt;br /&gt;
## &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;176&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;18&amp;lt;/span&amp;gt;, angels &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;14&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:, climbing.&amp;quot;&lt;br /&gt;
#Wait for response:&lt;br /&gt;
Response A) Someone responds with: Buddy Spike bulls 176 for 18, angels 14, climbing.&lt;br /&gt;
&lt;br /&gt;
Response B) No response&lt;br /&gt;
&lt;br /&gt;
=== '''Scenario A end game:''' ===&lt;br /&gt;
* In this situation you have locked up a friendly and you should break the lock immediately!  Then respond with your callsign and “Buddy Lock”.&lt;br /&gt;
 &lt;br /&gt;
===Scenario B end game===&lt;br /&gt;
* Make a second call after ~5-8 seconds. &lt;br /&gt;
* If still no response tell your flight lead who can then contact the flight near the likely hostile to confirm if the unknown contact is hostile and if so coordinate the defense of both flights.&lt;br /&gt;
{{Nav UOAF_A2A}}&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5041</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5041"/>
		<updated>2017-07-26T22:17:54Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: slight change in code to fix display error in Responsibilities section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf When to chuck your spears]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favorable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarize yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&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=VRkj1WxCw4U&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=B0bEYyxEtd8&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=nzvC_PmOq_8&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;big&amp;gt;1.&amp;lt;/big&amp;gt; RAYGUN Calls - Definition=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RAYGUN (Position/Heading/Altitude): &lt;br /&gt;
&lt;br /&gt;
''Indicating a radar lock-on to unknown aircraft. A request for a “BUDDY SPIKE” reply from friendly aircraft meeting these parameters. &amp;quot;'' (Multiservice tactics, Techniques, and Procedures, 25)&lt;br /&gt;
 &lt;br /&gt;
''A raygun call contains the following information to be communicated from the targeted over comms.''&lt;br /&gt;
* [[Bullseye|Bulls]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:) - A call about position in relation to the [[bullseye]] first giving the bearing from the bullseye to the target then the range (reference this article)&lt;br /&gt;
* [[List of UO acronyms and terminology|Angels]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:): A call telling altitude; angels 1 is a 1000ft so angels &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;07&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:, for example, would be 7000ft &lt;br /&gt;
* Climbing/Descending: additional information that can be added, simply is the target climbing or descending.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;2.&amp;lt;/big&amp;gt; Responsibilities and Responses ==&lt;br /&gt;
A raygun call is meant to IFF (Identify Friend or Foe) without the use of [[Data link|Datalink]], [[Air-to-air TGP|TGP]], or the [https://en.wikipedia.org/wiki/Eye Mk1 eyeball]. If you are unable to IFF by any of the previously mentioned means a raygun call may be made. The raygun call is made over [[Radios|UHF tactical communications]] (usually UHF 17 - 359.300) to ensure all flights can hear the call and respond accordingly. It is the responsibility of the fighter that has a contact locked up to IFF and make sure there are no Blue on Blue incidents.  The call and response to the call is to be made clearly and loudly over UHF in a clear and concise manner. This follows basic brevity protocol but for raygun calls it is especially important to speak clearly and also for other flights to listen and respond if they are the one locked up.&lt;br /&gt;
&lt;br /&gt;
==== a. Fighter locking an unknown target up ====&lt;br /&gt;
* If unable to IFF with normal means make the Raygun call. &lt;br /&gt;
* Make the Raygun call clearly and concisely over UHF 17.  &lt;br /&gt;
* Wait about~5-8 seconds for a response, if none materializes make the call again and wait another ~5-8 seconds. &lt;br /&gt;
* Don't shoot purely on a raygun call.&lt;br /&gt;
** Think:&lt;br /&gt;
***Are there any friendlies near there?&lt;br /&gt;
***Should I IFF via another means before shooting?&lt;br /&gt;
***How reliable is the raygun call? Did the responding flight confirm they are the ones being locked up or was it simply a generic buddy spike?&lt;br /&gt;
***Can I safely wait to get a visual IFF or will it result in my death or another flights death?&lt;br /&gt;
* Make sure to call your missile launch on a Raygun target - EX: fox 1 bulls 198 for 18 angels 19 climbing.&lt;br /&gt;
&lt;br /&gt;
==== b. Friendly being locked up ====&lt;br /&gt;
* Am I the target of the Raygun call?   &lt;br /&gt;
** Check [[RWR]] (is there a radar locking me up and is it a [http://www.unitedoperations.net/wiki/RWR#RWR_symbols friendly radar signature?]).   &lt;br /&gt;
** Check own Bullseye (is the called bullseye my own?).   &lt;br /&gt;
** Check Angels (is that my angels?).   &lt;br /&gt;
** Respond to the call if necessary.  &lt;br /&gt;
* Don't rely solely on the RWR the locking radar may be in a RWR blind zone. &lt;br /&gt;
* Make sure that at a minimum to respond with your angels and confirm your position.  &lt;br /&gt;
* You may be locked up by a friendly other than the one making the raygun call if you don’t confirm you position.  If you make the friendly think he is locking up a friendly instead of a bandit it may escape and kill a friendly down the road.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;big&amp;gt;3.&amp;lt;/big&amp;gt;Limits==&lt;br /&gt;
As alluded to in one of the bullet points in &amp;quot;Friendly being locked up&amp;quot; there is a big limit to raygun calls.  If there is a big air battle that gets chaotic and people start using a lot of raygun calls with limited information breeds confusion.  In the confusion of battle a raygun call may go unheard even after the second call so in chaotic furballs always try to IFF via another means.  Use the raygun call as an advisory that the target may be hostile and act accordingly.  Overall the rayun call is a good IFF measure but only if you get the needed information.   &lt;br /&gt;
 &lt;br /&gt;
==Example==&lt;br /&gt;
First example - you are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight.&lt;br /&gt;
# You are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight. Call out the contact to your flight lead.&lt;br /&gt;
# &amp;quot;Raygun Raygun, &lt;br /&gt;
## &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;176&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;18&amp;lt;/span&amp;gt;, angels &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;14&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:, climbing.&amp;quot;&lt;br /&gt;
#Wait for response:&lt;br /&gt;
Response A) Someone responds with: Buddy Spike bulls 176 for 18, angels 14, climbing.&lt;br /&gt;
&lt;br /&gt;
Response B) No response&lt;br /&gt;
&lt;br /&gt;
=== '''Scenario A end game:''' ===&lt;br /&gt;
* In this situation you have locked up a friendly and you should break the lock immediately!  Then respond with your callsign and “Buddy Lock”.&lt;br /&gt;
 &lt;br /&gt;
===Scenario B end game===&lt;br /&gt;
* Make a second call after ~5-8 seconds. &lt;br /&gt;
* If still no response tell your flight lead who can then contact the flight near the likely hostile to confirm if the unknown contact is hostile and if so coordinate the defense of both flights.&lt;br /&gt;
{{Nav UOAF_A2A}}&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5040</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5040"/>
		<updated>2017-07-26T22:06:50Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf When to chuck your spears]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favorable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarize yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&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=VRkj1WxCw4U&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=B0bEYyxEtd8&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=nzvC_PmOq_8&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;big&amp;gt;1.&amp;lt;/big&amp;gt; RAYGUN Calls - Definition=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RAYGUN (Position/Heading/Altitude): &lt;br /&gt;
&lt;br /&gt;
''Indicating a radar lock-on to unknown aircraft. A request for a “BUDDY SPIKE” reply from friendly aircraft meeting these parameters. &amp;quot;'' (Multiservice tactics, Techniques, and Procedures, 25)&lt;br /&gt;
 &lt;br /&gt;
''A raygun call contains the following information to be communicated from the targeted over comms.''&lt;br /&gt;
* [[Bullseye|Bulls]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:) - A call about position in relation to the [[bullseye]] first giving the bearing from the bullseye to the target then the range (reference this article)&lt;br /&gt;
* [[List of UO acronyms and terminology|Angels]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XX&amp;lt;/span&amp;gt;:): A call telling altitude; angels 1 is a 1000ft so angels &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;07&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:, for example, would be 7000ft &lt;br /&gt;
* Climbing/Descending: additional information that can be added, simply is the target climbing or descending.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;2.&amp;lt;/big&amp;gt; Responsibilities and Responses ==&lt;br /&gt;
A raygun call is meant to IFF (Identify Friend or Foe) without the use of [[Data link|Datalink]], [[Air-to-air TGP|TGP]], or the [https://en.wikipedia.org/wiki/Eye Mk1 eyeball]. If you are unable to IFF by any of the previously mentioned means a raygun call may be made. The raygun call is made over [[Radios|UHF tactical communications]] (usually UHF 17 - 359.300) to ensure all flights can hear the call and respond accordingly. It is the responsibility of the fighter that has a contact locked up to IFF and make sure there are no Blue on Blue incidents.  The call and response to the call is to be made clearly and loudly over UHF in a clear and concise manner. This follows basic brevity protocol but for raygun calls it is especially important to speak clearly and also for other flights to listen and respond if they are the one locked up.&lt;br /&gt;
&lt;br /&gt;
==== a. Fighter locking an unknown target up ====&lt;br /&gt;
* If unable to IFF with normal means make the Raygun call. &lt;br /&gt;
* Make the Raygun call clearly and concisely over UHF 17.  &lt;br /&gt;
* Wait about~5-8 seconds for a response, if none materializes make the call again and wait another ~5-8 seconds. &lt;br /&gt;
* Don't shoot purely on a raygun call.&lt;br /&gt;
** Think:&lt;br /&gt;
***Are there any friendlies near there?&lt;br /&gt;
***Should I IFF via another means before shooting?&lt;br /&gt;
***How reliable is the raygun call? Did the responding flight confirm they are the ones being locked up or was it simply a generic buddy spike?&lt;br /&gt;
***Can I safely wait to get a visual IFF or will it result in my death or another flights death?&lt;br /&gt;
* Make sure to call your missile launch on a Raygun target - EX: fox 1 bulls 198 for 18 angels 19 climbing.&lt;br /&gt;
&lt;br /&gt;
==== b. Friendly being locked up ====&lt;br /&gt;
* Am I the target of the Raygun call?   &lt;br /&gt;
** Check [[RWR]] (is there a radar locking me up and is it a [http://www.unitedoperations.net/wiki/RWR#RWR_symbols friendly radar signature?]).   &lt;br /&gt;
** Check own Bullseye (is the called bullseye my own?).   &lt;br /&gt;
** Check Angels (is that my angels?).   &lt;br /&gt;
** Respond to the call if necessary.  &lt;br /&gt;
* Don't rely solely on the RWR the locking radar may be in a RWR blind zone. &lt;br /&gt;
* Make sure that at a minimum to respond with your angels and confirm your position.  &lt;br /&gt;
* You may be locked up by a friendly other than the one making the raygun call if you don’t confirm you position.  If you make the friendly think he is locking up a friendly instead of a bandit it may escape and kill a friendly down the road.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;big&amp;gt;3.&amp;lt;/big&amp;gt;Limits==&lt;br /&gt;
