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	<updated>2026-04-13T16:23:37Z</updated>
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	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=288</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=288"/>
		<updated>2024-07-13T08:05:50Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes!&lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:&lt;br /&gt;
*M3P .50-caliber machine gun&lt;br /&gt;
*various 2.75 inch rockets (including laser guided APKWS)&lt;br /&gt;
*AGM-114K Hellfire&lt;br /&gt;
*Air-To-Air-Stinger missiles and &lt;br /&gt;
*the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes!&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes! you most certainly can!&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:USD $69.99 &lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;s&amp;gt;Will it have a George AI?&amp;lt;/s&amp;gt;&lt;br /&gt;
:&amp;lt;s&amp;gt;The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;Will the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;Will a paint kit be available on release?&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;next Q&lt;br /&gt;
:next A&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=287</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=287"/>
		<updated>2024-07-11T12:42:05Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes!&lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes!&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes! you most certainly can!&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:USD $69.99 &lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;s&amp;gt;Will it have a George AI?&amp;lt;/s&amp;gt;&lt;br /&gt;
:&amp;lt;s&amp;gt;The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;Will the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;Will a paint kit be available on release?&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;next Q&lt;br /&gt;
:next A&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=286</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=286"/>
		<updated>2024-07-11T12:41:34Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes!&lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes!&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes!&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:USD $69.99 &lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;s&amp;gt;Will it have a George AI?&amp;lt;/s&amp;gt;&lt;br /&gt;
:&amp;lt;s&amp;gt;The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;Will the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;Will a paint kit be available on release?&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;next Q&lt;br /&gt;
:next A&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=285</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=285"/>
		<updated>2024-07-11T12:40:52Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:USD $69.99 &lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;s&amp;gt;Will it have a George AI?&amp;lt;/s&amp;gt;&lt;br /&gt;
:&amp;lt;s&amp;gt;The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;Will the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;Will a paint kit be available on release?&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;next Q&lt;br /&gt;
:next A&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=284</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=284"/>
		<updated>2024-07-11T12:40:15Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:USD $69.99 &lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;s&amp;gt;Will it have a George AI?&amp;lt;/s&amp;gt;&lt;br /&gt;
:&amp;lt;s&amp;gt;The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Will a paint kit be available on release?&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;Will the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;next Q&lt;br /&gt;
:next A&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=283</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=283"/>
		<updated>2024-07-08T12:40:15Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:USD $69.99 &lt;br /&gt;
&lt;br /&gt;
;Will it have a George AI?&lt;br /&gt;
:The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;Will a paintkit be available on release?&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;QWill the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;next Q&lt;br /&gt;
:next A&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=282</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=282"/>
		<updated>2024-07-08T12:38:43Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:USD $69.99 &lt;br /&gt;
&lt;br /&gt;
;Will it have a George AI?&lt;br /&gt;
:The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;Will a paintkit be available on release?&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;QWill the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;Q etc&lt;br /&gt;
:A etc&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=281</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=281"/>
		<updated>2024-07-08T12:37:55Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:USD $69.99 &lt;br /&gt;
&lt;br /&gt;
;Will it have a George AI?&lt;br /&gt;
:The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;Will a paintkit be available on release?Q&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;QWill the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;Q etc&lt;br /&gt;
:A etc&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=280</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=280"/>
		<updated>2024-07-08T12:37:33Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:USD$69.99 &lt;br /&gt;
&lt;br /&gt;
;Will it have a George AI?&lt;br /&gt;
:The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;Will a paintkit be available on release?Q&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;QWill the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;Q etc&lt;br /&gt;
:A etc&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=279</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=279"/>
		<updated>2024-07-08T12:34:33Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:69,99 USD&lt;br /&gt;
&lt;br /&gt;
;Will it have a George AI?&lt;br /&gt;
:The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;Will a paintkit be available on release?Q&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;QWill the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Army Liveries&lt;br /&gt;
**US Tennesee Army National Guard 1-230 152&lt;br /&gt;
**US Tennesee Army National Guard 1-230 113&lt;br /&gt;
**US Army Ft. Rucker School House 75H&lt;br /&gt;
**US Army Ft. Rucker School House 43E&lt;br /&gt;
**US Army Ft. Rucker School House 26E&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
**US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
**US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
**US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
**US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
**US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
**US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
**US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
**US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
**US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
**US Army 2-6 129&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
**US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
**US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
**US Army 1-6 A Troop 340&lt;br /&gt;
**US Army 1-6 A Troop 161&lt;br /&gt;
*Croatian Air Force Liveries&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
**Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*Other Nations Liveries&lt;br /&gt;
**Taiwanese Army&lt;br /&gt;
**Tunisian Army&lt;br /&gt;
**Greek Army&lt;br /&gt;
*Fictional Liveries&lt;br /&gt;
**British Army Air Corps Desert (fictional)&lt;br /&gt;
**British Army Air Corps (fictional)&lt;br /&gt;
**Russian Army (fictional)&lt;br /&gt;
**Polish Army (fictional)&lt;br /&gt;
**Dutch Army (fictional)&lt;br /&gt;
**Japanese Army (fictional)&lt;br /&gt;
**Israeli Army (fictional)&lt;br /&gt;
**French Army (fictional)&lt;br /&gt;
**Spanish Army (fictional)&lt;br /&gt;
**German Army (fictional)&lt;br /&gt;
**Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;Q etc&lt;br /&gt;
:A etc&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=278</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=278"/>
		<updated>2024-07-08T12:31:57Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;What version of the OH-58D Kiowa will we get?&lt;br /&gt;
:OH-58D(R) CDS4, dating from around 2016. However, the mission editor has access to options to customize the aircraft to represent older airframes with systems such as AN/ALQ-144 Infra-red Countermeasures, the Pilot Display Unit and the removal of the Mast Mounted Sight.&lt;br /&gt;
&lt;br /&gt;
;Can I shoot the M4 out of the door?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Is there going to be multicrew?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Will there be a data link or similar?&lt;br /&gt;
:The Improved Data Modem (IDM) is a similar system that allows for transmission of data between player aircraft. This includes but is not limited to the following features: Free-text Messaging, Target Sharing and Remote Hellfire Missions. The OH-58D is also equipped with the Level 2 Manned-Unmanned System (L2MUMS) which allows for video and data transmission between player controlled OH-58Ds and AI UAVs.&lt;br /&gt;
&lt;br /&gt;
;What price tag is it going to have?&lt;br /&gt;
:69,99 USD&lt;br /&gt;
&lt;br /&gt;
;Will it have a George AI?&lt;br /&gt;
:The OH-58D will not have a ‘George’ AI on release but this feature is our highest priority after release.&lt;br /&gt;
&lt;br /&gt;
;Will it be on Early Access or Pre-Purchase? If so, will there be a discount?&lt;br /&gt;
:The OH-58D will not see an early access release or pre-purchase period. &lt;br /&gt;
&lt;br /&gt;
;Will a paintkit be available on release?Q&lt;br /&gt;
:This is very unlikely &lt;br /&gt;
&lt;br /&gt;
;What weapons will be available for this aircraft?&lt;br /&gt;
:M3P .50-caliber machine gun, various 2.75 inch rockets (including laser guided APKWS), AGM-114K Hellfire, Air-To-Air-Stinger missiles and the trusty M4 carbine on the dash.&lt;br /&gt;
&lt;br /&gt;
;Can we throw the smoke grenades that are on the dashboard?&lt;br /&gt;
:Yes&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a HMD (Helmet Mounted Display) or HUD?&lt;br /&gt;
:The OH-58D has an Optical Display Assembly (ODA) (also referred to as Anvis Display Symbology System - ADSS) which is a helmet mounted sight for use with Night Vision Goggles. Optionally the Pilot Display Unit (PDU) can be installed which provides a limited HUD for weapons symbology.&lt;br /&gt;
&lt;br /&gt;
;Does the Kiowa have a data cartridge?&lt;br /&gt;
:Yes - the Personal Computer Data Transfer System (PC-DTS) is a data cartridge system that can save and load data to/from a JSON file. The saved data includes Routes, Waypoints, Target Points, Radio frequencies, Notepad data and more.&lt;br /&gt;
&lt;br /&gt;
;QWill the FARP Asset pack that was shown in 2019 be released with the Kiowa?&lt;br /&gt;
:No, sadly it will not. While it seemed like a great idea back in 2019, the implications of having to support and maintain 30+ assets indefinitely have the potential to become a burden on our small team. &lt;br /&gt;
&lt;br /&gt;
;Are force feedback controllers supported?&lt;br /&gt;
:Testing this is in progress.&lt;br /&gt;
&lt;br /&gt;
;Is the flight model of the Gazelle representative of the Kiowa’s flight model?&lt;br /&gt;
:The flight model (and all other areas of development) of the OH-58D has undergone a rigorous testing process with both our internal SMEs and those from Eagle Dynamics. During the entire development process we have had access to - and direct feedback from - experienced Kiowa pilots and crew chiefs who contribute directly to the validation of the flight model and systems of the OH-58D.&lt;br /&gt;
&lt;br /&gt;
;What liveries are included with the module?&lt;br /&gt;
:&lt;br /&gt;
*US Tennesee Army National Guard 1-230 152&lt;br /&gt;
*US Tennesee Army National Guard 1-230 113&lt;br /&gt;
*US Army Ft. Rucker School House 75H&lt;br /&gt;
*US Army Ft. Rucker School House 43E&lt;br /&gt;
*US Army Ft. Rucker School House 26E&lt;br /&gt;
*US Army 7-17 A Troop &#039;Shadow&#039; 604 &#039;Taz&#039;&lt;br /&gt;
*US Army 7-17 A Troop &#039;Shadow&#039; 964 &#039;Marvin&#039;&lt;br /&gt;
*US Army 7-17 A Troop &#039;Shadow&#039; 039 &#039;Lola&#039;&lt;br /&gt;
*US Army 7-17 A Troop &#039;Shadow&#039; 014 &#039;Bugs&#039;&lt;br /&gt;
*US Army 6-17 C Troop &#039;Crazy Horse&#039; 367&lt;br /&gt;
*US Army 6-17 B Troop &#039;Blackfoot&#039; 366&lt;br /&gt;
*US Army 6-17 A Troop &#039;Aces&#039; 571&lt;br /&gt;
*US Army 6-17 A Troop &#039;Aces&#039; 523&lt;br /&gt;
*US Army 6-16 G Troop &#039;Grizzly&#039; 356&lt;br /&gt;
*US Army 6-6 A Troop &#039;Assassins&#039; 971&lt;br /&gt;
*US Army 6-6 C Troop &#039;Outcasts&#039; 587&lt;br /&gt;
*US Army 6-6 C Troop &#039;Outcasts&#039; 179&lt;br /&gt;
*US Army 3-17 C Troop &#039;Crazy Horse&#039; 976 &#039;Jenny&#039;&lt;br /&gt;
*US Army 3-17 C Troop &#039;Crazy Horse&#039; 561 &#039;Ariel&#039;&lt;br /&gt;
*US Army 3-17 C Troop &#039;Crazy Horse&#039; 179 &#039;Presley Marie&#039;&lt;br /&gt;
*US Army 3-17 C Troop &#039;Crazy Horse&#039; 001 &#039;Jasmine&#039;&lt;br /&gt;
*US Army 3-17 B Troop &#039;Blackjack&#039; 937&lt;br /&gt;
*US Army 2-6 129&lt;br /&gt;
*US Army 1-17 B Troop &#039;Bootleg&#039; 381&lt;br /&gt;
*US Army 1-17 B Troop &#039;Bootleg&#039; 024&lt;br /&gt;
*US Army 1-17 A Troop &#039;Roughnecks&#039; 344&lt;br /&gt;
*US Army 1-17 A Troop &#039;Roughnecks&#039; 115&lt;br /&gt;
*US Army 1-17 A Troop &#039;Roughnecks&#039; 079&lt;br /&gt;
*US Army 1-17 A Troop &#039;Roughnecks&#039; 002&lt;br /&gt;
*US Army 1-6 A Troop 340&lt;br /&gt;
*US Army 1-6 A Troop 161&lt;br /&gt;
*&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 336&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 335&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 334&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 333&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 332&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 331&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 330&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 329&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 328&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 327&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 326&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 325&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 324&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 323&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 322&lt;br /&gt;
*Croatian Air Force 393 Eskadrila Helikoptera 321&lt;br /&gt;
*&lt;br /&gt;
*Taiwanese Army&lt;br /&gt;
*Tunisian Army&lt;br /&gt;
*Greek Army&lt;br /&gt;
*&lt;br /&gt;
*British Army Air Corps Desert (fictional)&lt;br /&gt;
*British Army Air Corps (fictional)&lt;br /&gt;
*Russian Army (fictional)&lt;br /&gt;
*Polish Army (fictional)&lt;br /&gt;
*Dutch Army (fictional)&lt;br /&gt;
*Japanese Army (fictional)&lt;br /&gt;
*Israeli Army (fictional)&lt;br /&gt;
*French Army (fictional)&lt;br /&gt;
*Spanish Army (fictional)&lt;br /&gt;
*German Army (fictional)&lt;br /&gt;
*Australian Army (fictional)&lt;br /&gt;
&lt;br /&gt;
;Q etc&lt;br /&gt;
:A etc&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=OH-58D_Kiowa_Warrior&amp;diff=277</id>
		<title>OH-58D Kiowa Warrior</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=OH-58D_Kiowa_Warrior&amp;diff=277"/>
		<updated>2024-06-16T11:12:16Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:manual_cover.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
=== [[Aircraft OH58D|Aircraft]] ===&lt;br /&gt;
==== [[Aircraft_OH58D#Aircraft_History|Aircraft History]] ====&lt;br /&gt;
==== [[Aircraft_OH58D#External_Overview|External Overview]] ====&lt;br /&gt;
==== [[Aircraft_OH58D#Module Options|Module Options]] ====&lt;br /&gt;
==== [[Aircraft_OH58D#Aircraft Additional Properties|Aircraft Additional Properties]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Quick_Start_Guide#Quick_Cockpit_Familiarisation|Quick Start Guide]] ===&lt;br /&gt;