As alluded to in one of the bullet points in &amp;quot;Friendly being locked up&amp;quot; there is a big limit to raygun calls.  If there is a big air battle that gets chaotic and people start using a lot of raygun calls with limited information breeds confusion.  In the confusion of battle a raygun call may go unheard even after the second call so in chaotic furballs always try to IFF via another means.  Use the raygun call as an advisory that the target may be hostile and act accordingly.  Overall the rayun call is a good IFF measure but only if you get the needed information.   &lt;br /&gt;
 &lt;br /&gt;
==Example==&lt;br /&gt;
First example - you are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight.&lt;br /&gt;
# You are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight. Call out the contact to your flight lead.&lt;br /&gt;
# &amp;quot;Raygun Raygun, &lt;br /&gt;
## &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;176&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;18&amp;lt;/span&amp;gt;, angels &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;14&amp;lt;/span&amp;gt; for &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;XXX&amp;lt;/span&amp;gt;:, climbing.&amp;quot;&lt;br /&gt;
#Wait for response:&lt;br /&gt;
Response A) Someone responds with: Buddy Spike bulls 176 for 18, angels 14, climbing.&lt;br /&gt;
&lt;br /&gt;
Response B) No response&lt;br /&gt;
&lt;br /&gt;
=== '''Scenario A end game:''' ===&lt;br /&gt;
* In this situation you have locked up a friendly and you should break the lock immediately!  Then respond with your callsign and “Buddy Lock”.&lt;br /&gt;
 &lt;br /&gt;
===Scenario B end game===&lt;br /&gt;
* Make a second call after ~5-8 seconds. &lt;br /&gt;
* If still no response tell your flight lead who can then contact the flight near the likely hostile to confirm if the unknown contact is hostile and if so coordinate the defense of both flights.&lt;br /&gt;
{{Nav UOAF_A2A}}&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5039</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5039"/>
		<updated>2017-07-26T21:58:35Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: /* b. Friendly being locked up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf When to chuck your spears]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favorable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarize yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&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=VRkj1WxCw4U&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=B0bEYyxEtd8&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=nzvC_PmOq_8&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;big&amp;gt;1.&amp;lt;/big&amp;gt; RAYGUN Calls - Definition=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RAYGUN (Position/Heading/Altitude): &lt;br /&gt;
&lt;br /&gt;
''Indicating a radar lock-on to unknown aircraft. A request for a “BUDDY SPIKE” reply from friendly aircraft meeting these parameters. &amp;quot;'' (Multiservice tactics, Techniques, and Procedures, 25)&lt;br /&gt;
 &lt;br /&gt;
''A raygun call contains the following information to be communicated from the targeted over comms.''&lt;br /&gt;
* [[Bullseye|Bulls]] (XXX for XXX:) - A call about position in relation to the [[bullseye]] first giving the bearing from the bullseye to the target then the range (reference this article)&lt;br /&gt;
* [[List of UO acronyms and terminology|Angels]] (XX): A call telling altitude; angels 1 is a 1000ft so angels 07, for example, would be 7000ft &lt;br /&gt;
* Climbing/Descending: additional information that can be added, simply is the target climbing or descending.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;2.&amp;lt;/big&amp;gt; Responsibilities and Responses ==&lt;br /&gt;
A raygun call is meant to IFF (Identify Friend or Foe) without the use of [[Data link|Datalink]], [[Air-to-air TGP|TGP]], or the [[Eye|MK1 eyeball]]. If you are unable to IFF by any of the previously mentioned means a raygun call may be made. The raygun call is made over [[Radios|UHF tactical communications]] (usually UHF 17 - 359.300) to ensure all flights can hear the call and respond accordingly. It is the responsibility of the fighter that has a contact locked up to IFF and make sure there are no Blue on Blue incidents.  The call and response to the call is to be made clearly and loudly over UHF in a clear and concise manner. This follows basic brevity protocol but for raygun calls it is especially important to speak clearly and also for other flights to listen and respond if they are the one locked up.&lt;br /&gt;
&lt;br /&gt;
==== a. Fighter locking an unknown target up ====&lt;br /&gt;
* If unable to IFF with normal means make the Raygun call. &lt;br /&gt;
* Make the Raygun call clearly and concisely over UHF 17.  &lt;br /&gt;
* Wait about~5-8 seconds for a response, if none materializes make the call again and wait another ~5-8 seconds. &lt;br /&gt;
* Don't shoot purely on a raygun call.&lt;br /&gt;
** Think:&lt;br /&gt;
***Are there any friendlies near there?&lt;br /&gt;
***Should I IFF via another means before shooting?&lt;br /&gt;
***How reliable is the raygun call? Did the responding flight confirm they are the ones being locked up or was it simply a generic buddy spike?&lt;br /&gt;
***Can I safely wait to get a visual IFF or will it result in my death or another flights death?&lt;br /&gt;
* Make sure to call your missile launch on a Raygun target - EX: fox 1 bulls 198 for 18 angels 19 climbing.&lt;br /&gt;
&lt;br /&gt;
==== b. Friendly being locked up ====&lt;br /&gt;
* Am I the target of the Raygun call?   &lt;br /&gt;
** Check [[RWR]] (is there a radar locking me up and is it a [http://www.unitedoperations.net/wiki/RWR#RWR_symbols friendly radar signature?]).   &lt;br /&gt;
** Check own Bullseye (is the called bullseye my own?).   &lt;br /&gt;
** Check Angels (is that my angels?).   &lt;br /&gt;
** Respond to the call if necessary.  &lt;br /&gt;
* Don't rely solely on the RWR the locking radar may be in a RWR blind zone. &lt;br /&gt;
* Make sure that at a minimum to respond with your angels and confirm your position.  &lt;br /&gt;
* You may be locked up by a friendly other than the one making the raygun call if you don’t confirm you position.  If you make the friendly think he is locking up a friendly instead of a bandit it may escape and kill a friendly down the road.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;big&amp;gt;3.&amp;lt;/big&amp;gt;Limits==&lt;br /&gt;
As alluded to in one of the bullet points in &amp;quot;Friendly being locked up&amp;quot; there is a big limit to raygun calls.  If there is a big air battle that gets chaotic and people start using a lot of raygun calls with limited information breeds confusion.  In the confusion of battle a raygun call may go unheard even after the second call so in chaotic furballs always try to IFF via another means.  Use the raygun call as an advisory that the target may be hostile and act accordingly.  Overall the rayun call is a good IFF measure but only if you get the needed information.   &lt;br /&gt;
 &lt;br /&gt;
==Example==&lt;br /&gt;
First example - you are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight.&lt;br /&gt;
# You are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight. Call out the contact to your flight lead.&lt;br /&gt;
# &amp;quot;Raygun Raygun, &lt;br /&gt;
## 176 for 18, angels 14, climbing.&amp;quot;&lt;br /&gt;
#Wait for response:&lt;br /&gt;
Response A) &lt;br /&gt;
&lt;br /&gt;
Response B) Response&lt;br /&gt;
&lt;br /&gt;
=== '''Scenario A end game:''' ===&lt;br /&gt;
* In this situation you have locked up a friendly and you should break the lock immediately!  Then respond with your callsign and “Buddy Lock”.&lt;br /&gt;
 &lt;br /&gt;
===Scenario B end game===&lt;br /&gt;
* Make a second call after ~5-8 seconds. &lt;br /&gt;
* If still no response tell your flight lead who can then contact the flight near the likely hostile to confirm if the unknown contact is hostile and if so coordinate the defense of both flights.&lt;br /&gt;
{{Nav UOAF_A2A}}&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5038</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5038"/>
		<updated>2017-07-26T21:55:49Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: /* b. Friendly being locked up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf When to chuck your spears]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favorable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarize yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&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=VRkj1WxCw4U&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=B0bEYyxEtd8&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=nzvC_PmOq_8&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;big&amp;gt;1.&amp;lt;/big&amp;gt; RAYGUN Calls - Definition=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RAYGUN (Position/Heading/Altitude): &lt;br /&gt;
&lt;br /&gt;
''Indicating a radar lock-on to unknown aircraft. A request for a “BUDDY SPIKE” reply from friendly aircraft meeting these parameters. &amp;quot;'' (Multiservice tactics, Techniques, and Procedures, 25)&lt;br /&gt;
 &lt;br /&gt;
''A raygun call contains the following information to be communicated from the targeted over comms.''&lt;br /&gt;
* [[Bullseye|Bulls]] (XXX for XXX:) - A call about position in relation to the [[bullseye]] first giving the bearing from the bullseye to the target then the range (reference this article)&lt;br /&gt;
* [[List of UO acronyms and terminology|Angels]] (XX): A call telling altitude; angels 1 is a 1000ft so angels 07, for example, would be 7000ft &lt;br /&gt;
* Climbing/Descending: additional information that can be added, simply is the target climbing or descending.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;2.&amp;lt;/big&amp;gt; Responsibilities and Responses ==&lt;br /&gt;
A raygun call is meant to IFF (Identify Friend or Foe) without the use of [[Data link|Datalink]], [[Air-to-air TGP|TGP]], or the [[Eye|MK1 eyeball]]. If you are unable to IFF by any of the previously mentioned means a raygun call may be made. The raygun call is made over [[Radios|UHF tactical communications]] (usually UHF 17 - 359.300) to ensure all flights can hear the call and respond accordingly. It is the responsibility of the fighter that has a contact locked up to IFF and make sure there are no Blue on Blue incidents.  The call and response to the call is to be made clearly and loudly over UHF in a clear and concise manner. This follows basic brevity protocol but for raygun calls it is especially important to speak clearly and also for other flights to listen and respond if they are the one locked up.&lt;br /&gt;
&lt;br /&gt;
==== a. Fighter locking an unknown target up ====&lt;br /&gt;
* If unable to IFF with normal means make the Raygun call. &lt;br /&gt;
* Make the Raygun call clearly and concisely over UHF 17.  &lt;br /&gt;
* Wait about~5-8 seconds for a response, if none materializes make the call again and wait another ~5-8 seconds. &lt;br /&gt;
* Don't shoot purely on a raygun call.&lt;br /&gt;
** Think:&lt;br /&gt;
***Are there any friendlies near there?&lt;br /&gt;
***Should I IFF via another means before shooting?&lt;br /&gt;
***How reliable is the raygun call? Did the responding flight confirm they are the ones being locked up or was it simply a generic buddy spike?&lt;br /&gt;
***Can I safely wait to get a visual IFF or will it result in my death or another flights death?&lt;br /&gt;
* Make sure to call your missile launch on a Raygun target - EX: fox 1 bulls 198 for 18 angels 19 climbing.&lt;br /&gt;
&lt;br /&gt;
==== b. Friendly being locked up ====&lt;br /&gt;
* Am I the target of the Raygun call?   &lt;br /&gt;
** Check [[RWR]] (is there a radar locking me up and is it a [http://www.unitedoperations.net/wiki/RWR#RWR_symbols|friendly radar signature?)].   &lt;br /&gt;
** Check own Bullseye (is the called bullseye my own?).   &lt;br /&gt;
** Check Angels (is that my angels?).   &lt;br /&gt;
** Respond to the call if necessary.  &lt;br /&gt;
* Don't rely solely on the RWR the locking radar may be in a RWR blind zone. &lt;br /&gt;
* Make sure that at a minimum to respond with your angels and confirm your position.  &lt;br /&gt;
* You may be locked up by a friendly other than the one making the raygun call if you don’t confirm you position.  If you make the friendly think he is locking up a friendly instead of a bandit it may escape and kill a friendly down the road.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;big&amp;gt;3.&amp;lt;/big&amp;gt;Limits==&lt;br /&gt;