==== [[Quick_Start_Guide#Control_Bindings|Control Bindings]] ====&lt;br /&gt;
==== [[Quick_Start_Guide#Startup|Startup]] ====&lt;br /&gt;
=== [[Cockpit Familiarization]] ===&lt;br /&gt;
==== [[Cockpit_Familiarization#Pilot_Instruments|Pilot_Instruments]] ====&lt;br /&gt;
==== [[Cockpit_Familiarization#CoPilot_Instruments|CoPilot_Instruments]] ====&lt;br /&gt;
==== [[Cockpit_Familiarization#Center_Console|Center_Console]] ====&lt;br /&gt;
==== [[Cockpit_Familiarization#Overhead_Console|Overhead_Console]] ====&lt;br /&gt;
==== [[Cockpit_Familiarization#Center_Post_Circuit_Breaker_Panel|Center Post Circuit Breaker Panel]] ====&lt;br /&gt;
&lt;br /&gt;
== [[Systems]] ==&lt;br /&gt;
=== [[Flight Control Systems]] ===&lt;br /&gt;
==== [[Flight_Control_Systems#Pilot_Cyclic_Grip|Pilot Cyclic Grip]] ====&lt;br /&gt;
==== [[Flight_Control_Systems#Pilot_Collective_Grip|Pilot Collective Grip]] ====&lt;br /&gt;
==== [[Flight_Control_Systems#Copilot_Cyclic_Grip|Copilot Cyclic Grip]] ====&lt;br /&gt;
==== [[Flight_Control_Systems#Force_Trim_System|Force Trim System]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[FADEC]] ===&lt;br /&gt;
=== [[Engine]] ===&lt;br /&gt;
=== [[Electrical System]] ===&lt;br /&gt;
=== [[Multi Parameter Display and VSI]] ===&lt;br /&gt;
==== [[Multi_Parameter_Display_and_VSI#Multiparameter_Display|Multiparameter Display]] ====&lt;br /&gt;
==== [[Multi_Parameter_Display_and_VSI#Vertical_Scale_Instruments|Vertical Scale Instruments]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Standby Instruments]] ===&lt;br /&gt;
==== [[Standby_Instruments#Standby_Airspeed_Indicator|Standby Airspeed Indicator]] ====&lt;br /&gt;
==== [[Standby_Instruments#Barometric_Altimeter|Barometric Altimeter]] ====&lt;br /&gt;
==== [[Standby_Instruments#Standby_Magnetic_Compass|Standby Magnetic Compass]] ====&lt;br /&gt;
==== [[Standby_Instruments#Chronometer|Chronometer]] ====&lt;br /&gt;
==== [[Standby_Instruments#Free_Air_Temperature_Gauge|Free Air Temperature Gauge]] ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Control Display Subsystem]] ===&lt;br /&gt;
==== [[Control Display Subsystem#Introduction|Introduction]] ====&lt;br /&gt;
==== [[Control Display Subsystem#Improved Master Control|Improved Master Control]] ====&lt;br /&gt;
==== [[Control_Display_Subsystem#Multifunction_Display|Multifunction_Display]] ====&lt;br /&gt;
==== [[Control Display Subsystem#Multifunction Keyboard|Multifunction Keyboard]] ====&lt;br /&gt;
==== [[Control Display Subsystem#Optical Display Assembly|Optical Display Assembly]] ====&lt;br /&gt;
==== [[Control_Display_Subsystem#Pilot_Display_Unit|Pilot Display Unit]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Armament Control Panel]] ===&lt;br /&gt;
=== [[MMS]] ===&lt;br /&gt;
==== [[MMS#Mast_Mounted_Sight_System_Control_Panel|Mast Mounted Sight System Control Panel]] ====&lt;br /&gt;
==== [[MMS#MMS_Page|MMS Page]] ====&lt;br /&gt;
==== [[MMS#Laser_Codes_Page|Laser Codes Page]] ====&lt;br /&gt;
==== [[MMS#Modes|Modes]] ====&lt;br /&gt;
==== [[MMS#Stow|Stow]] ====&lt;br /&gt;
==== [[MMS#Preflight|Preflight]] ====&lt;br /&gt;
==== [[MMS#Pre-Point|Pre-Point]] ====&lt;br /&gt;
==== [[MMS#Forward|Forward]] ====&lt;br /&gt;
==== [[MMS#Sweep_Search|Sweep Search]] ====&lt;br /&gt;
==== [[MMS#Point_Search|Point Search]] ====&lt;br /&gt;
==== [[MMS#Manual|Manual]] ====&lt;br /&gt;
==== [[MMS#Uncommanded|Uncommanded]] ====&lt;br /&gt;
==== [[MMS#Point_Track|Point Track]] ====&lt;br /&gt;
==== [[MMS#Area_Track|Area Track]] ====&lt;br /&gt;
==== [[MMS#Acquire_On_The_Move|Acquire On The Move]] ====&lt;br /&gt;
==== [[MMS#Offset_Acquire|Offset Acquire]] ====&lt;br /&gt;
==== [[MMS#Offset_Track|Offset Track]] ====&lt;br /&gt;
==== [[MMS#Target_Locate_Mode|Target Locate Mode]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Radios]] ===&lt;br /&gt;
==== [[Radios#Communications_System_Control_Panel|Communications System Control Panel]] ====&lt;br /&gt;
==== [[Radios#Radio_Select_Switch|Radio Select Switch]] ====&lt;br /&gt;
==== [[Radios#Channel_Select_Switch|Channel Select Switch]] ====&lt;br /&gt;
==== [[Radios#Remote_Frequency_Display|Remote Frequency Display]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[ASE]] ===&lt;br /&gt;
==== [[ASE#Flare_Dispenser|Flare Dispenser]] ====&lt;br /&gt;
==== [[ASE#AN/APR-39_Radar_Detection_Set|AN/APR-39 Radar Detection Set]] ====&lt;br /&gt;
==== [[ASE#Radar_Detector_Indicator_Symbology|Radar Detector Indicator Symbology]] ====&lt;br /&gt;
==== [[ASE#Radar_Detector_Annunciator_Messages|Radar Detector Annunciator Messages]] ====&lt;br /&gt;
==== [[ASE#AN/AVR-2_Laser_Detection_Set|AN/AVR-2 Laser Detection Set]] ====&lt;br /&gt;
==== [[ASE#AN/ALQ-144_Infra-red_Missile_Countermeasures_Device|ALQ-144 Infra-red Missile Countermeasures Device]] ====&lt;br /&gt;
==== [[ASE#IR_Jammer_Circuit_Breaker_Switch|IR Jammer Circuit Breaker Switch]] ====&lt;br /&gt;
==== [[ASE#AN/AAR-57_Common_Missile_Warning_System|AN/AAR-57 Common Missile Warning System]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[Lighting]] ===&lt;br /&gt;
=== [[Lighting#Exterior_Lighting|Exterior Lighting]] ===&lt;br /&gt;
==== [[Lighting#Anti-Collision_Lights|Anti-Collision Lights]] ====&lt;br /&gt;
==== [[Lighting#Position_Lights|Position Lights]] ====&lt;br /&gt;
==== [[Lighting#Searchlight|Searchlight]] ====&lt;br /&gt;
==== [[Lighting#Formation_Lights|Formation Lights]] ====&lt;br /&gt;
=== [[Lighting#Interior_Lighting|Interior Lighting]] ===&lt;br /&gt;
==== [[Lighting#Instrument_Lights|Instrument Lights]] ====&lt;br /&gt;
==== [[Lighting#Console_Lights|Console Lights]] ====&lt;br /&gt;
==== [[Lighting#Flood_Light|Flood Light]] ====&lt;br /&gt;
==== [[Lighting#Flashlight|Flashlight]] ====&lt;br /&gt;
&lt;br /&gt;
=== [[L2MUMS]] ===&lt;br /&gt;
==== [[L2MUMS#Platform_Reception_Selection|Platform Reception Selection]] ====&lt;br /&gt;
==== [[L2MUMS#Platform_Transmission_Selection|Platform Transmission Selection]] ====&lt;br /&gt;
==== [[L2MUMS#Video_Display|Video Display]] ====&lt;br /&gt;
==== [[L2MUMS#Map_Display|Map Display]] ====&lt;br /&gt;
&lt;br /&gt;
== [[Procedures]] ==&lt;br /&gt;
=== [[Aviation]] ===&lt;br /&gt;
=== [[Navigation]] ===&lt;br /&gt;
=== [[Communication]] ===&lt;br /&gt;
=== [[Sensors]] ===&lt;br /&gt;
=== [[Weapons]] ===&lt;br /&gt;
=== [[L2MUMS]] ===&lt;br /&gt;
=== [[Mission Editor]] ===&lt;br /&gt;
&lt;br /&gt;
== [[Appendix]] ==&lt;br /&gt;
=== [[Glossary]] ===&lt;br /&gt;
=== [[WACs]] ===&lt;br /&gt;
&lt;br /&gt;
== [[FAQ Kiowa]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Video Tutorials]] ==&lt;br /&gt;
=== [[Video_Tutorials#Basics|Basics]] ===&lt;br /&gt;
=== [[Video_Tutorials#Aviate|Aviate]] ===&lt;br /&gt;
=== [[Video_Tutorials#Navigate|Navigate]] ===&lt;br /&gt;
=== [[Video_Tutorials#Communicate|Communicate]] ===&lt;br /&gt;
=== [[Video_Tutorials#Systems|Systems]] ===&lt;br /&gt;
=== [[Video_Tutorials#Weapons|Weapons]] ===&lt;br /&gt;
=== [[Video_Tutorials#Advanced|Advanced]] ===&lt;br /&gt;
&lt;br /&gt;
== [[Training Missions]] ==&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=WACs&amp;diff=276</id>
		<title>WACs</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=WACs&amp;diff=276"/>
		<updated>2024-06-16T09:12:21Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* CAUTION messages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warnings Advisories &amp;amp; Cautions ==&lt;br /&gt;
&lt;br /&gt;
===WARNING messages===&lt;br /&gt;
There are 11 warning messages that can be displayed, prioritized as follows:&lt;br /&gt;
&lt;br /&gt;
#ENGINE OUT&lt;br /&gt;
#LOW RPM ROTOR&lt;br /&gt;
#LOW FUEL PRES&lt;br /&gt;
#FADEC FAIL&lt;br /&gt;
#HIGH RPM&lt;br /&gt;
#XMSN OVER TRQ&lt;br /&gt;
#ENG OVER TRQ&lt;br /&gt;
#TGT OVER TEMP&lt;br /&gt;
#ENG OVER SPD&lt;br /&gt;
#CHECK THROTTLE *&lt;br /&gt;
#LOW ALTITUDE&lt;br /&gt;
&lt;br /&gt;
===ADVISORY messages===&lt;br /&gt;
&lt;br /&gt;
The following is a complete list of cautions:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*AC GEN FAIL&lt;br /&gt;
*ADU FAIL&lt;br /&gt;
*BATT CHGR FAIL&lt;br /&gt;
*CHIPS ENG FREEWHEEL&lt;br /&gt;
*CHIPS ENG LOWER&lt;br /&gt;
*CHIPS ENG UPPER&lt;br /&gt;
*CHIPS T/R GEARBOX&lt;br /&gt;
*CHIPS XMSN SUMP&lt;br /&gt;
*CHIPS XMSN UPPER&lt;br /&gt;
*DC GEN FAIL&lt;br /&gt;
*EGI FAIL&lt;br /&gt;
*ENG TRQ TIME LIM [ ] *&lt;br /&gt;
*FADEC MANUAL&lt;br /&gt;
*FUEL BOOST FAIL&lt;br /&gt;
*FUEL FILTER BYP&lt;br /&gt;
*FUEL LOW&lt;br /&gt;
*HIGH OIL PRESS ENG&lt;br /&gt;
*HIGH OIL TEMP ENG&lt;br /&gt;
*HIGH OIL TEMP XMSN&lt;br /&gt;
*HIGH TEMP T/R GRBX&lt;br /&gt;
*HIGH TGT TIME LIM [ ] *&lt;br /&gt;
*IFF FAIL&lt;br /&gt;
*IFF MODE 4 FAIL&lt;br /&gt;
*INS FAIL&lt;br /&gt;
*INV FAIL&lt;br /&gt;
*LEFT MCPU FAIL&lt;br /&gt;
*LOW HYD PRESS&lt;br /&gt;
*LOW OIL PRESS ENG&lt;br /&gt;
*LOW OIL PRESS XMSN&lt;br /&gt;
*LOW OIL QUANTITY ENG&lt;br /&gt;
*MAST TRQ TIME LIM [ ] *&lt;br /&gt;
*MISSILE UNLATCHED&lt;br /&gt;
*NP TIME LIM [ ] *&lt;br /&gt;
*OIL BYP ENG&lt;br /&gt;
*P/R DISENG&lt;br /&gt;
*QE 30 MIN LIM [ ] *&lt;br /&gt;
*RECT FAIL&lt;br /&gt;
*RIGHT MCPU FAIL&lt;br /&gt;
*SCAS DISENG&lt;br /&gt;
*TGT START LIM [ ] *&lt;br /&gt;
*TGT 30 MIN LIM [ ] *&lt;br /&gt;
*WEAPONS FAIL&lt;br /&gt;
*YAW DISENG&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CAUTION messages===&lt;br /&gt;
The following is a complete list of advisory messages:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
*AIR MSN REJECTED&lt;br /&gt;
*AIR MSN X UPDATE&lt;br /&gt;
*AIR RQST MSN&lt;br /&gt;
*AIR SA&lt;br /&gt;
*ALARM (alarm name) *&lt;br /&gt;
*ARTY MSN X UPDATE&lt;br /&gt;
*ASE FAIL&lt;br /&gt;
*BINGO FUEL *&lt;br /&gt;
*BRIDGE MSG RCVED&lt;br /&gt;
*BYPASS (EBF Switch – segment light)&lt;br /&gt;
*CHANGE FS NET *&lt;br /&gt;
*CODE NOT ACCEPTED&lt;br /&gt;
*COMM FAIL — XX&lt;br /&gt;
*DANGER CLOSE&lt;br /&gt;
*DTS FAIL&lt;br /&gt;
*EGI BATT LOW *&lt;br /&gt;
*EN/BDA MSG RCVED&lt;br /&gt;
*ENG ANTI-ICE ON&lt;br /&gt;
*EXT PWR&lt;br /&gt;
*FADEC DEGRADE *&lt;br /&gt;
*FADEC MAINT *&lt;br /&gt;
*FILTER (EBF Switch – segment light)&lt;br /&gt;
*FIRE INHIBIT – EYESAFE&lt;br /&gt;
*FLIGHT CARD ERROR&lt;br /&gt;
*FM-1 CT FAIL&lt;br /&gt;
*FM-1 CUE&lt;br /&gt;
*FM-1 FAIL&lt;br /&gt;
*FM-1 HUB LOW&lt;br /&gt;
*FM-1 PT FAIL&lt;br /&gt;
*FM-2 CT FAIL&lt;br /&gt;
*FM-2 CUE&lt;br /&gt;
*FM-2 FAIL&lt;br /&gt;
*FM-2 HUB LOW&lt;br /&gt;
*FM-2 PT FAIL&lt;br /&gt;
*FREETXT MSG RCVED&lt;br /&gt;
*FRIENDLIES SA&lt;br /&gt;
*FUEL CHECK *&lt;br /&gt;
*GATEWAY LOST *&lt;br /&gt;
*GEOREF SA&lt;br /&gt;
*GPS DIVERGENT&lt;br /&gt;
*GPS FAIL *&lt;br /&gt;
*HF MIN RNG XXXX *&lt;br /&gt;
*HVR DEGRADED *&lt;br /&gt;
*HVR DRIFT *&lt;br /&gt;
*IDM FAIL&lt;br /&gt;
*IDM SHUTDOWN CMPLT&lt;br /&gt;
*IFF MISMATCH&lt;br /&gt;
*IFM FAIL&lt;br /&gt;
*IMAGE RECEIVED *&lt;br /&gt;
*INFO MSG RCVED&lt;br /&gt;
*INPROG MSG RCVED&lt;br /&gt;
*INVALID COMMAND&lt;br /&gt;
*LASER CODE MISMATCH&lt;br /&gt;
*LAUNCHER SAFED&lt;br /&gt;
*LEFT LAUNCHER FAIL&lt;br /&gt;
*LIMIT EXCEEDED **&lt;br /&gt;
*MAP CARD ERROR&lt;br /&gt;
*MAYDAY MSG RCVED&lt;br /&gt;
*MISSION CARD ERROR&lt;br /&gt;
*MMS FAIL&lt;br /&gt;
*MOPP MSG RCVED&lt;br /&gt;
*NAV INVALID&lt;br /&gt;
*NAV NOT ALIGNED&lt;br /&gt;
*NAV UPDT REQUIRED *&lt;br /&gt;
*NBC SA&lt;br /&gt;
*NET JOIN? — FS&lt;br /&gt;
*NO AUTO START *&lt;br /&gt;
*NO CODE&lt;br /&gt;
*NO VIXL NET *&lt;br /&gt;
*OBSERVED SA&lt;br /&gt;
*OBSTCL MSG RCVED&lt;br /&gt;
*OIL TEMP ENG *&lt;br /&gt;
*ONE YAW CHAN OFF *&lt;br /&gt;
*ORDERS MSG RCVED&lt;br /&gt;
*OVERLAY MSG RCVED&lt;br /&gt;
*PC-DTS FAIL&lt;br /&gt;
*PITOT HEAT ON&lt;br /&gt;
*POSREP MSG RCVED&lt;br /&gt;
*PSWD EXPIRES IN XX-YYYY *&lt;br /&gt;
*P(Y) CODE INVALID *&lt;br /&gt;
*REDCON MSG RCVED&lt;br /&gt;
*RHE FAIL&lt;br /&gt;
*RIGHT LAUNCHER FAIL&lt;br /&gt;
*RMS FAIL&lt;br /&gt;
*ROUTE MSG RCVED&lt;br /&gt;
*RS232 — FS&lt;br /&gt;
*SECURITY CHALLENGE *&lt;br /&gt;
*SITREP MSG RCVED&lt;br /&gt;
*SPOT MSG RCVED&lt;br /&gt;
*STRIKE MSG RCVED *&lt;br /&gt;
*STRIKE SA&lt;br /&gt;
*TARGET ID — XXT&lt;br /&gt;
*THREAT MSG RCVED *&lt;br /&gt;
*THREAT SA&lt;br /&gt;
*TI NET INOP&lt;br /&gt;
*TI NET SHUTDOWN&lt;br /&gt;
*TIMER (timer name) *&lt;br /&gt;
*UHF FAIL&lt;br /&gt;
*VDU FAIL&lt;br /&gt;
*VHF FAIL&lt;br /&gt;
*VIDEO CARD ERROR&lt;br /&gt;
*VIDEO CARD FULL&lt;br /&gt;
*WEDGE CONSTANT ZERO&lt;br /&gt;
*WOG MISMATCH&lt;br /&gt;
*WPN NOT ACTIONED&lt;br /&gt;
*WPN NOT ARMED&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=WACs&amp;diff=275</id>
		<title>WACs</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=WACs&amp;diff=275"/>
		<updated>2024-06-16T09:11:45Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* ADVISORY messages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warnings Advisories &amp;amp; Cautions ==&lt;br /&gt;
&lt;br /&gt;
===WARNING messages===&lt;br /&gt;
There are 11 warning messages that can be displayed, prioritized as follows:&lt;br /&gt;
&lt;br /&gt;
#ENGINE OUT&lt;br /&gt;
#LOW RPM ROTOR&lt;br /&gt;
#LOW FUEL PRES&lt;br /&gt;
#FADEC FAIL&lt;br /&gt;
#HIGH RPM&lt;br /&gt;
#XMSN OVER TRQ&lt;br /&gt;
#ENG OVER TRQ&lt;br /&gt;
#TGT OVER TEMP&lt;br /&gt;
#ENG OVER SPD&lt;br /&gt;
#CHECK THROTTLE *&lt;br /&gt;
#LOW ALTITUDE&lt;br /&gt;
&lt;br /&gt;
===ADVISORY messages===&lt;br /&gt;
&lt;br /&gt;
The following is a complete list of cautions:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*AC GEN FAIL&lt;br /&gt;
*ADU FAIL&lt;br /&gt;
*BATT CHGR FAIL&lt;br /&gt;
*CHIPS ENG FREEWHEEL&lt;br /&gt;
*CHIPS ENG LOWER&lt;br /&gt;
*CHIPS ENG UPPER&lt;br /&gt;
*CHIPS T/R GEARBOX&lt;br /&gt;
*CHIPS XMSN SUMP&lt;br /&gt;
*CHIPS XMSN UPPER&lt;br /&gt;
*DC GEN FAIL&lt;br /&gt;
*EGI FAIL&lt;br /&gt;
*ENG TRQ TIME LIM [ ] *&lt;br /&gt;
*FADEC MANUAL&lt;br /&gt;
*FUEL BOOST FAIL&lt;br /&gt;
*FUEL FILTER BYP&lt;br /&gt;
*FUEL LOW&lt;br /&gt;
*HIGH OIL PRESS ENG&lt;br /&gt;
*HIGH OIL TEMP ENG&lt;br /&gt;
*HIGH OIL TEMP XMSN&lt;br /&gt;
*HIGH TEMP T/R GRBX&lt;br /&gt;
*HIGH TGT TIME LIM [ ] *&lt;br /&gt;
*IFF FAIL&lt;br /&gt;
*IFF MODE 4 FAIL&lt;br /&gt;
*INS FAIL&lt;br /&gt;
*INV FAIL&lt;br /&gt;
*LEFT MCPU FAIL&lt;br /&gt;
*LOW HYD PRESS&lt;br /&gt;
*LOW OIL PRESS ENG&lt;br /&gt;
*LOW OIL PRESS XMSN&lt;br /&gt;
*LOW OIL QUANTITY ENG&lt;br /&gt;
*MAST TRQ TIME LIM [ ] *&lt;br /&gt;
*MISSILE UNLATCHED&lt;br /&gt;
*NP TIME LIM [ ] *&lt;br /&gt;
*OIL BYP ENG&lt;br /&gt;
*P/R DISENG&lt;br /&gt;
*QE 30 MIN LIM [ ] *&lt;br /&gt;
*RECT FAIL&lt;br /&gt;
*RIGHT MCPU FAIL&lt;br /&gt;
*SCAS DISENG&lt;br /&gt;
*TGT START LIM [ ] *&lt;br /&gt;
*TGT 30 MIN LIM [ ] *&lt;br /&gt;
*WEAPONS FAIL&lt;br /&gt;
*YAW DISENG&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CAUTION messages===&lt;br /&gt;
The following is a complete list of advisory messages:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*AIR MSN REJECTED&lt;br /&gt;
*AIR MSN X UPDATE&lt;br /&gt;
*AIR RQST MSN&lt;br /&gt;
*AIR SA&lt;br /&gt;
*ALARM (alarm name) *&lt;br /&gt;
*ARTY MSN X UPDATE&lt;br /&gt;
*ASE FAIL&lt;br /&gt;
*BINGO FUEL *&lt;br /&gt;
*BRIDGE MSG RCVED&lt;br /&gt;
*BYPASS (EBF Switch – segment light)&lt;br /&gt;
*CHANGE FS NET *&lt;br /&gt;
*CODE NOT ACCEPTED&lt;br /&gt;
*COMM FAIL — XX&lt;br /&gt;
*DANGER CLOSE&lt;br /&gt;
*DTS FAIL&lt;br /&gt;
*EGI BATT LOW *&lt;br /&gt;
*EN/BDA MSG RCVED&lt;br /&gt;
*ENG ANTI-ICE ON&lt;br /&gt;
*EXT PWR&lt;br /&gt;
*FADEC DEGRADE *&lt;br /&gt;
*FADEC MAINT *&lt;br /&gt;
*FILTER (EBF Switch – segment light)&lt;br /&gt;
*FIRE INHIBIT – EYESAFE&lt;br /&gt;
*FLIGHT CARD ERROR&lt;br /&gt;
*FM-1 CT FAIL&lt;br /&gt;
*FM-1 CUE&lt;br /&gt;
*FM-1 FAIL&lt;br /&gt;
*FM-1 HUB LOW&lt;br /&gt;
*FM-1 PT FAIL&lt;br /&gt;
*FM-2 CT FAIL&lt;br /&gt;
*FM-2 CUE&lt;br /&gt;
*FM-2 FAIL&lt;br /&gt;
*FM-2 HUB LOW&lt;br /&gt;
*FM-2 PT FAIL&lt;br /&gt;
*FREETXT MSG RCVED&lt;br /&gt;
*FRIENDLIES SA&lt;br /&gt;
*FUEL CHECK *&lt;br /&gt;
*GATEWAY LOST *&lt;br /&gt;
*GEOREF SA&lt;br /&gt;
*GPS DIVERGENT&lt;br /&gt;
*GPS FAIL *&lt;br /&gt;
*HF MIN RNG XXXX *&lt;br /&gt;
*HVR DEGRADED *&lt;br /&gt;
*HVR DRIFT *&lt;br /&gt;
*IDM FAIL&lt;br /&gt;
*IDM SHUTDOWN CMPLT&lt;br /&gt;
*IFF MISMATCH&lt;br /&gt;
*IFM FAIL&lt;br /&gt;
*IMAGE RECEIVED *&lt;br /&gt;
*INFO MSG RCVED&lt;br /&gt;
*INPROG MSG RCVED&lt;br /&gt;
*INVALID COMMAND&lt;br /&gt;
*LASER CODE MISMATCH&lt;br /&gt;
*LAUNCHER SAFED&lt;br /&gt;
*LEFT LAUNCHER FAIL&lt;br /&gt;
*LIMIT EXCEEDED **&lt;br /&gt;
*MAP CARD ERROR&lt;br /&gt;
*MAYDAY MSG RCVED&lt;br /&gt;
*MISSION CARD ERROR&lt;br /&gt;
*MMS FAIL&lt;br /&gt;
*MOPP MSG RCVED&lt;br /&gt;
*NAV INVALID&lt;br /&gt;
*NAV NOT ALIGNED&lt;br /&gt;
*NAV UPDT REQUIRED *&lt;br /&gt;
*NBC SA&lt;br /&gt;
*NET JOIN? — FS&lt;br /&gt;
*NO AUTO START *&lt;br /&gt;
*NO CODE&lt;br /&gt;
*NO VIXL NET *&lt;br /&gt;
*OBSERVED SA&lt;br /&gt;
*OBSTCL MSG RCVED&lt;br /&gt;
*OIL TEMP ENG *&lt;br /&gt;
*ONE YAW CHAN OFF *&lt;br /&gt;
*ORDERS MSG RCVED&lt;br /&gt;
*OVERLAY MSG RCVED&lt;br /&gt;
*PC-DTS FAIL&lt;br /&gt;
*PITOT HEAT ON&lt;br /&gt;
*POSREP MSG RCVED&lt;br /&gt;
*PSWD EXPIRES IN XX-YYYY *&lt;br /&gt;
*P(Y) CODE INVALID *&lt;br /&gt;
*REDCON MSG RCVED&lt;br /&gt;
*RHE FAIL&lt;br /&gt;
*RIGHT LAUNCHER FAIL&lt;br /&gt;
*RMS FAIL&lt;br /&gt;
*ROUTE MSG RCVED&lt;br /&gt;
*RS232 — FS&lt;br /&gt;
*SECURITY CHALLENGE *&lt;br /&gt;
*SITREP MSG RCVED&lt;br /&gt;
*SPOT MSG RCVED&lt;br /&gt;
*STRIKE MSG RCVED *&lt;br /&gt;
*STRIKE SA&lt;br /&gt;
*TARGET ID — XXT&lt;br /&gt;
*THREAT MSG RCVED *&lt;br /&gt;
*THREAT SA&lt;br /&gt;
*TI NET INOP&lt;br /&gt;
*TI NET SHUTDOWN&lt;br /&gt;
*TIMER (timer name) *&lt;br /&gt;
*UHF FAIL&lt;br /&gt;
*VDU FAIL&lt;br /&gt;
*VHF FAIL&lt;br /&gt;
*VIDEO CARD ERROR&lt;br /&gt;
*VIDEO CARD FULL&lt;br /&gt;
*WEDGE CONSTANT ZERO&lt;br /&gt;
*WOG MISMATCH&lt;br /&gt;
*WPN NOT ACTIONED&lt;br /&gt;
*WPN NOT ARMED&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=274</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=274"/>
		<updated>2024-06-15T16:01:47Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;why is my trim not working?&lt;br /&gt;
:RTFM&lt;br /&gt;
&lt;br /&gt;
;is Grumpy actually grumpy all the time?&lt;br /&gt;
:not really, only on days that end in ~day&lt;br /&gt;
&lt;br /&gt;
;why does this wiki look so .... crappy?&lt;br /&gt;
:easy - gadget built it&lt;br /&gt;
&lt;br /&gt;
;etc.&lt;br /&gt;
:etc.&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=273</id>
		<title>FAQ Kiowa</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=FAQ_Kiowa&amp;diff=273"/>
		<updated>2024-06-15T15:59:59Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;why is my trim not working?&lt;br /&gt;
&lt;br /&gt;
is Grumpy actually one of the 7 dwarves?&lt;br /&gt;
&lt;br /&gt;
why does this wiki look so .... crappy?&lt;br /&gt;
&lt;br /&gt;
etc.&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Video_Tutorials&amp;diff=272</id>
		<title>Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Video_Tutorials&amp;diff=272"/>
		<updated>2024-06-15T15:47:00Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
=== Aviate ===&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=fxtVxLyez_A| Control Mapping and set up in the OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=r-hITMf5FxI| Engine Start Tutorial] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=glRurlqd6QM| REVISED Engine Start | DCS OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=vI8ucGhCdUk| Flying the OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
=== Navigate ===&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=TCqeJhaPLeE| Navigation systems basics in the Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
=== Communicate ===&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=JXhhD9ZSt34| Communications set up and basic use in the Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
== Systems ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=raHUoFxUrHw| Kiowa Warrior AI | Uses and Capabilities] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=-EhCJilbyDw| Mast Mounted Sight employment] ====&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=Vy5spI5kWy0| Running and Gunning | DCS OH-58D .50 Cal Machine Gun] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=2laUsRDxGhM| High Explosive Rockets | DCS World OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=bbX4O0f5TC0| DCS OH-58D Kiowa | Quick Hellfire Tutorial] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=g_RvcBU90S4| APKWS Guided Rockets for the DCS World OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=-6rDzYnRq1E| AGM-114 Hellfire Missiles in the OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=RroIkFXGdBo| Air to Air Stingers in the OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=Axz154q1Vkw| Flying with Force Trim | Understanding trim in the OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=_uufaiUw8Rw| Night flying in the OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=PPga5LhRlL8| Mast Mounted Sight Tactics | DCS World OH-58D Kiowa Warrior] ====&lt;br /&gt;
&lt;br /&gt;
==== [https://www.youtube.com/watch?v=0vv5W2d9Nb8| Electronic Warfare and Special Options in the DCS World OH-58D Kiowa] ====&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Mission_Editor&amp;diff=271</id>
		<title>Mission Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Mission_Editor&amp;diff=271"/>
		<updated>2024-06-15T15:36:11Z</updated>

		<summary type="html">&lt;p&gt;Gadget: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Mission Editor&amp;#039;&amp;#039;&amp;#039; {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot; |- ! style=&amp;quot;text-align:left;&amp;quot;|&amp;#039;&amp;#039;&amp;#039;INFO&amp;#039;&amp;#039;&amp;#039; |- | style=&amp;quot;font-style: italic; |An example mission with all Mission Editor features can be found in the ‘Docs’ folder of your OH-58D install. |} == Creating the Default Route == The ‘default’ route is created using the standard DCS Mission Editor waypoints. Waypoints are always read from the mission file and loaded into the aircraft before...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mission Editor&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |An example mission with all Mission Editor features can be found in the ‘Docs’ folder of your OH-58D install.&lt;br /&gt;
|}&lt;br /&gt;
== Creating the Default Route ==&lt;br /&gt;
The ‘default’ route is created using the standard DCS Mission Editor waypoints. Waypoints are always read from the mission file and loaded into the aircraft before all other mission navigation points. They are automatically assigned to ROUTE 1.&lt;br /&gt;
 &lt;br /&gt;
[[file:ME_create_default_route.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Figure 154 - Creating the Default Route in the Mission Editor&lt;br /&gt;
&lt;br /&gt;
#In the Mission Editor, place an OH-58D(R) helicopter and set the SKILL option to ‘Player’ or ‘Client’&lt;br /&gt;
#On the lower right panel, select ‘Add’&lt;br /&gt;
#Click anywhere on the map to create a waypoint. Successive clicks will add further waypoints&lt;br /&gt;
When the mission is run and the aircraft started, the created route will appear in the NAV Setup page under Route 1 and will be named ‘ME’ (Mission Editor).&lt;br /&gt;
&lt;br /&gt;
[[file:ME_view_default_route.png|600px]] &lt;br /&gt;
&lt;br /&gt;
Figure 155 - Viewing the Default Route&lt;br /&gt;
 &lt;br /&gt;
== Creating Non-Route Waypoints ==&lt;br /&gt;
It is possible to create further Waypoints in the Mission Editor that are not part of any Route or Battlefield Graphic (unless later assigned).&lt;br /&gt;
These Waypoints will be loaded after the Default Route.&lt;br /&gt;
#In the Mission Editor, place an OH-58D(R) helicopter and set the SKILL option to ‘Player’ or ‘Client’&lt;br /&gt;
#On the lower right panel, open the ‘Navigation Target Fix Points’ tab&lt;br /&gt;
#Click anywhere on the map to create a Navigation Target Fix Point.&lt;br /&gt;
#In the Comment field, enter the desired name of the Waypoint. It is recommended to follow the standard naming convention of #W where # is a number between 1 and 99&lt;br /&gt;
When the mission is started, the aircraft will load the created Waypoints and attempt to assign them to the index based on the name supplied in the Comment field. If the ID matches an already existing waypoint (such as one created in the Default Route), it will override this waypoint and any Route or Battlefield Graphic will be affected by the change.&lt;br /&gt;
&lt;br /&gt;
[[file:ME_add_nonroute_waypoints.png|600px]]  &lt;br /&gt;
&lt;br /&gt;
Figure 156 - Adding Non-Route Waypoints in the Mission Editor&lt;br /&gt;
 &lt;br /&gt;
== Creating Control Points ==&lt;br /&gt;
Control Points can be created in the Mission Editor using the same method as creating Non-Route Waypoints. Control Points will be loaded after the Default Route and Non-Route Waypoints.&lt;br /&gt;
&lt;br /&gt;
[[file:ME_create_control_points.png|600px]]   &lt;br /&gt;
&lt;br /&gt;
Figure 157 - Creating Control Points in the Mission Editor&lt;br /&gt;
&lt;br /&gt;
#In the Mission Editor, place an OH-58D(R) helicopter and set the SKILL option to ‘Player’ or ‘Client’&lt;br /&gt;
#On the lower right panel, open the ‘Navigation Target Fix Points’ tab&lt;br /&gt;
#Click anywhere on the map to create a Navigation Target Fix Point.&lt;br /&gt;
#In the Comment field, enter the desired name of the Control Point. It is recommended to follow the standard naming convention of #C where # is a number between 1 and 20&lt;br /&gt;
The loaded Control Points will be visible on the HSD, RMS and Control Point List pages.&lt;br /&gt;
 &lt;br /&gt;
== Creating Target Points ==&lt;br /&gt;
Target Points may be created in the Mission Editor using the same method as Waypoints and Control Points. Target Points allow for an extended naming convention to supply basic target data.&lt;br /&gt;
Target Points are loaded after the Default Route, Non-Route Waypoints and Control Points.&lt;br /&gt;
&lt;br /&gt;
[[file:ME_create_control_points.png|600px]] &lt;br /&gt;
&lt;br /&gt;
Figure 158 - Creating Target Points in the Mission Editor&lt;br /&gt;
&lt;br /&gt;
#In the Mission Editor, place an OH-58D(R) helicopter and set the SKILL option to ‘Player’ or ‘Client’&lt;br /&gt;
#On the lower right panel, open the ‘Navigation Target Fix Points’ tab&lt;br /&gt;
#Click anywhere on the map to create a Navigation Target Fix Point.&lt;br /&gt;
#In the Comment field, enter the desired name of the Target Point. It is required to follow the standard naming convention of #T where # is a number between 1 and 99, e.g. 98T&lt;br /&gt;
#The Target Quantity can be entered by appending a vertical bar character ‘|’ and a number, e.g. 98T|3&lt;br /&gt;
#The Target Subtype can be entered by appending a further vertical bar character and Target Subtype entry, e.g. 98|3|T80&lt;br /&gt;
&lt;br /&gt;
[[file:ME_viewing_target_points.png|600px]] &lt;br /&gt;
&lt;br /&gt;
Figure 159 - Viewing the created Target Points&lt;br /&gt;
 &lt;br /&gt;
=== Target Subtypes ===&lt;br /&gt;
The following table contains the valid target strings that can be entered in the Mission Editor.&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:8&amp;quot;&amp;gt; &lt;br /&gt;
*UNK&lt;br /&gt;
*T54&lt;br /&gt;
*T55&lt;br /&gt;
*T62&lt;br /&gt;
*T64&lt;br /&gt;
*T72&lt;br /&gt;
*T80&lt;br /&gt;
*T90&lt;br /&gt;
*TYPE 59&lt;br /&gt;
*TYPE 69&lt;br /&gt;
*TYPE 62&lt;br /&gt;
*PT76&lt;br /&gt;
*BRDM2&lt;br /&gt;
*BRDM1&lt;br /&gt;
*PT76&lt;br /&gt;
*D30&lt;br /&gt;
*BM21&lt;br /&gt;
*2S1&lt;br /&gt;
*2S3&lt;br /&gt;
*ZU23&lt;br /&gt;
*ZPU&lt;br /&gt;
*ZPU2&lt;br /&gt;
*ZPU4&lt;br /&gt;
*ZSU23-4&lt;br /&gt;
*ZSU57-2&lt;br /&gt;
*SA2&lt;br /&gt;
*SA4&lt;br /&gt;
*SA6&lt;br /&gt;
*SA8&lt;br /&gt;
*SA9&lt;br /&gt;
*SA11&lt;br /&gt;
*SA13&lt;br /&gt;
*SA7&lt;br /&gt;
*SA14&lt;br /&gt;
*SA16&lt;br /&gt;
*SA18&lt;br /&gt;
*S60&lt;br /&gt;
*SA5&lt;br /&gt;
*2S6&lt;br /&gt;
*SA3&lt;br /&gt;
*MIG17&lt;br /&gt;
*MIG21&lt;br /&gt;
*MIG23&lt;br /&gt;
*MIG25&lt;br /&gt;
*MIG27&lt;br /&gt;
*MIG31&lt;br /&gt;
*SU21&lt;br /&gt;
*SU25&lt;br /&gt;
*AN12&lt;br /&gt;
*IL76&lt;br /&gt;
*IL28&lt;br /&gt;
*YAK28&lt;br /&gt;
*AN2&lt;br /&gt;
*MIG29&lt;br /&gt;
*SU17&lt;br /&gt;
*SU24&lt;br /&gt;
*SU27&lt;br /&gt;
*SU7&lt;br /&gt;
*TU26&lt;br /&gt;
*MIG19&lt;br /&gt;
*MI2&lt;br /&gt;
*MI4&lt;br /&gt;
*MI8&lt;br /&gt;
*MI17&lt;br /&gt;
*MI24&lt;br /&gt;
*MI28&lt;br /&gt;
*MI31&lt;br /&gt;
*MI26&lt;br /&gt;
*KA50&lt;br /&gt;
*MI6&lt;br /&gt;
*BRDM&lt;br /&gt;
*RKH&lt;br /&gt;
*MT55&lt;br /&gt;
*IMR&lt;br /&gt;
*TMM&lt;br /&gt;
*BTR60&lt;br /&gt;
*BTR70&lt;br /&gt;
*BTR80&lt;br /&gt;
*BMP1&lt;br /&gt;
*BMP2&lt;br /&gt;
*BMP3&lt;br /&gt;
*BMD&lt;br /&gt;
*YW531&lt;br /&gt;
*TYPE77&lt;br /&gt;
*MTLB&lt;br /&gt;
*OT64&lt;br /&gt;
*BM11&lt;br /&gt;
*BM21&lt;br /&gt;
*BM14&lt;br /&gt;
*BM16&lt;br /&gt;
*BM24&lt;br /&gt;
*BMD25&lt;br /&gt;
*M1985&lt;br /&gt;
*FROG5&lt;br /&gt;
*FROG7&lt;br /&gt;
*SCUD&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
== Creating Routes with Drawings ==&lt;br /&gt;
In addition to the method provided with the Default Route, additional Routes may be created using the DCS Mission Editor’s Draw tools.&lt;br /&gt;
#Select the Draw mode on the left panel of the Mission Editor&lt;br /&gt;
&lt;br /&gt;
#On the right panel, select the Line tool&lt;br /&gt;
&lt;br /&gt;
[[file:ME_create_routes.png|600px]]	 &lt;br /&gt;
&lt;br /&gt;
Figure 160 - Creating Routes using Drawings in the Mission Editor&lt;br /&gt;
&lt;br /&gt;
#Click on the map to place line points and draw the line. To complete the line, double click to place the last point&lt;br /&gt;
#The line must be named using a specific format to be imported as a Route. In the Name box, enter ‘KW-ROUTE#’ where # is the number of the route you wish to create – 1,2 or 3.&lt;br /&gt;
&lt;br /&gt;
#On mission start, the line points will be loaded as Waypoints and the Route created.&lt;br /&gt;
&lt;br /&gt;
[[file:ME_viewing_resultant_routes.png|600px]]&lt;br /&gt;
	 &lt;br /&gt;
Figure 161 - Viewing one of the resultant Routes&lt;br /&gt;
&lt;br /&gt;
== Creating Battlefield Graphics with Drawings ==&lt;br /&gt;
Battlefield Graphics can be created using the Mission Editor drawing tools. This simplifies the creation of graphics and allows mission designers to communicate areas of interest to players.&lt;br /&gt;
&lt;br /&gt;
[[file:ME_drawing_routes_bg.png|600px]]&lt;br /&gt;
	  &lt;br /&gt;
Figure 162 - Example mission using drawings to create Routes and Battlefield Graphics&lt;br /&gt;
&lt;br /&gt;
[[file:ME_view_bg_rms.png|600px]]&lt;br /&gt;
	  &lt;br /&gt;
Figure 163 - Viewing the created Battlefield Graphics and selected Route in the RMS page&lt;br /&gt;
&lt;br /&gt;
=== Creating Line Drawings ===&lt;br /&gt;
#Select the Draw mode on the left panel of the Mission Editor&lt;br /&gt;
#On the right panel, select the Line tool&lt;br /&gt;
#Click on the map to place line points and draw the line. To complete the line, double click to place the last point&lt;br /&gt;
#The line must be named using a specific format to be imported as a Battlefield Graphic. In the Name box, enter ‘KW-#’ where # is the name of the line, e.g. KW-PL JUMBO.&lt;br /&gt;
#On mission start, the line points will be loaded as a Battlefield Graphic Line&lt;br /&gt;
&lt;br /&gt;
=== Creating Area Drawings ===&lt;br /&gt;
#Select the Draw mode on the left panel of the Mission Editor&lt;br /&gt;
#On the right panel, select the Polygon tool&lt;br /&gt;
#Select Free under the Polygon Type&lt;br /&gt;
#Click on the map to place line points and draw the shape. To complete the shape, double click to place the last point&lt;br /&gt;
#The shape must be named using a specific format to be imported as a Battlefield Graphic. In the Name box, enter ‘KW-#’ where # is the name of the shape, e.g. KW-AO WESSEX.&lt;br /&gt;
#On mission start, the shape points will be loaded as a Battlefield Graphic Area&lt;br /&gt;
 &lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:ME_viewing_target_points.png&amp;diff=270</id>
		<title>File:ME viewing target points.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:ME_viewing_target_points.png&amp;diff=270"/>
		<updated>2024-06-15T15:32:10Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:ME_view_bg_rms.png&amp;diff=269</id>
		<title>File:ME view bg rms.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:ME_view_bg_rms.png&amp;diff=269"/>
		<updated>2024-06-15T15:30:26Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:ME_drawing_routes_bg.png&amp;diff=268</id>
		<title>File:ME drawing routes bg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:ME_drawing_routes_bg.png&amp;diff=268"/>
		<updated>2024-06-15T15:30:24Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:ME_viewing_resultant_routes.png&amp;diff=267</id>
		<title>File:ME viewing resultant routes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:ME_viewing_resultant_routes.png&amp;diff=267"/>
		<updated>2024-06-15T15:29:59Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:ME_create_routes.png&amp;diff=266</id>
		<title>File:ME create routes.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:ME_create_routes.png&amp;diff=266"/>