As alluded to in one of the bullet points in &amp;quot;Friendly being locked up&amp;quot; there is a big limit to raygun calls.  If there is a big air battle that gets chaotic and people start using a lot of raygun calls with limited information breeds confusion.  In the confusion of battle a raygun call may go unheard even after the second call so in chaotic furballs always try to IFF via another means.  Use the raygun call as an advisory that the target may be hostile and act accordingly.  Overall the rayun call is a good IFF measure but only if you get the needed information.   &lt;br /&gt;
 &lt;br /&gt;
==Example==&lt;br /&gt;
First example - you are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight.&lt;br /&gt;
# You are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight. Call out the contact to your flight lead.&lt;br /&gt;
# &amp;quot;Raygun Raygun, &lt;br /&gt;
## 176 for 18, angels 14, climbing.&amp;quot;&lt;br /&gt;
#Wait for response:&lt;br /&gt;
Response A) &lt;br /&gt;
&lt;br /&gt;
Response B) Response&lt;br /&gt;
&lt;br /&gt;
=== '''Scenario A end game:''' ===&lt;br /&gt;
* In this situation you have locked up a friendly and you should break the lock immediately!  Then respond with your callsign and “Buddy Lock”.&lt;br /&gt;
 &lt;br /&gt;
===Scenario B end game===&lt;br /&gt;
* Make a second call after ~5-8 seconds. &lt;br /&gt;
* If still no response tell your flight lead who can then contact the flight near the likely hostile to confirm if the unknown contact is hostile and if so coordinate the defense of both flights.&lt;br /&gt;
{{Nav UOAF_A2A}}&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5037</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5037"/>
		<updated>2017-07-26T21:51:32Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: /* 1. RAYGUN Calls - Definition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf When to chuck your spears]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favorable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarize yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&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=VRkj1WxCw4U&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=B0bEYyxEtd8&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=nzvC_PmOq_8&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;big&amp;gt;1.&amp;lt;/big&amp;gt; RAYGUN Calls - Definition=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RAYGUN (Position/Heading/Altitude): &lt;br /&gt;
&lt;br /&gt;
''Indicating a radar lock-on to unknown aircraft. A request for a “BUDDY SPIKE” reply from friendly aircraft meeting these parameters. &amp;quot;'' (Multiservice tactics, Techniques, and Procedures, 25)&lt;br /&gt;
 &lt;br /&gt;
''A raygun call contains the following information to be communicated from the targeted over comms.''&lt;br /&gt;
* [[Bullseye|Bulls]] (XXX for XXX:) - A call about position in relation to the [[bullseye]] first giving the bearing from the bullseye to the target then the range (reference this article)&lt;br /&gt;
* [[List of UO acronyms and terminology|Angels]] (XX): A call telling altitude; angels 1 is a 1000ft so angels 07, for example, would be 7000ft &lt;br /&gt;
* Climbing/Descending: additional information that can be added, simply is the target climbing or descending.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;2.&amp;lt;/big&amp;gt; Responsibilities and Responses ==&lt;br /&gt;
A raygun call is meant to IFF (Identify Friend or Foe) without the use of [[Data link|Datalink]], [[Air-to-air TGP|TGP]], or the [[Eye|MK1 eyeball]]. If you are unable to IFF by any of the previously mentioned means a raygun call may be made. The raygun call is made over [[Radios|UHF tactical communications]] (usually UHF 17 - 359.300) to ensure all flights can hear the call and respond accordingly. It is the responsibility of the fighter that has a contact locked up to IFF and make sure there are no Blue on Blue incidents.  The call and response to the call is to be made clearly and loudly over UHF in a clear and concise manner. This follows basic brevity protocol but for raygun calls it is especially important to speak clearly and also for other flights to listen and respond if they are the one locked up.&lt;br /&gt;
&lt;br /&gt;
==== a. Fighter locking an unknown target up ====&lt;br /&gt;
* If unable to IFF with normal means make the Raygun call. &lt;br /&gt;
* Make the Raygun call clearly and concisely over UHF 17.  &lt;br /&gt;
* Wait about~5-8 seconds for a response, if none materializes make the call again and wait another ~5-8 seconds. &lt;br /&gt;
* Don't shoot purely on a raygun call.&lt;br /&gt;
** Think:&lt;br /&gt;
***Are there any friendlies near there?&lt;br /&gt;
***Should I IFF via another means before shooting?&lt;br /&gt;
***How reliable is the raygun call? Did the responding flight confirm they are the ones being locked up or was it simply a generic buddy spike?&lt;br /&gt;
***Can I safely wait to get a visual IFF or will it result in my death or another flights death?&lt;br /&gt;
* Make sure to call your missile launch on a Raygun target - EX: fox 1 bulls 198 for 18 angels 19 climbing.&lt;br /&gt;
&lt;br /&gt;
==== b. Friendly being locked up ====&lt;br /&gt;
* Am I the target of the Raygun call?   &lt;br /&gt;
** Check [[RWR]] (is there a radar locking me up and is it a friendly radar signature?).   &lt;br /&gt;
** Check own Bullseye (is the called bullseye my own?).   &lt;br /&gt;
** Check Angels (is that my angels?).   &lt;br /&gt;
** Respond to the call if necessary.  &lt;br /&gt;
* Don't rely solely on the RWR the locking radar may be in a RWR blind zone. &lt;br /&gt;
* Make sure that at a minimum to respond with your angels and confirm your position.  &lt;br /&gt;
* You may be locked up by a friendly other than the one making the raygun call if you don’t confirm you position.  If you make the friendly think he is locking up a friendly instead of a bandit it may escape and kill a friendly down the road.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;big&amp;gt;3.&amp;lt;/big&amp;gt;Limits==&lt;br /&gt;
As alluded to in one of the bullet points in &amp;quot;Friendly being locked up&amp;quot; there is a big limit to raygun calls.  If there is a big air battle that gets chaotic and people start using a lot of raygun calls with limited information breeds confusion.  In the confusion of battle a raygun call may go unheard even after the second call so in chaotic furballs always try to IFF via another means.  Use the raygun call as an advisory that the target may be hostile and act accordingly.  Overall the rayun call is a good IFF measure but only if you get the needed information.   &lt;br /&gt;
 &lt;br /&gt;
==Example==&lt;br /&gt;
First example - you are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight.&lt;br /&gt;
# You are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight. Call out the contact to your flight lead.&lt;br /&gt;
# &amp;quot;Raygun Raygun, &lt;br /&gt;
## 176 for 18, angels 14, climbing.&amp;quot;&lt;br /&gt;
#Wait for response:&lt;br /&gt;
Response A) &lt;br /&gt;
&lt;br /&gt;
Response B) Response&lt;br /&gt;
&lt;br /&gt;
=== '''Scenario A end game:''' ===&lt;br /&gt;
* In this situation you have locked up a friendly and you should break the lock immediately!  Then respond with your callsign and “Buddy Lock”.&lt;br /&gt;
 &lt;br /&gt;
===Scenario B end game===&lt;br /&gt;
* Make a second call after ~5-8 seconds. &lt;br /&gt;
* If still no response tell your flight lead who can then contact the flight near the likely hostile to confirm if the unknown contact is hostile and if so coordinate the defense of both flights.&lt;br /&gt;
{{Nav UOAF_A2A}}&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5036</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5036"/>
		<updated>2017-07-26T21:50:28Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf When to chuck your spears]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favorable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarize yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&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=VRkj1WxCw4U&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=B0bEYyxEtd8&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=nzvC_PmOq_8&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=1. RAYGUN Calls - Definition=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RAYGUN (Position/Heading/Altitude): &lt;br /&gt;
&lt;br /&gt;
''Indicating a radar lock-on to unknown aircraft. A request for a “BUDDY SPIKE” reply from friendly aircraft meeting these parameters. &amp;quot;'' (Multiservice tactics, Techniques, and Procedures, 25)&lt;br /&gt;
 &lt;br /&gt;
''A raygun call contains the following information to be communicated from the targeted over comms.''&lt;br /&gt;
* [[Bullseye|Bulls]] (XXX for XXX:) - A call about position in relation to the [[bullseye]] first giving the bearing from the bullseye to the target then the range (reference this article)&lt;br /&gt;
* [[List of UO acronyms and terminology|Angels]] (XX): A call telling altitude; angels 1 is a 1000ft so angels 07, for example, would be 7000ft &lt;br /&gt;
* Climbing/Descending: additional information that can be added, simply is the target climbing or descending.&lt;br /&gt;
&lt;br /&gt;
== 2. Responsibilities and Responses ==&lt;br /&gt;
A raygun call is meant to IFF (Identify Friend or Foe) without the use of [[Data link|Datalink]], [[Air-to-air TGP|TGP]], or the [[Eye|MK1 eyeball]]. If you are unable to IFF by any of the previously mentioned means a raygun call may be made. The raygun call is made over [[Radios|UHF tactical communications]] (usually UHF 17 - 359.300) to ensure all flights can hear the call and respond accordingly. It is the responsibility of the fighter that has a contact locked up to IFF and make sure there are no Blue on Blue incidents.  The call and response to the call is to be made clearly and loudly over UHF in a clear and concise manner. This follows basic brevity protocol but for raygun calls it is especially important to speak clearly and also for other flights to listen and respond if they are the one locked up.&lt;br /&gt;
&lt;br /&gt;
==== a. Fighter locking an unknown target up ====&lt;br /&gt;
* If unable to IFF with normal means make the Raygun call. &lt;br /&gt;
* Make the Raygun call clearly and concisely over UHF 17.  &lt;br /&gt;
* Wait about~5-8 seconds for a response, if none materializes make the call again and wait another ~5-8 seconds. &lt;br /&gt;
* Don't shoot purely on a raygun call.&lt;br /&gt;
** Think:&lt;br /&gt;
***Are there any friendlies near there?&lt;br /&gt;
***Should I IFF via another means before shooting?&lt;br /&gt;
***How reliable is the raygun call? Did the responding flight confirm they are the ones being locked up or was it simply a generic buddy spike?&lt;br /&gt;
***Can I safely wait to get a visual IFF or will it result in my death or another flights death?&lt;br /&gt;
* Make sure to call your missile launch on a Raygun target - EX: fox 1 bulls 198 for 18 angels 19 climbing.&lt;br /&gt;
&lt;br /&gt;
==== b. Friendly being locked up ====&lt;br /&gt;
* Am I the target of the Raygun call?   &lt;br /&gt;
** Check [[RWR]] (is there a radar locking me up and is it a friendly radar signature?).   &lt;br /&gt;
** Check own Bullseye (is the called bullseye my own?).   &lt;br /&gt;
** Check Angels (is that my angels?).   &lt;br /&gt;
** Respond to the call if necessary.  &lt;br /&gt;
* Don't rely solely on the RWR the locking radar may be in a RWR blind zone. &lt;br /&gt;
* Make sure that at a minimum to respond with your angels and confirm your position.  &lt;br /&gt;
* You may be locked up by a friendly other than the one making the raygun call if you don’t confirm you position.  If you make the friendly think he is locking up a friendly instead of a bandit it may escape and kill a friendly down the road.&lt;br /&gt;
&lt;br /&gt;
==L. Limits==&lt;br /&gt;
As alluded to in one of the bullet points in &amp;quot;Friendly being locked up&amp;quot; there is a big limit to raygun calls.  If there is a big air battle that gets chaotic and people start using a lot of raygun calls with limited information breeds confusion.  In the confusion of battle a raygun call may go unheard even after the second call so in chaotic furballs always try to IFF via another means.  Use the raygun call as an advisory that the target may be hostile and act accordingly.  Overall the rayun call is a good IFF measure but only if you get the needed information.   &lt;br /&gt;
 &lt;br /&gt;
==Example==&lt;br /&gt;
First example - you are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight.&lt;br /&gt;
# You are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight. Call out the contact to your flight lead.&lt;br /&gt;
# &amp;quot;Raygun Raygun, &lt;br /&gt;
## 176 for 18, angels 14, climbing.&amp;quot;&lt;br /&gt;
#Wait for response:&lt;br /&gt;
Response A) &lt;br /&gt;
&lt;br /&gt;
Response B) Response&lt;br /&gt;
&lt;br /&gt;
=== '''Scenario A end game:''' ===&lt;br /&gt;
* In this situation you have locked up a friendly and you should break the lock immediately!  Then respond with your callsign and “Buddy Lock”.&lt;br /&gt;
 &lt;br /&gt;
===Scenario B end game===&lt;br /&gt;
* Make a second call after ~5-8 seconds. &lt;br /&gt;
* If still no response tell your flight lead who can then contact the flight near the likely hostile to confirm if the unknown contact is hostile and if so coordinate the defense of both flights.&lt;br /&gt;
{{Nav UOAF_A2A}}&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5035</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5035"/>
		<updated>2017-07-26T21:48:41Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf When to chuck your spears]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favorable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarize yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&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=VRkj1WxCw4U&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=B0bEYyxEtd8&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=nzvC_PmOq_8&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=R. AYGUN Calls - Definition=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RAYGUN (Position/Heading/Altitude): &lt;br /&gt;
&lt;br /&gt;
''Indicating a radar lock-on to unknown aircraft. A request for a “BUDDY SPIKE” reply from friendly aircraft meeting these parameters. &amp;quot;'' (Multiservice tactics, Techniques, and Procedures, 25)&lt;br /&gt;
 &lt;br /&gt;
''A raygun call contains the following information to be communicated from the targeted over comms.''&lt;br /&gt;
* [[Bullseye|Bulls]] (XXX for XXX:) - A call about position in relation to the [[bullseye]] first giving the bearing from the bullseye to the target then the range (reference this article)&lt;br /&gt;
* [[List of UO acronyms and terminology|Angels]] (XX): A call telling altitude; angels 1 is a 1000ft so angels 07, for example, would be 7000ft &lt;br /&gt;
* Climbing/Descending: additional information that can be added, simply is the target climbing or descending.&lt;br /&gt;
&lt;br /&gt;
== 2. Responsibilities and Responses ==&lt;br /&gt;
A raygun call is meant to IFF (Identify Friend or Foe) without the use of [[Data link|Datalink]], [[Air-to-air TGP|TGP]], or the [[Eye|MK1 eyeball]]. If you are unable to IFF by any of the previously mentioned means a raygun call may be made. The raygun call is made over [[Radios|UHF tactical communications]] (usually UHF 17 - 359.300) to ensure all flights can hear the call and respond accordingly. It is the responsibility of the fighter that has a contact locked up to IFF and make sure there are no Blue on Blue incidents.  The call and response to the call is to be made clearly and loudly over UHF in a clear and concise manner. This follows basic brevity protocol but for raygun calls it is especially important to speak clearly and also for other flights to listen and respond if they are the one locked up.&lt;br /&gt;
&lt;br /&gt;
==== a. Fighter locking an unknown target up ====&lt;br /&gt;
* If unable to IFF with normal means make the Raygun call. &lt;br /&gt;
* Make the Raygun call clearly and concisely over UHF 17.  &lt;br /&gt;
* Wait about~5-8 seconds for a response, if none materializes make the call again and wait another ~5-8 seconds. &lt;br /&gt;
* Don't shoot purely on a raygun call.&lt;br /&gt;
** Think:&lt;br /&gt;
***Are there any friendlies near there?&lt;br /&gt;
***Should I IFF via another means before shooting?&lt;br /&gt;
***How reliable is the raygun call? Did the responding flight confirm they are the ones being locked up or was it simply a generic buddy spike?&lt;br /&gt;
***Can I safely wait to get a visual IFF or will it result in my death or another flights death?&lt;br /&gt;
* Make sure to call your missile launch on a Raygun target - EX: fox 1 bulls 198 for 18 angels 19 climbing.&lt;br /&gt;
&lt;br /&gt;
==== b. Friendly being locked up ====&lt;br /&gt;
* Am I the target of the Raygun call?   &lt;br /&gt;
** Check [[RWR]] (is there a radar locking me up and is it a friendly radar signature?).   &lt;br /&gt;
** Check own Bullseye (is the called bullseye my own?).   &lt;br /&gt;
** Check Angels (is that my angels?).   &lt;br /&gt;
** Respond to the call if necessary.  &lt;br /&gt;
* Don't rely solely on the RWR the locking radar may be in a RWR blind zone. &lt;br /&gt;
* Make sure that at a minimum to respond with your angels and confirm your position.  &lt;br /&gt;
* You may be locked up by a friendly other than the one making the raygun call if you don’t confirm you position.  If you make the friendly think he is locking up a friendly instead of a bandit it may escape and kill a friendly down the road.&lt;br /&gt;
&lt;br /&gt;
==L. imits==&lt;br /&gt;
As alluded to in one of the bullet points in &amp;quot;Friendly being locked up&amp;quot; there is a big limit to raygun calls.  If there is a big air battle that gets chaotic and people start using a lot of raygun calls with limited information breeds confusion.  In the confusion of battle a raygun call may go unheard even after the second call so in chaotic furballs always try to IFF via another means.  Use the raygun call as an advisory that the target may be hostile and act accordingly.  Overall the rayun call is a good IFF measure but only if you get the needed information.   &lt;br /&gt;
 &lt;br /&gt;
==Example==&lt;br /&gt;
First example - you are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight.&lt;br /&gt;
# You are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight. Call out the contact to your flight lead.&lt;br /&gt;
# &amp;quot;Raygun Raygun, &lt;br /&gt;
## 176 for 18, angels 14, climbing.&amp;quot;&lt;br /&gt;
#Wait for response:&lt;br /&gt;
Response A) &lt;br /&gt;
&lt;br /&gt;
Response B) Response&lt;br /&gt;
&lt;br /&gt;
=== '''Scenario A end game:''' ===&lt;br /&gt;
* In this situation you have locked up a friendly and you should break the lock immediately!  Then respond with your callsign and “Buddy Lock”.&lt;br /&gt;
 &lt;br /&gt;
===Scenario B end game===&lt;br /&gt;
* Make a second call after ~5-8 seconds. &lt;br /&gt;
* If still no response tell your flight lead who can then contact the flight near the likely hostile to confirm if the unknown contact is hostile and if so coordinate the defense of both flights.&lt;br /&gt;
{{Nav UOAF_A2A}}&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5034</id>
		<title>BVR tactics</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=BVR_tactics&amp;diff=5034"/>
		<updated>2017-07-26T21:39:33Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: Formating, restructured Bullseye section to fall more in line with my original post: http://forums.unitedoperations.net/index.php/topic/28107-raygun-raygun-answering-a-question-someone-had/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning objectives=&lt;br /&gt;
#Loft missiles&lt;br /&gt;
#Use TWS to lock multiple targets&lt;br /&gt;
#Know how to crank&lt;br /&gt;
#Home on Jam techniques&lt;br /&gt;
# When to Chuck your Spears doc.&lt;br /&gt;
&lt;br /&gt;
=Learning files=&lt;br /&gt;
* [http://www.unitedoperations.net/w/images/3/3a/When_to_chuck_your_spears.pdf When to chuck your spears]&lt;br /&gt;
&lt;br /&gt;
=BVR techniques=&lt;br /&gt;
&lt;br /&gt;
BVR techniques differ each in each engagement according to your capabilities, the targets capabilities and secondary factors like known SAM locations. &lt;br /&gt;
&lt;br /&gt;
If you are able to out range the enemy fighter with your BVR missiles(with for example AIM-120B/C against the Russian AA-10) you can spend more time guiding your missile to the target, whereas in engagements with equal capabilities(for example AIM-120C against AA-12) you need to start your defensive turn as soon as you can get your missile off the rail.&lt;br /&gt;
&lt;br /&gt;
When engaging a target it is favorable if you are at high altitude and high speed prior to the engagement as your missiles will be able to travel further while you will have a lot of altitude you can convert into energy when doing your defensive turn(see [[BFM]]).&lt;br /&gt;
&lt;br /&gt;
[[File:BVR FCR symbology.png|300px]]&lt;br /&gt;
&lt;br /&gt;
In the image above you can see the typical [[Air-to-air radar|FCR]] symbology when engaging a hostile aircraft. On the right of the display you can see a triangle, which indicates the current range of the bogey in relation to the different kill brackets you can see below. &lt;br /&gt;
&lt;br /&gt;
The same symbology is also available in the HUD:&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_symbology.png|300px|thumb|none|The target is outside of missile range]]&lt;br /&gt;
As you close distance to the target the triangle will move down on your HUD/FCR, when it reaches the first large bracket it will be within maximum range of your missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_HUD_maxRange.png|300px|thumb|none|The target is now in maximum missile range]]&lt;br /&gt;
&lt;br /&gt;
At this point the missile could theoretically hit our target, but only if the target keeps flying at the same altitude, bearing and speed. Against a fighter such a shot will most likely not hit, engaging larger aircraft like bombers, tankers or AWACS might yield a kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BVR_in_range.png|300px|thumb|none|The target is at the edge of the high pK bracket. Take the shot!]]&lt;br /&gt;
&lt;br /&gt;
In this last picture the target triangle has moved down the large bracket towards the box at the bottom, this is the high pK(probability of kill) box. While he is still outside of our pK box we can safely take the first shot and discourage our target from turning in to us and firing a missile of his own. If we wait a little longer and close more distance he will be within our high pK box, at which point the target will not be able to evade your missile by simply turning away and kicking the afterburner. The only thing that can save him now is defensive manoeuvres coupled with lots of chaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic procedure in a BVR engagement ==&lt;br /&gt;
&lt;br /&gt;
# Approach at high speed and altitude&lt;br /&gt;
# Get as close as possible to the high pK box, keep the max range of the enemy aircraft in mind&lt;br /&gt;
# Loft your missile by pulling up at a 20° angle while being in full afterburner&lt;br /&gt;
# FIRE!!&lt;br /&gt;
# Turn left or right and put the target on your beam(3/9 o'clock) while keeping the target within your radar gimbal&lt;br /&gt;
# Guide your missile until it either goes active itself(AIM-120C), it hits the target(AIM-7) or you have to turn defensive to evade enemy missile.&lt;br /&gt;
&lt;br /&gt;
Scuby from the [http://www.31st.nl/ 31st VFS] has created a few BVR instructional videos on YouTube you can watch to familiarize yourself with some advanced BVR tactics. In his case he is up against a opponent with similar capabilities so you can see him turning defensive earlier than you would have to against a less capable opponent.&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=VRkj1WxCw4U&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=B0bEYyxEtd8&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=nzvC_PmOq_8&amp;lt;/embedvideo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=R. AYGUN Calls - Definition=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RAYGUN (Position/Heading/Altitude): &lt;br /&gt;
&lt;br /&gt;
''Indicating a radar lock-on to unknown aircraft. A request for a “BUDDY SPIKE” reply from friendly aircraft meeting these parameters. &amp;quot;'' (Multiservice tactics, Techniques, and Procedures, 25)&lt;br /&gt;
 &lt;br /&gt;
''A raygun call contains the following information to be communicated from the targeted over comms.''&lt;br /&gt;
* Bulls (XXX for XXX:) - A call about position in relation to the bullseye first giving the bearing from the bullseye to the target then the range (reference this article)&lt;br /&gt;
* Angels (XX): A call telling altitude; angels 1 is a 1000ft so angels 07, for example, would be 7000ft &lt;br /&gt;
* Climbing/Descending: additional information that can be added, simply is the target climbing or descending.&lt;br /&gt;
&lt;br /&gt;
== 2. Responsibilities and Responses ==&lt;br /&gt;