		<updated>2024-06-15T15:29:46Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:ME_create_control_points.png&amp;diff=265</id>
		<title>File:ME create control points.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:ME_create_control_points.png&amp;diff=265"/>
		<updated>2024-06-15T15:29:12Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:ME_add_nonroute_waypoints.png&amp;diff=264</id>
		<title>File:ME add nonroute waypoints.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:ME_add_nonroute_waypoints.png&amp;diff=264"/>
		<updated>2024-06-15T15:28:50Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:ME_view_default_route.png&amp;diff=263</id>
		<title>File:ME view default route.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:ME_view_default_route.png&amp;diff=263"/>
		<updated>2024-06-15T15:28:10Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:ME_create_default_route.png&amp;diff=262</id>
		<title>File:ME create default route.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:ME_create_default_route.png&amp;diff=262"/>
		<updated>2024-06-15T15:28:04Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=261</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=261"/>
		<updated>2024-06-15T14:51:51Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Unslaved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |None of the sighting methods for the gun use any computed methods to calculate required elevation for aiming at a target. The MMS Line of Sight indicator as displayed on the PDU or MFDs simply shows relative azimuth and elevation of the MMS, and does not factor in range or any other factors for an accurate trajectory calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The IZLID is attached to the M3P and is only available when the M3P is installed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
[[file:wpn_rocket1.png|400px]]&lt;br /&gt;
[[file:wpn_rocket2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Bunker and Delay fuze settings for rockets are currently not available in DCS World. Contact fuze rockets will always detonate upon impact.&lt;br /&gt;
Airburst fuze distance/time settings for rockets are currently not available in DCS World. Illumination and Smoke rockets detonate at a fixed distance that cannot currently be set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The Rocket Cue elevation calculation is a guide, and will not provide high accuracy. The real-world system used data taken from firing at a 50’ hover, and the DCS World OH-58D Kiowa Warrior uses this same data.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
[[file:wpn_hellfire.png|400px]]&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Each pylon loaded with ATAS has 5 minutes of coolant approximately. Only activate the missiles when needed. In case of emptying the coolant the missile will lose some sensitiveness. The coolant will be resupplied on rearm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Each pylon loaded with ATAS has 5 minutes of coolant approximately. Only activate the missiles when needed. In case of emptying the coolant the missile will lose some sensitiveness. The coolant will be resupplied on rearm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=260</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=260"/>
		<updated>2024-06-15T14:51:16Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Slaved */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |None of the sighting methods for the gun use any computed methods to calculate required elevation for aiming at a target. The MMS Line of Sight indicator as displayed on the PDU or MFDs simply shows relative azimuth and elevation of the MMS, and does not factor in range or any other factors for an accurate trajectory calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The IZLID is attached to the M3P and is only available when the M3P is installed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
[[file:wpn_rocket1.png|400px]]&lt;br /&gt;
[[file:wpn_rocket2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Bunker and Delay fuze settings for rockets are currently not available in DCS World. Contact fuze rockets will always detonate upon impact.&lt;br /&gt;
Airburst fuze distance/time settings for rockets are currently not available in DCS World. Illumination and Smoke rockets detonate at a fixed distance that cannot currently be set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The Rocket Cue elevation calculation is a guide, and will not provide high accuracy. The real-world system used data taken from firing at a 50’ hover, and the DCS World OH-58D Kiowa Warrior uses this same data.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
[[file:wpn_hellfire.png|400px]]&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Each pylon loaded with ATAS has 5 minutes of coolant approximately. Only activate the missiles when needed. In case of emptying the coolant the missile will lose some sensitiveness. The coolant will be resupplied on rearm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=259</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=259"/>
		<updated>2024-06-15T14:50:14Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* LOAL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |None of the sighting methods for the gun use any computed methods to calculate required elevation for aiming at a target. The MMS Line of Sight indicator as displayed on the PDU or MFDs simply shows relative azimuth and elevation of the MMS, and does not factor in range or any other factors for an accurate trajectory calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The IZLID is attached to the M3P and is only available when the M3P is installed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
[[file:wpn_rocket1.png|400px]]&lt;br /&gt;
[[file:wpn_rocket2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Bunker and Delay fuze settings for rockets are currently not available in DCS World. Contact fuze rockets will always detonate upon impact.&lt;br /&gt;
Airburst fuze distance/time settings for rockets are currently not available in DCS World. Illumination and Smoke rockets detonate at a fixed distance that cannot currently be set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The Rocket Cue elevation calculation is a guide, and will not provide high accuracy. The real-world system used data taken from firing at a 50’ hover, and the DCS World OH-58D Kiowa Warrior uses this same data.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
[[file:wpn_hellfire.png|400px]]&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button. &lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=258</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=258"/>
		<updated>2024-06-15T14:49:18Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* APKWS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |None of the sighting methods for the gun use any computed methods to calculate required elevation for aiming at a target. The MMS Line of Sight indicator as displayed on the PDU or MFDs simply shows relative azimuth and elevation of the MMS, and does not factor in range or any other factors for an accurate trajectory calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The IZLID is attached to the M3P and is only available when the M3P is installed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
[[file:wpn_rocket1.png|400px]]&lt;br /&gt;
[[file:wpn_rocket2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Bunker and Delay fuze settings for rockets are currently not available in DCS World. Contact fuze rockets will always detonate upon impact.&lt;br /&gt;
Airburst fuze distance/time settings for rockets are currently not available in DCS World. Illumination and Smoke rockets detonate at a fixed distance that cannot currently be set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The Rocket Cue elevation calculation is a guide, and will not provide high accuracy. The real-world system used data taken from firing at a 50’ hover, and the DCS World OH-58D Kiowa Warrior uses this same data.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
[[file:wpn_hellfire.png|400px]]&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button. &lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=257</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=257"/>
		<updated>2024-06-15T14:48:42Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Unguided */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |None of the sighting methods for the gun use any computed methods to calculate required elevation for aiming at a target. The MMS Line of Sight indicator as displayed on the PDU or MFDs simply shows relative azimuth and elevation of the MMS, and does not factor in range or any other factors for an accurate trajectory calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The IZLID is attached to the M3P and is only available when the M3P is installed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
[[file:wpn_rocket1.png|400px]]&lt;br /&gt;
[[file:wpn_rocket2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Bunker and Delay fuze settings for rockets are currently not available in DCS World. Contact fuze rockets will always detonate upon impact.&lt;br /&gt;
Airburst fuze distance/time settings for rockets are currently not available in DCS World. Illumination and Smoke rockets detonate at a fixed distance that cannot currently be set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
[[file:wpn_hellfire.png|400px]]&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button. &lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=256</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=256"/>
		<updated>2024-06-15T14:47:56Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Rockets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |None of the sighting methods for the gun use any computed methods to calculate required elevation for aiming at a target. The MMS Line of Sight indicator as displayed on the PDU or MFDs simply shows relative azimuth and elevation of the MMS, and does not factor in range or any other factors for an accurate trajectory calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The IZLID is attached to the M3P and is only available when the M3P is installed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
[[file:wpn_rocket1.png|400px]]&lt;br /&gt;
[[file:wpn_rocket2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
[[file:wpn_hellfire.png|400px]]&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button. &lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Navigation&amp;diff=255</id>
		<title>Navigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Navigation&amp;diff=255"/>
		<updated>2024-06-15T14:47:21Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Saving Mission Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The navigation tools in the OH-58D Kiowa Warrior comprise of Waypoints, Control Points and Target Points which can be used as building blocks to create Routes and Battlefield Graphics. This data can also be exported and imported using the Data Transfer System.&lt;br /&gt;
&lt;br /&gt;
== Data Transfer System ==&lt;br /&gt;
=== Saving Mission Data ===&lt;br /&gt;
#Select INIT button on the respective MFD Auxiliary Control Panel to display the Initial Page.&lt;br /&gt;
#Select L4 and the Data Entry Mode will be activated.&lt;br /&gt;
#Type the password into the MFK (Default is “58D”), and press Enter. This will display the Data Loader page.&lt;br /&gt;
#Select R1, R2 or R3 to open the Store Mission page of the selected slot to display.&lt;br /&gt;
#Select B4 to change the Mission Name, enabling the Data Entry.&lt;br /&gt;
#Select the MFD bezels of the things you want to store.&lt;br /&gt;
#Select B3 to save the selected mission slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; | Missions are saved in a folder called &amp;quot;DCS_OH58D&amp;quot; at your Saved Games folder. You can find the missions by the name MissionN.json, in which N is the slot (1-3). &lt;br /&gt;
If you are not familiar with json files restrain from editing them, because it could cause unexpected behaviour.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Loading Mission Data ===&lt;br /&gt;
#Select INIT button on the respective MFD Auxiliary Control Panel to display the Initial Page.&lt;br /&gt;
#Select L4 and the Data Entry Mode will be activated.&lt;br /&gt;
#Type the password into the MFK (Default is “58D”), this will display the Data Loader page.&lt;br /&gt;
#Select L1, L2 or L3 to open the Load Mission page of the selected slot to display. (There might be less than 3 options depending on the number of .json present in your folder)&lt;br /&gt;
#Select the MFD bezels of the things you want to load.&lt;br /&gt;
#Select B3 to load the selected mission slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Missions are saved in a folder called &amp;quot;DCS_OH58D&amp;quot; at your Saved Games folder. You can find the missions by the name MissionN.json, in which N is the slot (1-3). &lt;br /&gt;
If you are not familiar with json files restrain from editing them, because it could cause unexpected behavior.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
== Waypoints ==&lt;br /&gt;
=== Creating a Waypoint ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L4, New Waypoint page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Enter a valid waypoint ID&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to create the waypoint&lt;br /&gt;
#*Upon the creation of a valid waypoint, the page will autocomplete the next available waypoint slot in preparation for another waypoint to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A waypoint ID must be in the following formats:&lt;br /&gt;
*	#W&lt;br /&gt;
*	##W&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Editing a Waypoint ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L4, New Waypoint page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Enter an existing waypoint ID. If done correctly, the position and altitude data will correlate to the one on the list.&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the waypoint&lt;br /&gt;
#*Upon the creation of a valid waypoint, the page will autocomplete the next available waypoint slot in preparation for another waypoint to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A waypoint ID must be in the following formats:&lt;br /&gt;
*	#W&lt;br /&gt;
*	##W&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Deleting a Waypoint ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L5, Waypoint List page&lt;br /&gt;
#Select R1, DEL WP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter a waypoint number between 0 and 99 to delete the waypoint at that index&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Deleting all Waypoints ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L5, Waypoint List page&lt;br /&gt;
#Select R1, DEL WP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter ‘ALL’&lt;br /&gt;
#*Upon entry all waypoints will be checked and deleted&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
== Control Points ==&lt;br /&gt;
=== Creating a Control Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R5, New Control Point page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#control point ID&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to create the waypoint&lt;br /&gt;
#*Upon the creation of a valid control point, the page will autocomplete the next available control point slot in preparation for another control point to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A control point ID must be in the following formats:&lt;br /&gt;
*	#C&lt;br /&gt;
*	##C&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Editing a Control Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R5, New Control Point page&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the waypoint&lt;br /&gt;
#*Upon the creation of a valid control point, the page will autocomplete the next available control point slot in preparation for another control point to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A control point ID must be in the following formats:&lt;br /&gt;
*	#C&lt;br /&gt;