A raygun call is meant to IFF (Identify Friend or Foe) without the use of Datalink, TGP, or the MK1 eyeball. If you are unable to IFF by any of the previously mentioned means a raygun call may be made. The raygun call is made over UHF tactical communications (usually UHF 17 - 359.300) to ensure all flights can hear the call and respond accordingly. It is the responsibility of the fighter that has a contact locked up to IFF and make sure there are no Blue on Blue incidents.  The call and response to the call is to be made clearly and loudly over UHF in a clear and concise manner. This follows basic brevity protocol but for raygun calls it is especially important to speak clearly and also for other flights to listen and respond if they are the one locked up.&lt;br /&gt;
&lt;br /&gt;
==== a. Fighter locking an unknown target up ====&lt;br /&gt;
* If unable to IFF with normal means make the Raygun call. &lt;br /&gt;
* Make the Raygun call clearly and concisely over UHF 17.  &lt;br /&gt;
* Wait about~5-8 seconds for a response, if none materializes make the call again and wait another ~5-8 seconds. &lt;br /&gt;
* Don't shoot purely on a raygun call.&lt;br /&gt;
** Think:&lt;br /&gt;
***Are there any friendlies near there?&lt;br /&gt;
***Should I IFF via another means before shooting?&lt;br /&gt;
***How reliable is the raygun call? Did the responding flight confirm they are the ones being locked up or was it simply a generic buddy spike?&lt;br /&gt;
***Can I safely wait to get a visual IFF or will it result in my death or another flights death?&lt;br /&gt;
* Make sure to call your missile launch on a Raygun target - EX: fox 1 bulls 198 for 18 angels 19 climbing.&lt;br /&gt;
&lt;br /&gt;
==== b. Friendly being locked up ====&lt;br /&gt;
* Am I the target of the Raygun call?   &lt;br /&gt;
** Check RWR (is there a radar locking me up and is it a friendly radar signature?).   &lt;br /&gt;
** Check own Bullseye (is the called bullseye my own?).   &lt;br /&gt;
** Check Angels (is that my angels?).   &lt;br /&gt;
** Respond to the call if necessary.  &lt;br /&gt;
* Don't rely solely on the RWR the locking radar may be in a RWR blind zone. &lt;br /&gt;
* Make sure that at a minimum to respond with your angels and confirm your position.  &lt;br /&gt;
* You may be locked up by a friendly other than the one making the raygun call if you don’t confirm you position.  If you make the friendly think he is locking up a friendly instead of a bandit it may escape and kill a friendly down the road.&lt;br /&gt;
&lt;br /&gt;
==L. imits==&lt;br /&gt;
As alluded to in one of the bullet points in &amp;quot;Friendly being locked up&amp;quot; there is a big limit to raygun calls.  If there is a big air battle that gets chaotic and people start using a lot of raygun calls with limited information breeds confusion.  In the confusion of battle a raygun call may go unheard even after the second call so in chaotic furballs always try to IFF via another means.  Use the raygun call as an advisory that the target may be hostile and act accordingly.  Overall the rayun call is a good IFF measure but only if you get the needed information.   &lt;br /&gt;
 &lt;br /&gt;
==Example==&lt;br /&gt;
First example - you are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight.&lt;br /&gt;
# You are a #2 in a flight scanning the sky when you pick up a contact appear near a friendly flight. Call out the contact to your flight lead.&lt;br /&gt;
# &amp;quot;Raygun Raygun, &lt;br /&gt;
## 176 for 18, angels 14, climbing.&amp;quot;&lt;br /&gt;
#Wait for response:&lt;br /&gt;
Response A) &lt;br /&gt;
&lt;br /&gt;
Response B) Response&lt;br /&gt;
&lt;br /&gt;
=== '''Scenario A end game:''' ===&lt;br /&gt;
* In this situation you have locked up a friendly and you should break the lock immediately!  Then respond with your callsign and “Buddy Lock”.&lt;br /&gt;
 &lt;br /&gt;
===Scenario B end game===&lt;br /&gt;
* Make a second call after ~5-8 seconds. &lt;br /&gt;
* If still no response tell your flight lead who can then contact the flight near the likely hostile to confirm if the unknown contact is hostile and if so coordinate the defense of both flights.&lt;br /&gt;
{{Nav UOAF_A2A}}&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5022</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5022"/>
		<updated>2017-07-18T15:43:06Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock). JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999. Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
=Common JDAM Types=&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
==GBU-31 ==&lt;br /&gt;
&lt;br /&gt;
===1/B===&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
===3/B===&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
==GBU-38==&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
==GBU-54==&lt;br /&gt;
::-Warhead: 192lb BLU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or Laser Guidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31, 38, and 54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
#*Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
# Power ON/OFF&lt;br /&gt;
# Ripple quantity&lt;br /&gt;
#*Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack in Israel.&lt;br /&gt;
# Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
# IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
# Target ID = Steerpoint number and target name &lt;br /&gt;
# Active weapon station&lt;br /&gt;
#* The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control whether or not the INS/GPS or Laser guidance kit will be used.&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31,38, and 54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press seq (in Israeli F-16’s only) then 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
&lt;br /&gt;
===HUD (GBU 31, 38, 39, and 54)===&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
#Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
#Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
#Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
#DLZ -DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
#Range Marker&lt;br /&gt;
&lt;br /&gt;
=Deployment=&lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&lt;br /&gt;
==Set up==&lt;br /&gt;
#Set up your target's marker points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up the bombs&lt;br /&gt;
##If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using SDB’s or GBU 54’s set up the bombs in SMS page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and RTB.&lt;br /&gt;
&lt;br /&gt;
==CCRP==&lt;br /&gt;
A CCRP attack is the simplest and safest attack option for the JDAM.  CCRP, or Constantly Computed Release Point, is a wings level release from high altitude.  A normal CCRP attack with any guided munition will generally be between 19,000 and 26,000 ft as lower would put your bomb laden jet in range of SHORAD's and any higher you would either be stalling out or have to be in afterburner constantly which would burn an insane amount of fuel.  A general attack would see you:&lt;br /&gt;
&lt;br /&gt;
#In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
# Load up a GBU-31/38/5/39&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint&lt;br /&gt;
#Fly around 100-200 feet agl while keeping your speed above 450kts to 500kts, as you approach the target you will get a flashing circle on your HUD as the first cue.  2 seconds after this cue you will want to pull up to your preset lofting angle (20-30 degrees) and press and hold the pickle button once the range marker hits the DLZ .&lt;br /&gt;
# Dropping the ordinance when all the release parameters are meet.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
*Stay above AAA and Manpad ranges&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats&lt;br /&gt;
*Standoff range&lt;br /&gt;
*Saves fuel&lt;br /&gt;
&lt;br /&gt;
===Risks===&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
==LOFT==&lt;br /&gt;
Lofting is a common attack profile we use at UOAF, a lofting attack is quite simple once you know what to do.  A loft is where you fly very low and very fast and at a certain range from the target (calculated for you by your jet) you would pop up to a preset angle.  This puts the bomb on a parabolic trajectory like an artillery shell and like an artillery shell it can be launched from behind a hill and for dumb bombs it can give increased range, due to the fins on JDAM's this may not always be the case (the exception to this rule are glide bombs which can not be lofted as they can not achieve very high speeds due to their wings).  A common attack would look like:&lt;br /&gt;
&lt;br /&gt;
#In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
# Load up a GBU-31/38&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint in CCRP mode.&lt;br /&gt;
#Fly a level approach at 100 to 250 feet while keeping your speed around 450 to 500 kts. When you get close to the target you will get the first cue which is a set of 2 flashing circles on the HUD.  2 Seconds after this cue you will pull up to your preset climb angle set in the SMS and press pickle once the range marker hits the DLZ or you see the time to release on the bottom right of the HUD when it reads 1-2 seconds.&lt;br /&gt;
# Pull of the target with a hard slice while dropping chaff and flares.&lt;br /&gt;
&lt;br /&gt;
===Benefit===&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area&lt;br /&gt;
*Easier to defend against larger SAM systems&lt;br /&gt;
&lt;br /&gt;
===Risks===&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5021</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5021"/>
		<updated>2017-07-18T15:39:35Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock). JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999. Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
=Common JDAM Types=&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
==GBU-31 ==&lt;br /&gt;
&lt;br /&gt;
===1/B===&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
===3/B===&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
==GBU-38==&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
==GBU-54==&lt;br /&gt;
::-Warhead: 192lb BLU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or Laser Guidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31, 38, and 54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
##Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
# Power ON/OFF&lt;br /&gt;
# Ripple quantity&lt;br /&gt;
##Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack in Israel.&lt;br /&gt;
# Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
# IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
# Target ID = Steerpoint number and target name &lt;br /&gt;
# Active weapon station&lt;br /&gt;
## The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control whether or not the INS/GPS or Laser guidance kit will be used.&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31,38, and 54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press seq (in Israeli F-16’s only) then 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
&lt;br /&gt;
===HUD (GBU 31, 38, 39, and 54)===&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
#Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
#Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
#Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
#DLZ -DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
#Range Marker&lt;br /&gt;
&lt;br /&gt;
=Deployment=&lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&lt;br /&gt;
==Set up==&lt;br /&gt;
#Set up your target's marker points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up the bombs&lt;br /&gt;
##If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using SDB’s or GBU 54’s set up the bombs in SMS page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and RTB.&lt;br /&gt;
&lt;br /&gt;
==CCRP==&lt;br /&gt;
A CCRP attack is the simplest and safest attack option for the JDAM.  CCRP, or Constantly Computed Release Point, is a wings level release from high altitude.  A normal CCRP attack with any guided munition will generally be between 19,000 and 26,000 ft as lower would put your bomb laden jet in range of SHORAD's and any higher you would either be stalling out or have to be in afterburner constantly which would burn an insane amount of fuel.  A general attack would see you:&lt;br /&gt;
&lt;br /&gt;
#In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
# Load up a GBU-31/38/5/39&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint&lt;br /&gt;
#Fly around 100-200 feet agl while keeping your speed above 450kts to 500kts, as you approach the target you will get a flashing circle on your HUD as the first cue.  2 seconds after this cue you will want to pull up to your preset lofting angle (20-30 degrees) and press and hold the pickle button once the range marker hits the DLZ .&lt;br /&gt;
# Dropping the ordinance when all the release parameters are meet.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
*Stay above AAA and Manpad ranges&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats&lt;br /&gt;
*Standoff range&lt;br /&gt;
*Saves fuel&lt;br /&gt;
&lt;br /&gt;
===Risks===&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
==LOFT==&lt;br /&gt;
Lofting is a common attack profile we use at UOAF, a lofting attack is quite simple once you know what to do.  A loft is where you fly very low and very fast and at a certain range from the target (calculated for you by your jet) you would pop up to a preset angle.  This puts the bomb on a parabolic trajectory like an artillery shell and like an artillery shell it can be launched from behind a hill and for dumb bombs it can give increased range, due to the fins on JDAM's this may not always be the case (the exception to this rule are glide bombs which can not be lofted as they can not achieve very high speeds due to their wings).  A common attack would look like:&lt;br /&gt;
&lt;br /&gt;
#In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
# Load up a GBU-31/38&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint in CCRP mode.&lt;br /&gt;
#Fly a level approach at 100 to 250 feet while keeping your speed around 450 to 500 kts. When you get close to the target you will get the first cue which is a set of 2 flashing circles on the HUD.  2 Seconds after this cue you will pull up to your preset climb angle set in the SMS and press pickle once the range marker hits the DLZ or you see the time to release on the bottom right of the HUD when it reads 1-2 seconds.&lt;br /&gt;
# Pull of the target with a hard slice while dropping chaff and flares.&lt;br /&gt;
&lt;br /&gt;
===Benefit===&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area&lt;br /&gt;
*Easier to defend against larger SAM systems&lt;br /&gt;
&lt;br /&gt;
===Risks===&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5016</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5016"/>
		<updated>2017-07-18T06:43:44Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
#* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
# Power ON/OFF&lt;br /&gt;
# Ripple quantity&lt;br /&gt;
#* Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack in Israel.&lt;br /&gt;
# Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
# IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
# Target ID = Steerpoint number and target name &lt;br /&gt;
# Active weapon station&lt;br /&gt;
#* The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control whether or not the INS/GPS or Laser guidance kit will be used.&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press seq (in Israeli F-16’s only) then 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
* Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
* Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
* DLZ -DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
* Range Marker -&lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&lt;br /&gt;
===Set up===&lt;br /&gt;
#Set up your target s marker iser points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP===&lt;br /&gt;
A CCRP attack is the simplest and safest attack option for the JDAM.  CCRP,or Constantly Computed Release Point, is a wings level release from high altitude.  A normal CCRP attack with any Guided munition will generally be between 19,000 and 26,000 ft as lower would put your bomb laden jet in range of SHORAD's and any higher you would either be stalling out or have to be in afterburner constantly which would burn an insane amount of fuel.  A general attack would see you:&lt;br /&gt;
# Load up a GBU-31/38/5/39&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly around 100-200 feet agl while keeping your speed above 450kts to 500kts, as you approch the target you will get a flashing circle on your HUD as the first cue.  2 seconds after this cue you will want to pull up to your preset lofting angle (20-30 degrees) and press and hold the pickle button once the range marker hits the DLZ and &lt;br /&gt;
# Dropping the ordinance when all the release parameters are meet.&lt;br /&gt;
'''''Benefits'''''&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
Lofting is a common attack profile we use at UOAF, a lofting attack is quite simple once you know what to do.  A loft is where you fly very low and very fast and at a certain range from the target (calculated for you by your jet) you would pop up to a preset angle.  This puts the bomb on a parabolic trajectory like an artillery shell and like an artillery shell gives a bomb greater range than if you where to drop it from high up (the exception to this rule are glide bombs which can not be lofted as they can not achieve very high speeds due to their wings).  A common attack would look like&lt;br /&gt;
# Load up a GBU-31/38&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint in CCRP mode.&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly a level approach at 100 to 250 feet while keeping your speed around 450 to 500 kts. When you get close to the target you will get the first cue which is a set of 2 flashing circles on the HUD.  2 Seconds after this cue you will pull up to your preset climb angle set in the SMS and press pickle once the range marker hits the DLZ or you see the time to release on the bottom right of the HUD whenit reads 1-2 seconds.&lt;br /&gt;
# Pull of the target with a hard slice while dropping chaff and flares.&lt;br /&gt;
'''''Benefit'''''&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 ires still dangerous&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&lt;br /&gt;
&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5015</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5015"/>
		<updated>2017-07-18T06:37:02Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: Grammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
#* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
# Power ON/OFF&lt;br /&gt;
# Ripple quantity&lt;br /&gt;
#* Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
# Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
# IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
# Target ID = Steerpoint number and target name&lt;br /&gt;
# Active weapon station&lt;br /&gt;
#* The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
* Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
* Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
* DLZ -DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
* Range Marker - &lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&lt;br /&gt;
===Set up===&lt;br /&gt;
#Set up your target steer points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP===&lt;br /&gt;
A CCRP attack is the simplest and safest attack option for the JDAM.  CCRP,or Constantly Computed Release Point, is a wings level release from high altitude.  A normal CCRP attack with any Guided munition will generally be between 19,000 and 26,000 ft as lower would put your bomb laden jet in range of SHORAD's and any higher you would either be stalling out or have to be in afterburner constantly which would burn an insane amount of fuel.  A general attack would see you:&lt;br /&gt;
# Load up a GBU-31/38/5/39&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly around 100-200 feet agl while keeping your speed above 450kts to 500kts, as you approch the target you will get a flashing circle on your HUD as the first cue.  2 seconds after this cue you will want to pull up to your preset lofting angle (20-30 degrees) and press and hold the pickle button once the range marker hits the DLZ and &lt;br /&gt;
# Dropping the ordinance when all the release parameters are meet.&lt;br /&gt;
'''''Benefits'''''&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
Lofting is a common attack profile we use at UOAF, a lofting attack is quite simple once you know what to do.  A loft is where you fly very low and very fast and at a certain range from the target (calculated for you by your jet) you would pop up to a preset angle.  This puts the bomb on a parabolic trajectory like an artillery shell and like an artillery shell gives a bomb greater range than if you where to drop it from high up (the exception to this rule are glide bombs which can not be lofted as they can not achieve very high speeds due to their wings).  A common attack would look like&lt;br /&gt;
# Load up a GBU-31/38&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint in CCRP mode.&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly a level approach at 100 to 250 feet while keeping your speed around 450 to 500 kts. When you get close to the target you will get the first cue which is a set of 2 flashing circles on the HUD.  2 Seconds after this cue you will pull up to your preset climb angle set in the SMS and press pickle once the range marker hits the DLZ or you see the time to release on the bottom right of the HUD whenit reads 1-2 seconds.&lt;br /&gt;
# Pull of the target with a hard slice while dropping chaff and flares.&lt;br /&gt;
'''''Benefit'''''&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 ires still dangerous&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&lt;br /&gt;
&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5014</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5014"/>
		<updated>2017-07-18T03:37:53Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
#* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
# Power ON/OFF&lt;br /&gt;
# Ripple quantity&lt;br /&gt;
#* Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
# Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
# IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
# Target ID = Steerpoint number and target name&lt;br /&gt;
# Active weapon station&lt;br /&gt;
#* The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
* Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
* Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
* DLZ -DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
* Range Marker - &lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&lt;br /&gt;
===Set up===&lt;br /&gt;
#Set up your target steer points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP===&lt;br /&gt;
A CCRP attack is the simplest and safest attack option for the JDAM.  CCRP,or Constantly Computed Release Point, is a wings level release from high altitude.  A normal CCRP attack with any Guided munition will generally be between 19,000 and 26,000 ft as lower would put your bomb laden jet in range of SHORAD's and any higher you would either be stalling out or have to be in afterburner constantly which would burn an insane amount of fuel.  A general attack would see you:&lt;br /&gt;
# Load up a GBU-31/38/5/39&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly around 100-200 feet agl while keeping your speed above 450kts to 500kts, as you approch the target you will get a flashing circle on your HUD as the first cue.  2 seconds after this cue you will want to pull up to your preset lofting angle (20-30 degrees) and press and hold the pickle button once the range marker hits the DLZ and &lt;br /&gt;
# Dropping the ordinance when all the release parameters are meet.&lt;br /&gt;
'''''Benefits'''''&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
Lofting is a common attack profile we use at UOAF, a lofting attack is quite simple once you know what to do.  A loft is where you fly very low and very fast and at a certain range from the target (calculated for you by your jet) you would pop up to a preset angle.  This puts the bomb on a parabolic trajectory like an artillery shell and like an artillery shell gives a bomb greater range than if you where to drop it from high up (the exception to this rule are glide bombs which can not be lofted as they can not achieve very high speeds due to their wings).  A common attack would look like&lt;br /&gt;
# Load up a GBU-31/38&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint in CCRP mode.&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly a level approach at 100 to 250 feet while keeping your speed around 450 to 500 kts. When you get close to the target you will get the first cue which is a set of 2 flashing circles on the HUD.  2 Seconds after this cue you will pull up to your preset climb angle set in the SMS and press pickle once the range marker hits the DLZ or you see the time to release on the bottom right of the HUD whenit reads 1-2 seconds.&lt;br /&gt;
# Pull of the target with a hard slice while dropping chaff and flares.&lt;br /&gt;
'''''Benefit'''''&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 is still dangerous&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&lt;br /&gt;
&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5013</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5013"/>
		<updated>2017-07-18T03:35:28Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
#* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
# Power ON/OFF&lt;br /&gt;
# Ripple quantity&lt;br /&gt;
#* Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
# Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
# IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
# Target ID = Steerpoint number and target name&lt;br /&gt;
# Active weapon station&lt;br /&gt;
#* The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&lt;br /&gt;
===Set up===&lt;br /&gt;
#Set up your target steer points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP===&lt;br /&gt;
A CCRP attack is the simplest and safest attack option for the JDAM.  CCRP,or Constantly Computed Release Point, is a wings level release from high altitude.  A normal CCRP attack with any Guided munition will generally be between 19,000 and 26,000 ft as lower would put your bomb laden jet in range of SHORAD's and any higher you would either be stalling out or have to be in afterburner constantly which would burn an insane amount of fuel.  A general attack would see you:&lt;br /&gt;
# Load up a GBU-31/38/5/39&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly around 100-200 feet agl while keeping your speed above 450kts to 500kts, as you approch the target you will get a flashing circle on your HUD as the first cue.  2 seconds after this cue you will want to pull up to your preset lofting angle (20-30 degrees) and press and hold the pickle button once the range marker hits the DLZ and &lt;br /&gt;
# Dropping the ordinance when all the release parameters are meet.&lt;br /&gt;
'''''Benefits'''''&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
Lofting is a common attack profile we use at UOAF, a lofting attack is quite simple once you know what to do.  A loft is where you fly very low and very fast and at a certain range from the target (calculated for you by your jet) you would pop up to a preset angle.  This puts the bomb on a parabolic trajectory like an artillery shell and like an artillery shell gives a bomb greater range than if you where to drop it from high up (the exception to this rule are glide bombs which can not be lofted as they can not achieve very high speeds due to their wings).  A common attack would look like&lt;br /&gt;
# Load up a GBU-31/38&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint in CCRP mode.&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly a level approach at 100 to 250 feet while keeping your speed around 450 to 500 kts. When you get close to the target you will get the first cue which is a set of 2 flashing circles on the HUD.  2 Seconds after this cue you will pull up to your preset climb angle set in the SMS and press pickle once the range marker hits the DLZ or you see the time to release on the bottom right of the HUD whenit reads 1-2 seconds.&lt;br /&gt;
# Pull of the target with a hard slice while dropping chaff and flares.&lt;br /&gt;
'''''Benefit'''''&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 is still dangerous&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&lt;br /&gt;
&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5012</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5012"/>
		<updated>2017-07-18T03:21:29Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
#* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
# Power ON/OFF&lt;br /&gt;
# Ripple quantity&lt;br /&gt;
#* Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
# Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
# IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
# Target ID = Steerpoint number and target name&lt;br /&gt;
# Active weapon station&lt;br /&gt;
#* The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&lt;br /&gt;
===Set up===&lt;br /&gt;
#Set up your target steer points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP===&lt;br /&gt;
A CCRP attack is the simplest and safest attack option for the JDAM.  CCRP,or Constantly Computed Release Point, is a wings level release from high altitude.  A normal CCRP attack with any Guided munition will generally be between 19,000 and 26,000 ft as lower would put your bomb laden jet in range of SHORAD's and any higher you would either be stalling out or have to be in afterburner constantly which would burn an insane amount of fuel.  A general attack would see you:&lt;br /&gt;
# Load up a GBU-31/38/5/39&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly a level approach at 18-25 thousand feet lining up your FPM with the fall line while keeping the fall line vertical.&lt;br /&gt;
# Dropping the ordinance when all the release parameters are meet.&lt;br /&gt;
'''''Benefits'''''&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
Lofting is a common attack profile we use at UOAF, a lofting attack is quite simple once you know what to do.  A loft is where you fly very low and very fast and at a certain range from the target (calculated for you by your jet) you would pop up to a preset angle.  This puts the bomb on a parabolic trajectory like an artillery shell and like an artillery shell gives a bomb greater range than if you where to drop it from high up (the exception to this rule are glide bombs which can not be lofted as they can not achieve very high speeds due to their wings).  A common attack would look like&lt;br /&gt;
# Load up a GBU-31/38/5/39&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly a level approach at 18-25 thousand feet lining up your FPM with the fall line while keeping the fall line vertical.&lt;br /&gt;
# Dropping the ordinance when all the release parameters are meet.&lt;br /&gt;
'''''Benefit'''''&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 is still dangerous&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&lt;br /&gt;
&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5011</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5011"/>
		<updated>2017-07-18T03:19:38Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
#* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
# Power ON/OFF&lt;br /&gt;
# Ripple quantity&lt;br /&gt;
#* Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
# Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
# IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
# Target ID = Steerpoint number and target name&lt;br /&gt;
# Active weapon station&lt;br /&gt;
#* The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&lt;br /&gt;
===Set up===&lt;br /&gt;
#Set up your target steer points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP===&lt;br /&gt;
A CCRP attack is the simplest and safest attack option for the JDAM.  CCRP,or Constantly Computed Release Point, is a wings level release from high altitude.  A normal CCRP attack with any Guided munition will generally be between 19,000 and 26,000 ft as lower would put your bomb laden jet in range of SHORAD's and any higher you would either be stalling out or have to be in afterburner constantly which would burn an insane amount of fuel.  A general attack would see you:&lt;br /&gt;
# Load up a GBU-31/38/5/39&lt;br /&gt;
# Set up the AD, Impact angle and Azimuth&lt;br /&gt;
# Turn on the bombs&lt;br /&gt;
# Approach a preset target steerpoint&lt;br /&gt;
#* In BMS you can set a steerpoint on a target in the 2D map,  this will allow you to access this steerpoint later while flying to target; we often use steerpoints 15-25 for targets.&lt;br /&gt;
#* Fly a level approach at 18-25 thousand feet lining up your FPM with the fall line while keeping the fall line vertical.&lt;br /&gt;
# Dropping the ordinance when all the release parameters are meet.&lt;br /&gt;
'''''Benefits'''''&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
Lofting is a common attack profile we use at UOAF, a lofting attack is quite simple once you know what to do.  A loft is where you fly very low and very fast and at a certain range from the target (calculated for you by your jet) you would pop up to a preset angle.  This puts the bomb on a parabolic trajectory like an artillery shell and like an artillery shell gives a bomb greater range than if you where to drop it from high up (the exception to this rule are glide bombs which can not be lofted as they can not achieve very high speeds due to their wings).  A common attack would look like&lt;br /&gt;
&lt;br /&gt;
'''''Benefit'''''&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 is still dangerous&lt;br /&gt;
'''''Risks'''''&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&lt;br /&gt;
&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5010</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5010"/>
		<updated>2017-07-18T03:05:38Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
#* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
# Power ON/OFF&lt;br /&gt;
# Ripple quantity&lt;br /&gt;
#* Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
# Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
# IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
# Target ID = Steerpoint number and target name&lt;br /&gt;
# Active weapon station&lt;br /&gt;
#* The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
===Set up===&lt;br /&gt;
#Set up your target steer points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP=== &lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
Risks&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
&lt;br /&gt;
Benefit&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 is still dangerous&lt;br /&gt;
Risks&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&lt;br /&gt;
&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5009</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5009"/>
		<updated>2017-07-18T03:00:45Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
 Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
#Power ON/OFF&lt;br /&gt;
#Ripple quantity&lt;br /&gt;
 Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
#Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
#IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
#Target ID = Steerpoint number and target name&lt;br /&gt;
#Active weapon station&lt;br /&gt;
The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
===Set up===&lt;br /&gt;
#Set up your target steer points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP=== &lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
Risks&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
&lt;br /&gt;
Benefit&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 is still dangerous&lt;br /&gt;
Risks&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&lt;br /&gt;
&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5008</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5008"/>
		<updated>2017-07-18T02:52:55Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
:* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
#Power ON/OFF&lt;br /&gt;
#Ripple quantity&lt;br /&gt;
:*Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
#Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
#IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
#Target ID = Steerpoint number and target name&lt;br /&gt;
#Active weapon station&lt;br /&gt;
 *The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
===Set up===&lt;br /&gt;
#Set up your target steer points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP=== &lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
Risks&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
&lt;br /&gt;
Benefit&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 is still dangerous&lt;br /&gt;
Risks&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&lt;br /&gt;
&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5007</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5007"/>
		<updated>2017-07-18T02:49:49Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
:* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
#Power ON/OFF&lt;br /&gt;
#Ripple quantity&lt;br /&gt;
:*Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
#Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
#IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
#Target ID = Steerpoint number and target name&lt;br /&gt;
#Active weapon station&lt;br /&gt;
 *The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Deployment== &lt;br /&gt;
[[File:GBU-38 munition explosions in Iraq.jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
===’’’Set up’’’===&lt;br /&gt;
#Set up your target steer points for the targets (I usually use steers 15-25)&lt;br /&gt;
#Load up a load of 31/38/39’s&lt;br /&gt;
#If using 31/38’s set up the bombs on the DED, at a minimum &lt;br /&gt;
#Takeoff and approach the target&lt;br /&gt;
#Power on the bombs at least 3 minutes before you want to use them&lt;br /&gt;
#If using sdb’s or gbu 54’s set up the bombs in sms page &lt;br /&gt;