*	##C&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Control Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R1, DEL CP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter a control point number between 0 and 99 to delete the waypoint at that index&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deleting all Control Points ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2, Control Point List page&lt;br /&gt;
#Select R1, DEL CP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter ‘ALL’&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Target Points ==&lt;br /&gt;
=== Creating a Target Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R4, New Target Point page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Select L2 to set entry mode on position line&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to create the waypoint&lt;br /&gt;
#*Upon the creation of a valid target point, the page will autocomplete the next available target point slot in preparation for another target point to be created&lt;br /&gt;
&lt;br /&gt;
=== Creating a Target Point using the MMS ‘Store’ function ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |This procedure has to be performed in the left MFD, since the right side has a simplified MMS symbology.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
#Select B3 to activate the MMS in any mode&lt;br /&gt;
#Set the Laser Arm Switch to armed&lt;br /&gt;
#Press the Target Designate button&lt;br /&gt;
#Press L1 to select any Laser Code (Not Range mode)&lt;br /&gt;
#Hold down the Laser Fire Switch for 3 to 5 seconds&lt;br /&gt;
#Press L4 to save the target point on the highest slot available&lt;br /&gt;
&lt;br /&gt;
=== Creating a Target Point using the MMS ‘Store More’ function ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |This procedure has to be performed in the left MFD, since the right side has a simplified MMS symbology.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
#Select B3 to activate the MMS in any mode&lt;br /&gt;
#Set the Laser Arm Switch to armed&lt;br /&gt;
#Press the Target Designate button&lt;br /&gt;
#Press L1 to select any Laser Code (Not Range mode)&lt;br /&gt;
#Hold down the Laser Fire Switch for 3 to 5 seconds&lt;br /&gt;
#Press L3 to open the HOG menu&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |To navigate through this menu you have to use the following controls:&lt;br /&gt;
*MMS FOV Narrow - Scroll Up&lt;br /&gt;
*MMS FOV Wide - Scroll Down&lt;br /&gt;
*MMS Point Track - Select&lt;br /&gt;
*MMS TV/TIS - Back&lt;br /&gt;
#Fill with the MFK the index you want the target point saved&lt;br /&gt;
#Fill the Target Quantity&lt;br /&gt;
#Fill the Target Type&lt;br /&gt;
#Fill the Artillery number&lt;br /&gt;
#If you need to modify previous data select modify, else you can finish the process by selecting Store.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Editing a Target Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R4, New Target point page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Enter an existing target point ID. If done correctly, the position and altitude data will correlate to the one on the list.&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the target point&lt;br /&gt;
#*Upon the creation of a valid target point, the page will autocomplete the next available target point slot in preparation for another target point to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A Target Point ID must be in the following formats:&lt;br /&gt;
*	#T&lt;br /&gt;
*	##T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Target Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R1, DEL TP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter a control point number between 0 and 99 to delete the waypoint at that index&lt;br /&gt;
&lt;br /&gt;
== Direct To Mode ==&lt;br /&gt;
=== Creating a Direct To Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select L1 to enter DIRTO Point page.&lt;br /&gt;
#Select L1 again to enter the Id of the desired created point or press enter to continue with a custom point.&lt;br /&gt;
#If it’s a custom point enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#If it’s a custom point a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the waypoint&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
=== Creating a Route ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L1, L2 or L3 depending on the slot you want to create&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
#Press R5 when finished to go back to NAV Setup page&lt;br /&gt;
&lt;br /&gt;
=== Editing a Route ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L1, L2 or L3 depending on the slot you want to create&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
#Press R5 when finished to go back to NAV Setup page&lt;br /&gt;
&lt;br /&gt;
=== Selecting a Route ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Continuously press R3 until the name of the desired route is on the screen.&lt;br /&gt;
&lt;br /&gt;
== Battlefield Graphics ==&lt;br /&gt;
=== Creating a Line Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R1 to create a line&lt;br /&gt;
#Fill the index you want to give the Line&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Editing a Line Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R1 to select a line&lt;br /&gt;
#Fill the index of the line you want to edit&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Line Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select L3 to choose the drawing you want to delete&lt;br /&gt;
#Fill the index&lt;br /&gt;
&lt;br /&gt;
=== Creating an Area Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R2 to create a Area&lt;br /&gt;
#Fill the index you want to give the Area&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Editing an Area Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R2 to select an Area&lt;br /&gt;
#Fill the index of the Area you want to edit&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Deleting an Area Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select L3 to choose the drawing you want to delete&lt;br /&gt;
#Fill the index&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:Wpn_rocket2.png&amp;diff=254</id>
		<title>File:Wpn rocket2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:Wpn_rocket2.png&amp;diff=254"/>
		<updated>2024-06-15T14:46:35Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:Wpn_rocket1.png&amp;diff=253</id>
		<title>File:Wpn rocket1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:Wpn_rocket1.png&amp;diff=253"/>
		<updated>2024-06-15T14:46:23Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=252</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=252"/>
		<updated>2024-06-15T14:44:06Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Firing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |None of the sighting methods for the gun use any computed methods to calculate required elevation for aiming at a target. The MMS Line of Sight indicator as displayed on the PDU or MFDs simply shows relative azimuth and elevation of the MMS, and does not factor in range or any other factors for an accurate trajectory calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The IZLID is attached to the M3P and is only available when the M3P is installed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
   &lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
[[file:wpn_hellfire.png|400px]]&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button. &lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=251</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=251"/>
		<updated>2024-06-15T14:42:32Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Infrared Zoom Laser Illuminator Designator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |The IZLID is attached to the M3P and is only available when the M3P is installed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
   &lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
[[file:wpn_hellfire.png|400px]]&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button. &lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=250</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=250"/>
		<updated>2024-06-15T14:41:36Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* LOBL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Rockets ==&lt;br /&gt;
   &lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
[[file:wpn_hellfire.png|400px]]&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button. &lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=File:Wpn_hellfire.png&amp;diff=249</id>
		<title>File:Wpn hellfire.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=File:Wpn_hellfire.png&amp;diff=249"/>
		<updated>2024-06-15T14:38:52Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=248</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=248"/>
		<updated>2024-06-15T14:37:27Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* LOBL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Rockets ==&lt;br /&gt;
   &lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |If there is hellfires present in both pylons, any side of the Weapons Select Switch will work seamlessly.&lt;br /&gt;
|}&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button. &lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=247</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Weapons&amp;diff=247"/>
		<updated>2024-06-15T14:16:33Z</updated>

		<summary type="html">&lt;p&gt;Gadget: Created page with &amp;quot;== M3P Machine Gun == === Firing === #Set Master Arm Switch on the Armament Control Panel to ARMED. #If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED. #Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip. #If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== M3P Machine Gun ==&lt;br /&gt;
=== Firing ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED.&lt;br /&gt;
#If the gun has not already been cocked, or has been reloaded, set and hold Gun Arm Switch on the Armament Control Panel to RECOCK, then release to ARMED.&lt;br /&gt;
#Action the gun by selecting the LEFT position on the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#If using the MMS to acquire the target, align the MMS Line of Sight indicator in the Spare Weapons page or the ODA to the aircraft reference symbol.&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#*First detent will fire up to a 1 second burst each time the input is pressed.&lt;br /&gt;
#*Second detent will fire until the input is released.&lt;br /&gt;
 &lt;br /&gt;
=== Infrared Zoom Laser Illuminator Designator ===&lt;br /&gt;
The Infrared Zoom Laser Illuminator Designator (IZLID) can be actioned at any time using the IZLID Switch on the Pilot Collective Grip. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Rockets ==&lt;br /&gt;
   &lt;br /&gt;
=== Rocket Cue Setup ===&lt;br /&gt;
The elevation of the Rocket Cue is determined by the selected type of rocket and the selected range. For APKWS only the elevation difference is also factored.&lt;br /&gt;
To achieve an accurate elevation the rocket type, desired range and fuze options must be programmed into the IMCPU.&lt;br /&gt;
&lt;br /&gt;
==== Selecting Rocket Type ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#Press R5 to enter the Weapons BIT/Setup Page&lt;br /&gt;
#Press R4 to open the Rocket Types subpage&lt;br /&gt;
#Press R4 again to activate Data Entry Mode for Zone A&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone A&lt;br /&gt;
#Press Enter to validate entry and activate Data Entry Mode for Zone B&lt;br /&gt;
#Enter the corresponding number to the type of rocket installed in Zone B&lt;br /&gt;
#Press Enter to validate entry&lt;br /&gt;
&lt;br /&gt;
==== Selecting Fuze and Range ====&lt;br /&gt;
#Enter the Weapons Page by actioning the Weapon Select Switch UP&lt;br /&gt;
#For rockets that use a contact fuze, press the bezel L5 to activate Data Entry Mode for Contact Fuze/Cue Distance&lt;br /&gt;
#Enter the desired fuze setting (“S” for Superquick, “B” for Bunker or a value between 10 and 45 for Delay)&lt;br /&gt;
#Press Enter to validate and activate Date Entry Mode for the range options&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
#For rockets that use an airburst fuze, press the bezel L5 to activate Data Entry Mode for Airburst Fuze/Cue Distance&lt;br /&gt;
#Enter the desired range or range source (“L” for Laser, “N” for current Navigation Point, or a value between 500 and 8000 meters/&lt;br /&gt;
#Press Enter to validate and exit Data Entry Mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unguided ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== APKWS ===&lt;br /&gt;
#Ensure Laser Code is set correctly for APKWS and Laser is ARMED and is in a designating mode&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the rockets by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Hold down the Laser Fire Switch on the Copilot’s Cyclic Grip until a range is returned, an elevation difference is displayed and the Rocket Cue updates&lt;br /&gt;
#If using the MMS to acquire the target, align the Rocket Cue in the Spare Weapons page or the ODA to the aircraft reference symbol&lt;br /&gt;
#If using the Grease Pencil Marker or the PDU, align the crosshair onto the target&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip &lt;br /&gt;
&lt;br /&gt;
== Hellfire ==&lt;br /&gt;
=== LOBL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOBL by pressing L5 repeatedly until the L5 label shows LOBL.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
#Point with the nose of the aircraft to the general area the laser will be pointing&lt;br /&gt;
#If it’s going to use the laser by your own MMS, acquire the target.&lt;br /&gt;
#Set the laser to ARMED.&lt;br /&gt;
#Hold down the Laser Fire Switch.&lt;br /&gt;
#Use the MMS cues to direct the aircraft to the laser spot.&lt;br /&gt;
#Find the laser spot in your Hellfire Weapons Page, depicted as an “x”, and place it inside the LOBL constrains markings.&lt;br /&gt;
#When the line switches to solid and the status of the missile is “TRK” you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== LOAL ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
#Set the Launch Mode to MAN/NORM as required by pressing L4.&lt;br /&gt;
#Set the Delivery Mode to LOAL by pressing L5 repeatedly until the L5 label shows HI, LO or DIR.&lt;br /&gt;
#Make sure below the hellfire symbol there is “RDY” as status.&lt;br /&gt;
&lt;br /&gt;
==== DIR Point Reference ====&lt;br /&gt;
#Press B2 to open HSD page.&lt;br /&gt;
#Press L1 to open DIR Point Page.&lt;br /&gt;
#Press L1 again to select an already created waypoint or, press L1 and then Enter to be able to write directly a custom position.&lt;br /&gt;
#Press in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip to go back to your hellfire page.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A box with DIR written inside will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box.&lt;br /&gt;
# When the line switches to solid you are clear to shoot.&lt;br /&gt;
# Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
==== Pre-Point Reference ====&lt;br /&gt;
#Press B3 on the left MFD to open MMS page.&lt;br /&gt;
#Make sure you are in the &amp;quot;Prepoint” mode by looking at the MMS Rotator.&lt;br /&gt;
#Press R2 to open de PPT pop up.&lt;br /&gt;
#Write on the MFK the point you want to select as prepoint.&lt;br /&gt;
#Make sure you are in the correct Delivery and Launch modes.&lt;br /&gt;
# Turn the aircraft into the DIR Point azimuth.&lt;br /&gt;
# A big cross will appear, as with the “x” from the laser in LOBL mode, put it inside the constrains box, and it will convert into a small plus sign “+”.&lt;br /&gt;
#When the line switches to solid you are clear to shoot.&lt;br /&gt;
#Action the Weapon Fire Switch on the Pilot’s Cyclic Grip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hellfire parameters ===&lt;br /&gt;
==== Launch modes ====&lt;br /&gt;
There are 3 modes in this aircraft. MAN (manual), NORM (normal) and RIPL (ripple).&lt;br /&gt;
The MAN mode allows the pilot to select manually the missile that it&#039;s going to be launched and changes it into the main code.&lt;br /&gt;
The NORM mode steps in the normal sequence the missiles must be launched.&lt;br /&gt;
The ripple mode is for rapid launched missiles with alternated launched codes.&lt;br /&gt;
&lt;br /&gt;
==== Delivery modes ====&lt;br /&gt;
As already described in this manual, there is 2 delivery modes LOAL and LOBL, the LOBL mode or Lock on Before Launch requires the detection of the laser with the missile before the launch. Which gives the missile the ability to calculate the path without an extra consumption of fuel.&lt;br /&gt;
On the other side LOAL or Lock on After Launch, lets the user fire using a given point as a reference. This is useful in situations in which the aircraft can’t be exposed. This mode has 3 sub modes: HI, LO and DIR.&lt;br /&gt;
The first two will make the missile loft to gain altitude and energy that will make it fly further, the DIR mode will be used in engagements at shorter distances when lofting could make the missile not able to find the missile. &lt;br /&gt;
&lt;br /&gt;
==== Constrain modes ====&lt;br /&gt;
Hellfire has two different constrain modes and those are NORMAL and ORIDE, for standard operations the normal mode will be the one used. The ORIDE or override mode lets the user fire without taking the constrains in consideration, that reduces the probability of a hit if not used correctly.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== ATAS ==&lt;br /&gt;
=== Unslaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on OFF&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Move the nose of the aircraft to the general area of the objective&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slaved ===&lt;br /&gt;
#Set Master Arm Switch on the Armament Control Panel to ARMED&lt;br /&gt;
#Action the missiles by pressing in the direction of the desired pylon using the Weapon Select Switch on the Pilot’s Cyclic Grip&lt;br /&gt;
#Check that the bezel on L3 “SLAVE” is on “ON”&lt;br /&gt;
#On the right MFD, track your target with the MMS&lt;br /&gt;
#Align your MMS with the ATAS box.&lt;br /&gt;
#Press Missile Activate button to start using the coolant&lt;br /&gt;
#Press the Weapon Fire First Detent to make the seeker start sounding&lt;br /&gt;
#On a high pitch sound, you are cleared to shoot by pressing the Second Detent of the Weapon Fire Button. &lt;br /&gt;
&lt;br /&gt;
== Copilot’s Personal Weapon (M4) ==&lt;br /&gt;
OH-58D Kiowa Warrior crews were equipped with Personal Defense Weapons when deployed in combat. Due to the Kiowa’s close quarters engagement style, there were times when these weapons were used offensively by the crew from the air in place of other onboard weapon systems.&lt;br /&gt;
&lt;br /&gt;
We have brought this feature to the DCS World OH-58D Kiowa Warrior by allowing the Copilot to deploy their M4 Carbine as a handheld weapon.&lt;br /&gt;
&lt;br /&gt;
As well as being controllable by mouse or joystick, the M4 can also be used with VR controllers, and we recommend this method for anyone using VR. Since the method of use is slightly different, we have documented both cases.&lt;br /&gt;
The method used in game is automatically decided by the detection of any powered VR hand controls.&lt;br /&gt;
&lt;br /&gt;
=== Using VR Hand Controllers ===&lt;br /&gt;
#With VR controllers switched on and in-game hands visible, as the Copilot reach and touch the latch securing the weapon.&lt;br /&gt;
#The latch will open and the weapon will snap to the player’s hands. If using only the right controller, the weapon will align to the position and rotation of the hand. If using both controllers, the weapon will be aimed using the position of the right hand and the relative direction to the left hand&lt;br /&gt;
#The weapon can be fired using the trigger on the controller&lt;br /&gt;
#The weapon will reload automatically – no input is needed&lt;br /&gt;
#.2 Using Mouse Input&lt;br /&gt;
#As the Copilot, click on the latch securing the weapon.&lt;br /&gt;
#The latch will open and the Copilot avatar will reach out and unsecure the weapon, then move into the ready position, aiming the weapon outside the aircraft&lt;br /&gt;
#From this position the player can use the mouse to aim the weapon within the limits of the aircraft frame and seat harness restrictions using the M4 Mouse Left/Right and M4 Mouse Up/Down inputs (Default: Mouse X &amp;amp; Mouse Y)&lt;br /&gt;
#The weapon can be fired using the M4 Mouse Fire input (Default: Mouse Button 1)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |You may need to toggle Clickable Mouse Cockpit Mode (Default: LAlt+C) in order to switch between control of the weapon and interacting with other cockpit elements.&lt;br /&gt;
The control bindings for the Copilot Weapon using Mouse Input mode can be found in the OH-58D Copilot Personal Weapon category&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Sensors&amp;diff=246</id>
		<title>Sensors</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Sensors&amp;diff=246"/>
		<updated>2024-06-15T14:09:10Z</updated>

		<summary type="html">&lt;p&gt;Gadget: Created page with &amp;quot;== Mast Mounted Sensor (MMS) == === Starting the MMS === #Once power is applied to the aircraft, rotate the MMS Mode Selector to any of the operational modes (FWD/PREPT/SRCH) or PREFLT #For the operational modes, press the Manual/Slave button twice to slave the MMS to the selected mode  === Shutting down the MMS === #Rotate the MMS Mode Selector to STOW #The MMS will initiate shutdown procedures and slew to the stow point #When the advisory STORE COMPLETE is displayed, r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mast Mounted Sensor (MMS) ==&lt;br /&gt;
=== Starting the MMS ===&lt;br /&gt;
#Once power is applied to the aircraft, rotate the MMS Mode Selector to any of the operational modes (FWD/PREPT/SRCH) or PREFLT&lt;br /&gt;
#For the operational modes, press the Manual/Slave button twice to slave the MMS to the selected mode&lt;br /&gt;
&lt;br /&gt;
=== Shutting down the MMS ===&lt;br /&gt;
#Rotate the MMS Mode Selector to STOW&lt;br /&gt;
#The MMS will initiate shutdown procedures and slew to the stow point&lt;br /&gt;
#When the advisory STORE COMPLETE is displayed, rotate the MMS Mode Selector to OFF&lt;br /&gt;
&lt;br /&gt;
=== Controlling the MMS in Manual Mode ===&lt;br /&gt;
#From any of the operational modes (Forward/Pre-Point/Search) or sub-modes (Area Track, Point Track, Acquire On The Move, Offset Acquire or Offset Track) or Uncommanded mode, press the Manual/Slave button on the Copilot Cyclic Grip&lt;br /&gt;
#MMS Advisory will read ‘MANUAL’ and the Manual mode crosshair will be displayed&lt;br /&gt;
#The MMS can be slewed using the MMS LOS Slew input and will be stabilized&lt;br /&gt;
&lt;br /&gt;
=== Using the Laser Rangefinder ===&lt;br /&gt;
#Set the Laser Switch to ARM&lt;br /&gt;
#Slew the MMS to the desired target&lt;br /&gt;
#Press and hold the Laser Fire button on the Copilot Cyclic Grip&lt;br /&gt;
#Range to target will be displayed at L1&lt;br /&gt;
&lt;br /&gt;
=== Using the Laser Designator ===&lt;br /&gt;
#Set the Laser Switch to ARM&lt;br /&gt;
#Slew the MMS to the desired target&lt;br /&gt;
#If the text at L1 reads RNG, press L1 to display the Laser Code List&lt;br /&gt;
#Successive presses of L1 will cycle selection of laser codes&lt;br /&gt;
#Selecting a code will enable laser designation and display the code at L1&lt;br /&gt;
#Press and hold the Laser Fire button on the Copilot Cyclic Grip&lt;br /&gt;
#Range to target will be displayed at L1 and the target will be designated using the selected code&lt;br /&gt;
&lt;br /&gt;
=== Slaving to Forward Mode ===&lt;br /&gt;
#Rotate the MMS Mode Selector to FWD&lt;br /&gt;
#Press Manual/Slave to enter Manual mode (if already in Manual mode, will directly proceed to Forward mode)&lt;br /&gt;
#Press Manual/Slave a second time to enter Forward mode&lt;br /&gt;
#MMS Advisory will read ‘FWD’&lt;br /&gt;
#MMS will automatically slew to face forward relative to aircraft direction&lt;br /&gt;
#MMS LOS Slew inputs can be used to trim the elevation of the MMS, however excessive left/right input will break the MMS out of Forward mode&lt;br /&gt;
 &lt;br /&gt;
=== Pre-Point Mode ===&lt;br /&gt;
#Rotate the MMS Mode Selector to PREPT&lt;br /&gt;
#Press Manual/Slave to enter Manual mode (if already in Manual mode, will directly proceed to Pre-Point mode)&lt;br /&gt;
#Press Manual/Slave a second time to enter Pre-Point mode&lt;br /&gt;
#MMS Advisory will read ‘PREPT’&lt;br /&gt;
#If a Pre-Point has already been entered, MMS will automatically slew to the current Pre-Point&lt;br /&gt;
#To enter a Pre-Point, select bezel R2 – PPT&lt;br /&gt;
#Data Entry Mode is activated and the Pre-Point List is displayed&lt;br /&gt;
#To select a different item in the list, press R2 until the desired item is selected&lt;br /&gt;
#To enter or change a list entry, enter a valid Waypoint, Control Point or Target Point identifier and press Enter&lt;br /&gt;
#The Pre-Point List will automatically close and Data Entry Mode will be canceled after 5 seconds of inactivity&lt;br /&gt;
 &lt;br /&gt;
=== Search Mode – Point ===&lt;br /&gt;
#Rotate the MMS Mode Selector to SRCH&lt;br /&gt;
#Press Manual/Slave to enter Manual mode (if already in Manual mode, will directly proceed to Search mode)&lt;br /&gt;
#Press Manual/Slave a second time to enter Search mode&lt;br /&gt;
#MMS Advisory will read ‘SRCH’&lt;br /&gt;
#If the text at L2 reads SWEEP, press L2 to switch to the Point Search mode&lt;br /&gt;
#If search points have been entered, the MMS will automatically begin slewing to the next available target point in the Search Point List&lt;br /&gt;
#To access and edit the Search Point List, press R2- PT to display the list and activate Data Entry Mode&lt;br /&gt;
#To select a different item in the list, press R2 successively to highlight the desired item&lt;br /&gt;
#Entering a valid Waypoint, Control Point or Target Point will add or edit the point to the selected list item&lt;br /&gt;
#The amount of time the MMS lingers on a target point can be edited by pressing L4 – DWELL to activate Data Entry Mode and entering the number of seconds the MMS should dwell on target&lt;br /&gt;
 &lt;br /&gt;
=== Search Mode – Sweep ===&lt;br /&gt;
#Rotate the MMS Mode Selector to SRCH&lt;br /&gt;
#Press Manual/Slave to enter Manual mode (if already in Manual mode, will directly proceed to Search mode)&lt;br /&gt;
#Press Manual/Slave a second time to enter Search mode&lt;br /&gt;
#MMS Advisory will read ‘SRCH’&lt;br /&gt;
#If the text at L2 reads POINT, press L2 to switch to the Sweep Search mode&lt;br /&gt;
#The MMS will begin sweeping according to the set sweep parameters&lt;br /&gt;
#The sweep angle can be adjusted by pressing L4 to cycle between sweep angles&lt;br /&gt;
#The sweep speed can be toggled between FAST and SLOW using L3&lt;br /&gt;
#Pressing R2 will cycle between the sweep offsets&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Area Track ===&lt;br /&gt;
#Switch to Manual mode&lt;br /&gt;
#Slew the MMS to the desired area&lt;br /&gt;
#Press the Area Track button on the Copilot Cyclic Grip&lt;br /&gt;
#MMS Advisory will read AREA TRK and the MMS LOS Slew inputs will no longer be functional&lt;br /&gt;
#Area Track can be exited by toggling Manual/Slave&lt;br /&gt;
 &lt;br /&gt;
=== Point Track ===&lt;br /&gt;
#Switch to Manual mode&lt;br /&gt;
#Slew the MMS to the desired target&lt;br /&gt;
#Press the Point Track button on the Copilot Cyclic Grip&lt;br /&gt;
#The Acquisition Gate will expand until a contrast lock is achieved&lt;br /&gt;
#If no contrast lock is achieved, adjust the MMS and press Point Track to initiate another attempt&lt;br /&gt;
#When a lock is achieved, the Primary Gate will be displayed around the target and the MMS Advisory will display PNT TRK&lt;br /&gt;
#The MMS LOS Slew inputs will no longer be functional&lt;br /&gt;
#Point Track can be exited by toggling Manual/Slave&lt;br /&gt;
 &lt;br /&gt;
=== Acquire On The Move ===&lt;br /&gt;
#Acquire On The Move mode must be entered from Area Track&lt;br /&gt;
#Press the Area Track button to enter Acquire On The Move mode&lt;br /&gt;
#The Acquire On The Move reticule and diamond Acquisition Cursor will be displayed, and the MMS Advisory will read ACQ OM&lt;br /&gt;
#To designate a target, slew the Acquisition Cursor to the target using the MMS LOS Slew inputs&lt;br /&gt;
#On release of the MMS LOS Slew inputs, the MMS will attempt to establish acquisition of the target&lt;br /&gt;
#If acquisition is successful, the target will be displayed in the Target Transition Gate&lt;br /&gt;
#To acquire further targets, press Area Track to display the Acquisition Cursor and follow the previous steps to establish further locks&lt;br /&gt;
#When new targets are acquired, the Target Transition Gate moves to the new target and the previous targets are displayed with Secondary Gates&lt;br /&gt;
#Up to six targets can be acquired&lt;br /&gt;
#Pressing Target Select on the Copilot Cyclic Grip will cycle the Transition Target between the selected targets and off mode&lt;br /&gt;
#Pressing Point Track when a Transition Target is selected will slew the MMS to the Transition Target&lt;br /&gt;
#If no Transition Target is selected, pressing Point Track will enter Offset Acquire mode&lt;br /&gt;
 &lt;br /&gt;
=== Offset Acquire ===&lt;br /&gt;
#Offset Acquire may be entered from Area Track, Point Track or Acquire On The Move modes&lt;br /&gt;
#Press the Point Track button to enter Offset Acquire mode&lt;br /&gt;
#The Laser Hit Point cursor is displayed and the MMS Advisory displays OSET ACQ&lt;br /&gt;
#The MMS LOS Slew inputs will slew the Laser Hit Point cursor&lt;br /&gt;
#Pressing Point Track a further time will enter Offset Track mode&lt;br /&gt;
 &lt;br /&gt;
=== Offset Track ===&lt;br /&gt;
#Offset Track may be entered from Offset Acquire mode&lt;br /&gt;
#Pressing the Point Track button will switch to Offset Track mode&lt;br /&gt;
#The MMS will slew to the Laser Hit Point cursor and the MMS Advisory text will display OSET TRK&lt;br /&gt;
#Pressing Point Track a further time will return to Point Track mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Communication&amp;diff=245</id>
		<title>Communication</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Communication&amp;diff=245"/>
		<updated>2024-06-15T13:57:30Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Sending a Free Text Message */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Radios ==&lt;br /&gt;
=== Selecting a Radio ===&lt;br /&gt;
Radio selection and audio volume are controlled through the communication system control (CSC) panel (Figure 3-1). &lt;br /&gt;
Radio selections are also made with the radio select switch located on the pilot collective control head (Figure 3-2).&lt;br /&gt;
&lt;br /&gt;
=== Transmitting on a Radio ===&lt;br /&gt;
&lt;br /&gt;
=== Adding or Editing a Channel ===&lt;br /&gt;
#Select B4 to activate the COMM page.&lt;br /&gt;
#Choose the radio you want to manipulate by selecting L1 to L5 (except L4)&lt;br /&gt;
#Select R1 “ADD” to enable the Data entry at the bottom of the page&lt;br /&gt;
#Fill the index of the radio&lt;br /&gt;
#Fill the frequency&lt;br /&gt;
#Fill the name or leave it empty and select the enter key&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Channel ===&lt;br /&gt;
#Select B4 to activate the COMM page.&lt;br /&gt;
#Choose the radio you want to manipulate by selecting L1 to L5 (except L4)&lt;br /&gt;
#Select R2 “DEL” to enable the Data entry at the bottom of the page&lt;br /&gt;
#Fill the index of the radio&lt;br /&gt;
&lt;br /&gt;
=== Editing Frequencies from the Remote Frequency Display ===&lt;br /&gt;
#Press the KYBD button from the pilot’s collective or the left knee of the copilot.&lt;br /&gt;
#Fill the frequency on the active selected radio and channel&lt;br /&gt;
#Press Enter to validate it&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Improved Data Modem (IDM) ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Improved Data Modem is a subsystem of the CDS that handles data communication between aircraft. It is accessed using the Hands On Grip User Interface (HOG) and allows for messaging, target sharing, situational awareness on the battlefield and calling in fire support.&lt;br /&gt;
&lt;br /&gt;
=== Special Controls ===&lt;br /&gt;
The HOG interface uses the Copilot Cyclic Grip controls for navigation and selection of menu items and has some specialized behaviors. The HOG interface is only accessible from the Copilot’s MFD.&lt;br /&gt;
&lt;br /&gt;
==== Frame Freeze/Target Select / HOG ON/OFF ====&lt;br /&gt;
The MMS Frame Freeze/Target Select button is used to toggle display of the HOG UI. This feature is not accessible when the MMS Frame Freeze/Target Select button has another use, such as when using the Acquisition On The Move sub-mode.&lt;br /&gt;
&lt;br /&gt;