#Approach the target and release the bombs once you're in parameters. &lt;br /&gt;
#Come off the target and rtb.&lt;br /&gt;
&lt;br /&gt;
===CCRP=== &lt;br /&gt;
&lt;br /&gt;
‘’Benefits’’&lt;br /&gt;
*Stay above AAA and Manpad ranges.&lt;br /&gt;
*Can have a wingman in A/A scanning for air threats (won’t get jumped quite as easily like in acmi #2).&lt;br /&gt;
*Standoff range. &lt;br /&gt;
*Saves fuel.&lt;br /&gt;
‘’Risks’’&lt;br /&gt;
*Pop-up SAM’s are more dangerous as you will be high and slow&lt;br /&gt;
*Visible target to enemy defense network&lt;br /&gt;
&lt;br /&gt;
===LOFT===&lt;br /&gt;
&lt;br /&gt;
‘’Benefits’’&lt;br /&gt;
*Low altitude you can remain hidden from enemy radar&lt;br /&gt;
*Fast ingress/Fast Egress&lt;br /&gt;
*Minimal exposure to defenses around the target area.&lt;br /&gt;
*Easier to defend against larger SAM systems Sa2/3/4/5/6/10  Sa-11/17 is still dangerous&lt;br /&gt;
‘’Risks’’&lt;br /&gt;
*Manpads, Manpads, Manpads, and more MANPADS!!!&lt;br /&gt;
*Pop-Up air threats my go undetected by you until they're behind you and killing you…&lt;br /&gt;
*“Remember the ground has a PK of 1!”&lt;br /&gt;
*Less range than the High altitude CCRP attack.&lt;br /&gt;
&lt;br /&gt;
===Example ACMI’s===&lt;br /&gt;
CCRP - &lt;br /&gt;
LOFT - https://www.dropbox.com/s/48m1dshzzra5m62/JDAMPopupAttack.zip.acmi?dl=0&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>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:GBU-38_munition_explosions_in_Iraq.jpg&amp;diff=5006</id>
		<title>File:GBU-38 munition explosions in Iraq.jpg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:GBU-38_munition_explosions_in_Iraq.jpg&amp;diff=5006"/>
		<updated>2017-07-18T02:42:24Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5005</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5005"/>
		<updated>2017-07-18T02:29:01Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
:* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
#Power ON/OFF&lt;br /&gt;
#Ripple quantity&lt;br /&gt;
:*Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
#Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
#IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
#Target ID = Steerpoint number and target name&lt;br /&gt;
#Active weapon station&lt;br /&gt;
 *The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP. (ISRAELI F-16I ONLY!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5004</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5004"/>
		<updated>2017-07-18T02:26:46Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage2.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
:* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
#Power ON/OFF&lt;br /&gt;
#Ripple quantity&lt;br /&gt;
:*Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
#Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
#IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
#Target ID = Steerpoint number and target name&lt;br /&gt;
#Active weapon station&lt;br /&gt;
 *The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMSJDAMSMSPage2.png&amp;diff=5003</id>
		<title>File:BMSJDAMSMSPage2.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMSJDAMSMSPage2.png&amp;diff=5003"/>
		<updated>2017-07-18T02:25:17Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: JDAM(nonSDB) SMS page for UOAF BMS Codex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;JDAM(nonSDB) SMS page for UOAF BMS Codex&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5002</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=5002"/>
		<updated>2017-07-18T02:09:07Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
:* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
#Power ON/OFF&lt;br /&gt;
#Ripple quantity&lt;br /&gt;
:*Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
#Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
#IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
#Target ID = Steerpoint number and target name&lt;br /&gt;
#Active weapon station&lt;br /&gt;
 *The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMDEDPage.jpeg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
[[File:BMSJDAMHUD.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMSJDAMHUD.png&amp;diff=5001</id>
		<title>File:BMSJDAMHUD.png</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMSJDAMHUD.png&amp;diff=5001"/>
		<updated>2017-07-18T02:07:58Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=File:BMSJDAMDEDPage.jpeg&amp;diff=5000</id>
		<title>File:BMSJDAMDEDPage.jpeg</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=File:BMSJDAMDEDPage.jpeg&amp;diff=5000"/>
		<updated>2017-07-18T02:06:38Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: BMS JDAM DED page for the JDAM page in the UOAF Wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BMS JDAM DED page for the JDAM page in the UOAF Wiki.&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=4999</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=4999"/>
		<updated>2017-07-18T02:04:45Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:BMSJDAMSMSPage.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
:* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
#Power ON/OFF&lt;br /&gt;
#Ripple quantity&lt;br /&gt;
:*Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
#Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
#IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
#Target ID = Steerpoint number and target name&lt;br /&gt;
#Active weapon station&lt;br /&gt;
 *The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin’ = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
	<entry>
		<id>http://codex.uoaf.net/index.php?title=JDAM&amp;diff=4997</id>
		<title>JDAM</title>
		<link rel="alternate" type="text/html" href="http://codex.uoaf.net/index.php?title=JDAM&amp;diff=4997"/>
		<updated>2017-07-18T02:03:41Z</updated>

		<summary type="html">&lt;p&gt;Nighthawk2174: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Falcon JDAM LGBs (1).jpg||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition are an all-weather smart munition meant to improve ground striking capabilities during bad weather conditions. (Smoke, dust, fog , clouds are causing difficulties for the LGB seekers to keep the laser lock)&amp;lt;br /&amp;gt;&lt;br /&gt;
JDAM are guided with a GPS-aided inertial navigation system and first seen combat during Operation Allied Force in 1999.&amp;lt;br /&amp;gt;&lt;br /&gt;
Those are the perfect weapons against static targets like bridges, factories or bunkers.&lt;br /&gt;
&lt;br /&gt;
=Learning objectives=&lt;br /&gt;
# Know how to align JDAM and when they're fully aligned&lt;br /&gt;
# Set up the different settings in the SMS page : Arming Delay (AD) and Impact Azimuth (IMP AZ) (other settings are not implemented in game yet)&lt;br /&gt;
# Know the different modes of the JDAM (PRE - VIS)&lt;br /&gt;
# Know the flight envelope (offset of no more than 60° from the target bearing)&lt;br /&gt;
# Know the basic symbology of the HUD DLZ, LAR2 scale and the speed limitations (DLZ will be blanked when aircraft speeds are less than 0.5 Mach or greater than 1.5 Mach)&lt;br /&gt;
# Know how to drop JDAM on target steerpoint coordinates &lt;br /&gt;
# Know how to drop JDAM on a target designated with the TGP &lt;br /&gt;
# Know the differences between JDAM and LJDAM and their SMS settings (Laser receiver control)&lt;br /&gt;
# Be familiar with the 1.6 seconds pickle delay (Depress and hold until the FPM flashes &amp;gt; 1.6 seconds for single, or 3.2 seconds for ripple ! you must hold it until weapon release, otherwise you'll get a HUNG weapon)&lt;br /&gt;
&lt;br /&gt;
==Common JDAM Types==&lt;br /&gt;
&lt;br /&gt;
Joint Direct Attack Munition or JDAM is a guidance kit fitted to Mk-82/84 dumb bombs to give them all weather attack capability.&lt;br /&gt;
&lt;br /&gt;
===GBU-31 ===&lt;br /&gt;
&lt;br /&gt;
1/B&lt;br /&gt;
::-Warhead: 945lb BLU-117 (HE)&lt;br /&gt;
::-Weight: 2085lbs&lt;br /&gt;
::-Range: ~15nm &lt;br /&gt;
::-Guidance: INS/GPS&lt;br /&gt;
&lt;br /&gt;
3/B&lt;br /&gt;
::-Warhead:   530lb BLU-109 Penetrator (HE)&lt;br /&gt;
::-Weight: 2162lbs&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-38===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS&lt;br /&gt;
&lt;br /&gt;
===GBU-54===&lt;br /&gt;
::-Warhead: 192lb BlU-111/B (HE)&lt;br /&gt;
::-Weight: 558lb&lt;br /&gt;
::-Range: ~15nm&lt;br /&gt;
::-Guidance: GPS/INS or LaserGuidance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SMS Page (GBU31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
[[File:JDAM_SMS_Page.png||none|600px|left|]]&amp;lt;br /&amp;gt;&lt;br /&gt;
# The number of Weapons, status of  weapon (INT- Initializing, A08 - Alignment transfer, RDY - Ready)&lt;br /&gt;
:* Remember it can take up to 3 minutes for your bombs to align so make sure to power them on with enough time before your attack.&lt;br /&gt;
#Power ON/OFF&lt;br /&gt;
#Ripple quantity&lt;br /&gt;
:*Note that with this if you set RP to 4 and have 4 bombs each bomb will go to the same target unless they are programed in the DED for a specific target.  This is a great way to ripple all of your bombs off in one pass for a lofting attack.&lt;br /&gt;
#Arming Delay (0-99sec), how long until the warhead of the weapon is armed after release.&lt;br /&gt;
#IMP ANG = impact angle (set to 65 in the DED) | IMP AZ = Impact Azimuth or Heading (set to 195 in the DED) | Impact Velocity = velocity at which the bomb will impact (set to 500fps in the DED)&lt;br /&gt;
#Target ID = Steerpoint number and target name&lt;br /&gt;
#Active weapon station&lt;br /&gt;
 *The gbu-54 will have similar option but has one additional sub page in the sms which is toggled to via osb9 to control the laser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DED Page (GBU 31&amp;amp;38&amp;amp;54)===&lt;br /&gt;
In the DED you can program your JDAM’s to hit specific targets.  This functionality is very similar to the SPICE bombs in the Israeli theater.  To access the JDAM control page you first press 1seq (in Israeli F-16’s only) then you press 0 followed by another 0.&lt;br /&gt;
&lt;br /&gt;
#Weapon name for JDAM (BC)&lt;br /&gt;
#Impact angle - can be used to adjust the angle at which the bomb impacts the ground&lt;br /&gt;
#Impact Azimuth - Used to adjust the heading from which the bomb will hit its target (000 -360) *note that 0 means that it will impact from the heading the bomb is released from.&lt;br /&gt;
#Impact Velocity&lt;br /&gt;
#Ripple Count - Adjusts how many bombs hit each target&lt;br /&gt;
#Target STPT (not weapon targets but normal steerpoints!!!)&lt;br /&gt;
#SP = Steerpoint&lt;br /&gt;
#Current targets page, counts up from 00 so if you have 8 gbu-38’s you will move up to another page as there is a max of 4 programmable targets per page.  You can go to the next page by placing the asterisk on this field and press M-SEL on the ICP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD(GBU 31&amp;amp;38&amp;amp;39&amp;amp;54)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Steering Line = This line will be displayed in CCRP mode, it is the fall line that provides steering guidance to line up with the target to drop your bombs.  Placing your flight path marker on the line will line you up the target.  This line will also provide the launch cue with a flashing circle when you have reached the appropriate range for lofting.  The Hud will also produce a fall line that will tell you when to release your bombs, although with guided munitions you have a window of time where you can release your bombs regardless of the fall line.&lt;br /&gt;
&lt;br /&gt;
Time Until Next Cue = This line will provide the time till the next cue on the HUD.  A cue could be the flashing circle indicating the time to pop up for a lofting attack.  Or it could provide the time until you can release your weapons.&lt;br /&gt;
&lt;br /&gt;
Rmin’ = This vertical line represents the minimum range at which you can release your guided weapons.  When the range marker falls below this point your weapons can not be released.&lt;br /&gt;
&lt;br /&gt;
DLZ = DynamicLaunchZone, this is the set of ranges from Rmax to Rmin from which you can release your weapons and still hit the target.  This zone will automatically adjust its size to fit the current altitude, angle off (from the target), and speed of your jet.  For the SDB it will say JIZ when you have met the parameters for the SDB to drop (also you need to be above 300kts to drop a sdb).&lt;br /&gt;
&lt;br /&gt;
Range Marker = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {{Nav UOAF}}&lt;br /&gt;
&lt;br /&gt;
[[Category:UOAF]]&lt;br /&gt;
[[Category:UOAF: BMS Codex]]&lt;/div&gt;</summary>
		<author><name>Nighthawk2174</name></author>
		
	</entry>
</feed>