==== MMS FOV - Wide Toggle Up 2x &amp;gt; 4x / HOG Menu Item Scroll Up &amp;amp; MMS FOV - Narrow Toggle Down 2x &amp;gt; 4x / HOG Menu Item Scroll Down ====&lt;br /&gt;
The MMS FOV input serves to scroll selection up or down when the HOG UI is active.&lt;br /&gt;
&lt;br /&gt;
==== MMS Point-Track On / HOG Menu Selection Confirm ====&lt;br /&gt;
The Point Track input is used to confirm selection of an item in the HOG UI. The outcome of selection depends on the menu item selected.&lt;br /&gt;
&lt;br /&gt;
=== Changing Callsign ID ===&lt;br /&gt;
Each aircraft spawns with an ID based on the callsign they have been assigned in the mission editor. This can be changed to make it easier to distinguish different aircraft in mission.&lt;br /&gt;
#Display the HOG UI by pressing Frame Freeze/Target Select / HOG ON/OFF on the Copilot Cyclic Grip&lt;br /&gt;
#Navigate to ‘OTHER FUNCS’ using the MMS FOV input&lt;br /&gt;
#Select ‘OTHER FUNCS’ by pressing Point Track&lt;br /&gt;
#Enter the ‘USER STAT’ page using the MMS FOV input and Point Track inputs&lt;br /&gt;
#Select the option under ‘USERNAME’. The menu will automatically activate Data Entry Mode and a cursor will appear&lt;br /&gt;
#Input your desired ID using the MFK and press Enter&lt;br /&gt;
#Successful validation will update your ID and deactivate Data Entry Mode&lt;br /&gt;
#Close the HOG UI by pressing Frame Freeze/Target Select / HOG ON/OFF on the Copilot Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== Sending a Position Report (POSREP) ===&lt;br /&gt;
A Position Report is an auto-generated message that includes your current position. Recipients can store the position as a Target Point for navigation.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select C2 MSGS&lt;br /&gt;
#Select OWN POS&lt;br /&gt;
#Select MOD HEADER&lt;br /&gt;
#Select RECIPIENTS&lt;br /&gt;
#Select the recipients for your POSREP message by highlighting and selecting the IDs available. Selected recipients will be marked with an asterisk.&lt;br /&gt;
#Once the desired recipients have been selected, select BACK&lt;br /&gt;
#Select BACK a second time to return to the SEND page&lt;br /&gt;
#The first three recipients selected will now be displayed under the message subject header. Select CONFIRM SEND to send the message&lt;br /&gt;
#The SEND STATUS page will be displayed and the message will be broadcast to the selected recipients. When the send process is complete, the top level page will be selected&lt;br /&gt;
&lt;br /&gt;
=== Receiving a Message ===&lt;br /&gt;
When you receive a message from another player, an advisory will be displayed in the lower left of the MFD indicating the message type. The message will then be available in your inbox to open.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select INBOX&lt;br /&gt;
#Select the received message from the list.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Depending on the message type, different actions may occur&lt;br /&gt;
Fire Support requests will automatically display the relevant MMS page to view the mission data and accept the fire mission&lt;br /&gt;
C2 messages will display the received text and subject, with various options such as target storing and replying being available depending on the message contents&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sending a Free Text Message ===&lt;br /&gt;
Free text messages allow a custom input message to be sent.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select C2 MSGS&lt;br /&gt;
#Select FREETXT&lt;br /&gt;
#Select MAN ENTRY&lt;br /&gt;
#Data Entry Mode will be activated on the first available line. There are seven free lines that can accept up to 16 characters using the MFK. Each line can be confirmed by pressing Enter or selecting the next line&lt;br /&gt;
#When the message is complete, select SEND&lt;br /&gt;
#Select MOD HEADER&lt;br /&gt;
#Select RECIPIENTS&lt;br /&gt;
#Select the recipients for your POSREP message by highlighting and selecting the IDs available. Selected recipients will be marked with an asterisk.&lt;br /&gt;
#Once the desired recipients have been selected, select BACK&lt;br /&gt;
#Select BACK a second time to return to the SEND page&lt;br /&gt;
#The first three recipients selected will now be displayed under the message subject header. Select CONFIRM SEND to send the message&lt;br /&gt;
#The SEND STATUS page will be displayed and the message will be broadcast to the selected recipients. When the send process is complete, the top level page will be selected&lt;br /&gt;
&lt;br /&gt;
=== Sending a Predetermined Free Text Message ===&lt;br /&gt;
The Free Text category offers a number of alternative preset messages that can be used to issue or respond to orders and allow the inclusion and sharing of Target Points. These include the ‘MOVE TO’, ‘HOLD AT’, ‘RDVZ AT’, ‘MOVING TO’ and ‘HOLDING AT’ messages. The process for each type of message is the same.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select C2 MSGS&lt;br /&gt;
#Select FREETXT&lt;br /&gt;
#Select MOVE TO&lt;br /&gt;
#Select CHANGE TGT&lt;br /&gt;
#Data Entry Mode will be activated below the TARGET ID line. Entering a valid Target Point ID will add the target data to the message&lt;br /&gt;
#Select BACK&lt;br /&gt;
#Alternative: Select MAN ENTRY&lt;br /&gt;
#Data Entry Mode will be activated below the MOVE TO line. Any data may be entered and will be displayed to the recipient (e.g. ‘FARP’) however a entering a valid UTM position will allow the recipient to store the position as a Target Point&lt;br /&gt;
#Select BACK&lt;br /&gt;
#When the message is complete, select SEND&lt;br /&gt;
#Select MOD HEADER&lt;br /&gt;
#Select RECIPIENTS&lt;br /&gt;
#Select the recipients for your message by highlighting and selecting the IDs available. Selected recipients will be marked with an asterisk.&lt;br /&gt;
#Once the desired recipients have been selected, select BACK&lt;br /&gt;
#Select BACK a second time to return to the SEND page&lt;br /&gt;
#The first three recipients selected will now be displayed under the message subject header. Select CONFIRM SEND to send the message&lt;br /&gt;
#The SEND STATUS page will be displayed and the message will be broadcast to the selected recipients. When the send process is complete, the top level page will be selected&lt;br /&gt;
 &lt;br /&gt;
=== Sending a Spot Report (SPOTREP) ===&lt;br /&gt;
A Spot Report allows for sending of target data to other aircraft. A Target Point must have been stored in order for a Spot Report message to be sent.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select C2 MSGS&lt;br /&gt;
#Select FREETXT&lt;br /&gt;
#Select SPOT&lt;br /&gt;
#The SPOT page will automatically populate with the data from the first available target starting from 99T down&lt;br /&gt;
#To choose another Target Point, select the target ID at position 2&lt;br /&gt;
#On the LOCATION page, use the MMS FOV inputs to cycle through the stored Target Points. The Target Point UTM position is displayed above. Selecting the Target Point using Point Track will return to the previous page&lt;br /&gt;
#The target data can be modified by selecting the TYPE/AFFILIATION entry at position 4. This will present a series of pages that allow the user to select the target quantity, type, sub-type and affiliation&lt;br /&gt;
#The target’s activity status can be changed through the options presented by selecting the item at position 3&lt;br /&gt;
#When the target data is complete, select SEND&lt;br /&gt;
#Select MOD HEADER&lt;br /&gt;
#Select RECIPIENTS&lt;br /&gt;
#Select the recipients for your message by highlighting and selecting the IDs available. Selected recipients will be marked with an asterisk.&lt;br /&gt;
#Once the desired recipients have been selected, select BACK&lt;br /&gt;
#Select BACK a second time to return to the SEND page&lt;br /&gt;
#The first three recipients selected will now be displayed under the message subject header. Select CONFIRM SEND to send the message&lt;br /&gt;
#The SEND STATUS page will be displayed and the message will be broadcast to the selected recipients. When the send process is complete, the top level page will be selected&lt;br /&gt;
 &lt;br /&gt;
=== Storing a Target Point from a Received Message ===&lt;br /&gt;
Depending on the type of message received, a position may be available to be stored as a Target Point.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select INBOX&lt;br /&gt;
#Select the received message from the list.&lt;br /&gt;
#Select MSG ACTION&lt;br /&gt;
#If the message contains a position that can be stored, the option STORE TGT will be displayed&lt;br /&gt;
#Select STORE TGT&lt;br /&gt;
#Select the position to store. Selected positions will be indicated by an asterisk&lt;br /&gt;
#Select STORE&lt;br /&gt;
#Data Entry Mode will be activated on the STORE AS item. Entering a valid Target Point ID will exit Data Entry Mode and return the user to the MSG ACTIONS page&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Communication&amp;diff=244</id>
		<title>Communication</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Communication&amp;diff=244"/>
		<updated>2024-06-15T13:56:38Z</updated>

		<summary type="html">&lt;p&gt;Gadget: Created page with &amp;quot;== Radios == === Selecting a Radio === Radio selection and audio volume are controlled through the communication system control (CSC) panel (Figure 3-1).  Radio selections are also made with the radio select switch located on the pilot collective control head (Figure 3-2).  === Transmitting on a Radio ===  === Adding or Editing a Channel === #Select B4 to activate the COMM page. #Choose the radio you want to manipulate by selecting L1 to L5 (except L4) #Select R1 “ADD...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Radios ==&lt;br /&gt;
=== Selecting a Radio ===&lt;br /&gt;
Radio selection and audio volume are controlled through the communication system control (CSC) panel (Figure 3-1). &lt;br /&gt;
Radio selections are also made with the radio select switch located on the pilot collective control head (Figure 3-2).&lt;br /&gt;
&lt;br /&gt;
=== Transmitting on a Radio ===&lt;br /&gt;
&lt;br /&gt;
=== Adding or Editing a Channel ===&lt;br /&gt;
#Select B4 to activate the COMM page.&lt;br /&gt;
#Choose the radio you want to manipulate by selecting L1 to L5 (except L4)&lt;br /&gt;
#Select R1 “ADD” to enable the Data entry at the bottom of the page&lt;br /&gt;
#Fill the index of the radio&lt;br /&gt;
#Fill the frequency&lt;br /&gt;
#Fill the name or leave it empty and select the enter key&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Channel ===&lt;br /&gt;
#Select B4 to activate the COMM page.&lt;br /&gt;
#Choose the radio you want to manipulate by selecting L1 to L5 (except L4)&lt;br /&gt;
#Select R2 “DEL” to enable the Data entry at the bottom of the page&lt;br /&gt;
#Fill the index of the radio&lt;br /&gt;
&lt;br /&gt;
=== Editing Frequencies from the Remote Frequency Display ===&lt;br /&gt;
#Press the KYBD button from the pilot’s collective or the left knee of the copilot.&lt;br /&gt;
#Fill the frequency on the active selected radio and channel&lt;br /&gt;
#Press Enter to validate it&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
== Improved Data Modem (IDM) ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Improved Data Modem is a subsystem of the CDS that handles data communication between aircraft. It is accessed using the Hands On Grip User Interface (HOG) and allows for messaging, target sharing, situational awareness on the battlefield and calling in fire support.&lt;br /&gt;
&lt;br /&gt;
=== Special Controls ===&lt;br /&gt;
The HOG interface uses the Copilot Cyclic Grip controls for navigation and selection of menu items and has some specialized behaviors. The HOG interface is only accessible from the Copilot’s MFD.&lt;br /&gt;
&lt;br /&gt;
==== Frame Freeze/Target Select / HOG ON/OFF ====&lt;br /&gt;
The MMS Frame Freeze/Target Select button is used to toggle display of the HOG UI. This feature is not accessible when the MMS Frame Freeze/Target Select button has another use, such as when using the Acquisition On The Move sub-mode.&lt;br /&gt;
&lt;br /&gt;
==== MMS FOV - Wide Toggle Up 2x &amp;gt; 4x / HOG Menu Item Scroll Up &amp;amp; MMS FOV - Narrow Toggle Down 2x &amp;gt; 4x / HOG Menu Item Scroll Down ====&lt;br /&gt;
The MMS FOV input serves to scroll selection up or down when the HOG UI is active.&lt;br /&gt;
&lt;br /&gt;
==== MMS Point-Track On / HOG Menu Selection Confirm ====&lt;br /&gt;
The Point Track input is used to confirm selection of an item in the HOG UI. The outcome of selection depends on the menu item selected.&lt;br /&gt;
&lt;br /&gt;
=== Changing Callsign ID ===&lt;br /&gt;
Each aircraft spawns with an ID based on the callsign they have been assigned in the mission editor. This can be changed to make it easier to distinguish different aircraft in mission.&lt;br /&gt;
#Display the HOG UI by pressing Frame Freeze/Target Select / HOG ON/OFF on the Copilot Cyclic Grip&lt;br /&gt;
#Navigate to ‘OTHER FUNCS’ using the MMS FOV input&lt;br /&gt;
#Select ‘OTHER FUNCS’ by pressing Point Track&lt;br /&gt;
#Enter the ‘USER STAT’ page using the MMS FOV input and Point Track inputs&lt;br /&gt;
#Select the option under ‘USERNAME’. The menu will automatically activate Data Entry Mode and a cursor will appear&lt;br /&gt;
#Input your desired ID using the MFK and press Enter&lt;br /&gt;
#Successful validation will update your ID and deactivate Data Entry Mode&lt;br /&gt;
#Close the HOG UI by pressing Frame Freeze/Target Select / HOG ON/OFF on the Copilot Cyclic Grip&lt;br /&gt;
&lt;br /&gt;
=== Sending a Position Report (POSREP) ===&lt;br /&gt;
A Position Report is an auto-generated message that includes your current position. Recipients can store the position as a Target Point for navigation.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select C2 MSGS&lt;br /&gt;
#Select OWN POS&lt;br /&gt;
#Select MOD HEADER&lt;br /&gt;
#Select RECIPIENTS&lt;br /&gt;
#Select the recipients for your POSREP message by highlighting and selecting the IDs available. Selected recipients will be marked with an asterisk.&lt;br /&gt;
#Once the desired recipients have been selected, select BACK&lt;br /&gt;
#Select BACK a second time to return to the SEND page&lt;br /&gt;
#The first three recipients selected will now be displayed under the message subject header. Select CONFIRM SEND to send the message&lt;br /&gt;
#The SEND STATUS page will be displayed and the message will be broadcast to the selected recipients. When the send process is complete, the top level page will be selected&lt;br /&gt;
&lt;br /&gt;
=== Receiving a Message ===&lt;br /&gt;
When you receive a message from another player, an advisory will be displayed in the lower left of the MFD indicating the message type. The message will then be available in your inbox to open.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select INBOX&lt;br /&gt;
#Select the received message from the list.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Depending on the message type, different actions may occur&lt;br /&gt;
Fire Support requests will automatically display the relevant MMS page to view the mission data and accept the fire mission&lt;br /&gt;
C2 messages will display the received text and subject, with various options such as target storing and replying being available depending on the message contents&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sending a Free Text Message ===&lt;br /&gt;
Free text messages allow a custom input message to be sent.&lt;br /&gt;
1.	Open the HOG UI&lt;br /&gt;
2.	Select C2 MSGS&lt;br /&gt;
3.	Select FREETXT&lt;br /&gt;
4.	Select MAN ENTRY&lt;br /&gt;
5.	Data Entry Mode will be activated on the first available line. There are seven free lines that can accept up to 16 characters using the MFK. Each line can be confirmed by pressing Enter or selecting the next line&lt;br /&gt;
6.	When the message is complete, select SEND&lt;br /&gt;
7.	Select MOD HEADER&lt;br /&gt;
8.	Select RECIPIENTS&lt;br /&gt;
9.	Select the recipients for your POSREP message by highlighting and selecting the IDs available. Selected recipients will be marked with an asterisk.&lt;br /&gt;
10.	Once the desired recipients have been selected, select BACK&lt;br /&gt;
11.	Select BACK a second time to return to the SEND page&lt;br /&gt;
12.	The first three recipients selected will now be displayed under the message subject header. Select CONFIRM SEND to send the message&lt;br /&gt;
13.	The SEND STATUS page will be displayed and the message will be broadcast to the selected recipients. When the send process is complete, the top level page will be selected&lt;br /&gt;
 &lt;br /&gt;
=== Sending a Predetermined Free Text Message ===&lt;br /&gt;
The Free Text category offers a number of alternative preset messages that can be used to issue or respond to orders and allow the inclusion and sharing of Target Points. These include the ‘MOVE TO’, ‘HOLD AT’, ‘RDVZ AT’, ‘MOVING TO’ and ‘HOLDING AT’ messages. The process for each type of message is the same.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select C2 MSGS&lt;br /&gt;
#Select FREETXT&lt;br /&gt;
#Select MOVE TO&lt;br /&gt;
#Select CHANGE TGT&lt;br /&gt;
#Data Entry Mode will be activated below the TARGET ID line. Entering a valid Target Point ID will add the target data to the message&lt;br /&gt;
#Select BACK&lt;br /&gt;
#Alternative: Select MAN ENTRY&lt;br /&gt;
#Data Entry Mode will be activated below the MOVE TO line. Any data may be entered and will be displayed to the recipient (e.g. ‘FARP’) however a entering a valid UTM position will allow the recipient to store the position as a Target Point&lt;br /&gt;
#Select BACK&lt;br /&gt;
#When the message is complete, select SEND&lt;br /&gt;
#Select MOD HEADER&lt;br /&gt;
#Select RECIPIENTS&lt;br /&gt;
#Select the recipients for your message by highlighting and selecting the IDs available. Selected recipients will be marked with an asterisk.&lt;br /&gt;
#Once the desired recipients have been selected, select BACK&lt;br /&gt;
#Select BACK a second time to return to the SEND page&lt;br /&gt;
#The first three recipients selected will now be displayed under the message subject header. Select CONFIRM SEND to send the message&lt;br /&gt;
#The SEND STATUS page will be displayed and the message will be broadcast to the selected recipients. When the send process is complete, the top level page will be selected&lt;br /&gt;
 &lt;br /&gt;
=== Sending a Spot Report (SPOTREP) ===&lt;br /&gt;
A Spot Report allows for sending of target data to other aircraft. A Target Point must have been stored in order for a Spot Report message to be sent.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select C2 MSGS&lt;br /&gt;
#Select FREETXT&lt;br /&gt;
#Select SPOT&lt;br /&gt;
#The SPOT page will automatically populate with the data from the first available target starting from 99T down&lt;br /&gt;
#To choose another Target Point, select the target ID at position 2&lt;br /&gt;
#On the LOCATION page, use the MMS FOV inputs to cycle through the stored Target Points. The Target Point UTM position is displayed above. Selecting the Target Point using Point Track will return to the previous page&lt;br /&gt;
#The target data can be modified by selecting the TYPE/AFFILIATION entry at position 4. This will present a series of pages that allow the user to select the target quantity, type, sub-type and affiliation&lt;br /&gt;
#The target’s activity status can be changed through the options presented by selecting the item at position 3&lt;br /&gt;
#When the target data is complete, select SEND&lt;br /&gt;
#Select MOD HEADER&lt;br /&gt;
#Select RECIPIENTS&lt;br /&gt;
#Select the recipients for your message by highlighting and selecting the IDs available. Selected recipients will be marked with an asterisk.&lt;br /&gt;
#Once the desired recipients have been selected, select BACK&lt;br /&gt;
#Select BACK a second time to return to the SEND page&lt;br /&gt;
#The first three recipients selected will now be displayed under the message subject header. Select CONFIRM SEND to send the message&lt;br /&gt;
#The SEND STATUS page will be displayed and the message will be broadcast to the selected recipients. When the send process is complete, the top level page will be selected&lt;br /&gt;
 &lt;br /&gt;
=== Storing a Target Point from a Received Message ===&lt;br /&gt;
Depending on the type of message received, a position may be available to be stored as a Target Point.&lt;br /&gt;
#Open the HOG UI&lt;br /&gt;
#Select INBOX&lt;br /&gt;
#Select the received message from the list.&lt;br /&gt;
#Select MSG ACTION&lt;br /&gt;
#If the message contains a position that can be stored, the option STORE TGT will be displayed&lt;br /&gt;
#Select STORE TGT&lt;br /&gt;
#Select the position to store. Selected positions will be indicated by an asterisk&lt;br /&gt;
#Select STORE&lt;br /&gt;
#Data Entry Mode will be activated on the STORE AS item. Entering a valid Target Point ID will exit Data Entry Mode and return the user to the MSG ACTIONS page&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Navigation&amp;diff=243</id>
		<title>Navigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Navigation&amp;diff=243"/>
		<updated>2024-06-15T13:42:03Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Target Points = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The navigation tools in the OH-58D Kiowa Warrior comprise of Waypoints, Control Points and Target Points which can be used as building blocks to create Routes and Battlefield Graphics. This data can also be exported and imported using the Data Transfer System.&lt;br /&gt;
&lt;br /&gt;
== Data Transfer System ==&lt;br /&gt;
=== Saving Mission Data ===&lt;br /&gt;
#Select INIT button on the respective MFD Auxiliary Control Panel to display the Initial Page.&lt;br /&gt;
#Select L4 and the Data Entry Mode will be activated.&lt;br /&gt;
#Type the password into the MFK (Default is “58D”), and press Enter. This will display the Data Loader page.&lt;br /&gt;
#Select R1, R2 or R3 to open the Store Mission page of the selected slot to display.&lt;br /&gt;
#Select B4 to change the Mission Name, enabling the Data Entry.&lt;br /&gt;
#Select the MFD bezels of the things you want to store.&lt;br /&gt;
#Select B3 to save the selected mission slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; | Missions are saved in a folder called &amp;quot;DCS_OH58D&amp;quot; at your Saved Games folder. You can find the missions by the name MissionN.json, in which N is the slot (1-3). &lt;br /&gt;
If you are not familiar with json files restrain from editing them, because it could cause unexpected behaviour.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Loading Mission Data ===&lt;br /&gt;
#Select INIT button on the respective MFD Auxiliary Control Panel to display the Initial Page.&lt;br /&gt;
#Select L4 and the Data Entry Mode will be activated.&lt;br /&gt;
#Type the password into the MFK (Default is “58D”), this will display the Data Loader page.&lt;br /&gt;
#Select L1, L2 or L3 to open the Load Mission page of the selected slot to display. (There might be less than 3 options depending on the number of .json present in your folder)&lt;br /&gt;
#Select the MFD bezels of the things you want to load.&lt;br /&gt;
#Select B3 to load the selected mission slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Missions are saved in a folder called &amp;quot;DCS_OH58D&amp;quot; at your Saved Games folder. You can find the missions by the name MissionN.json, in which N is the slot (1-3). &lt;br /&gt;
If you are not familiar with json files restrain from editing them, because it could cause unexpected behavior.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
== Waypoints ==&lt;br /&gt;
=== Creating a Waypoint ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L4, New Waypoint page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Enter a valid waypoint ID&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to create the waypoint&lt;br /&gt;
#*Upon the creation of a valid waypoint, the page will autocomplete the next available waypoint slot in preparation for another waypoint to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A waypoint ID must be in the following formats:&lt;br /&gt;
*	#W&lt;br /&gt;
*	##W&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Editing a Waypoint ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L4, New Waypoint page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Enter an existing waypoint ID. If done correctly, the position and altitude data will correlate to the one on the list.&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the waypoint&lt;br /&gt;
#*Upon the creation of a valid waypoint, the page will autocomplete the next available waypoint slot in preparation for another waypoint to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A waypoint ID must be in the following formats:&lt;br /&gt;
*	#W&lt;br /&gt;
*	##W&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Deleting a Waypoint ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L5, Waypoint List page&lt;br /&gt;
#Select R1, DEL WP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter a waypoint number between 0 and 99 to delete the waypoint at that index&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Deleting all Waypoints ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L5, Waypoint List page&lt;br /&gt;
#Select R1, DEL WP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter ‘ALL’&lt;br /&gt;
#*Upon entry all waypoints will be checked and deleted&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
== Control Points ==&lt;br /&gt;
=== Creating a Control Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R5, New Control Point page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#control point ID&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to create the waypoint&lt;br /&gt;
#*Upon the creation of a valid control point, the page will autocomplete the next available control point slot in preparation for another control point to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A control point ID must be in the following formats:&lt;br /&gt;
*	#C&lt;br /&gt;
*	##C&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Editing a Control Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R5, New Control Point page&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the waypoint&lt;br /&gt;
#*Upon the creation of a valid control point, the page will autocomplete the next available control point slot in preparation for another control point to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A control point ID must be in the following formats:&lt;br /&gt;
*	#C&lt;br /&gt;
*	##C&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Control Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R1, DEL CP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter a control point number between 0 and 99 to delete the waypoint at that index&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deleting all Control Points ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2, Control Point List page&lt;br /&gt;
#Select R1, DEL CP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter ‘ALL’&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Target Points ==&lt;br /&gt;
=== Creating a Target Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R4, New Target Point page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Select L2 to set entry mode on position line&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to create the waypoint&lt;br /&gt;
#*Upon the creation of a valid target point, the page will autocomplete the next available target point slot in preparation for another target point to be created&lt;br /&gt;
&lt;br /&gt;
=== Creating a Target Point using the MMS ‘Store’ function ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |This procedure has to be performed in the left MFD, since the right side has a simplified MMS symbology.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
#Select B3 to activate the MMS in any mode&lt;br /&gt;
#Set the Laser Arm Switch to armed&lt;br /&gt;
#Press the Target Designate button&lt;br /&gt;
#Press L1 to select any Laser Code (Not Range mode)&lt;br /&gt;
#Hold down the Laser Fire Switch for 3 to 5 seconds&lt;br /&gt;
#Press L4 to save the target point on the highest slot available&lt;br /&gt;
&lt;br /&gt;
=== Creating a Target Point using the MMS ‘Store More’ function ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |This procedure has to be performed in the left MFD, since the right side has a simplified MMS symbology.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
#Select B3 to activate the MMS in any mode&lt;br /&gt;
#Set the Laser Arm Switch to armed&lt;br /&gt;
#Press the Target Designate button&lt;br /&gt;
#Press L1 to select any Laser Code (Not Range mode)&lt;br /&gt;
#Hold down the Laser Fire Switch for 3 to 5 seconds&lt;br /&gt;
#Press L3 to open the HOG menu&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |To navigate through this menu you have to use the following controls:&lt;br /&gt;
*MMS FOV Narrow - Scroll Up&lt;br /&gt;
*MMS FOV Wide - Scroll Down&lt;br /&gt;
*MMS Point Track - Select&lt;br /&gt;
*MMS TV/TIS - Back&lt;br /&gt;
#Fill with the MFK the index you want the target point saved&lt;br /&gt;
#Fill the Target Quantity&lt;br /&gt;
#Fill the Target Type&lt;br /&gt;
#Fill the Artillery number&lt;br /&gt;
#If you need to modify previous data select modify, else you can finish the process by selecting Store.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Editing a Target Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R4, New Target point page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Enter an existing target point ID. If done correctly, the position and altitude data will correlate to the one on the list.&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the target point&lt;br /&gt;
#*Upon the creation of a valid target point, the page will autocomplete the next available target point slot in preparation for another target point to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A Target Point ID must be in the following formats:&lt;br /&gt;
*	#T&lt;br /&gt;
*	##T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Target Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R1, DEL TP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter a control point number between 0 and 99 to delete the waypoint at that index&lt;br /&gt;
&lt;br /&gt;
== Direct To Mode ==&lt;br /&gt;
=== Creating a Direct To Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select L1 to enter DIRTO Point page.&lt;br /&gt;
#Select L1 again to enter the Id of the desired created point or press enter to continue with a custom point.&lt;br /&gt;
#If it’s a custom point enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#If it’s a custom point a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the waypoint&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
=== Creating a Route ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L1, L2 or L3 depending on the slot you want to create&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
#Press R5 when finished to go back to NAV Setup page&lt;br /&gt;
&lt;br /&gt;
=== Editing a Route ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L1, L2 or L3 depending on the slot you want to create&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
#Press R5 when finished to go back to NAV Setup page&lt;br /&gt;
&lt;br /&gt;
=== Selecting a Route ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Continuously press R3 until the name of the desired route is on the screen.&lt;br /&gt;
&lt;br /&gt;
== Battlefield Graphics ==&lt;br /&gt;
=== Creating a Line Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R1 to create a line&lt;br /&gt;
#Fill the index you want to give the Line&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Editing a Line Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R1 to select a line&lt;br /&gt;
#Fill the index of the line you want to edit&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Line Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select L3 to choose the drawing you want to delete&lt;br /&gt;
#Fill the index&lt;br /&gt;
&lt;br /&gt;
=== Creating an Area Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R2 to create a Area&lt;br /&gt;
#Fill the index you want to give the Area&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Editing an Area Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R2 to select an Area&lt;br /&gt;
#Fill the index of the Area you want to edit&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Deleting an Area Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select L3 to choose the drawing you want to delete&lt;br /&gt;
#Fill the index&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Navigation&amp;diff=242</id>
		<title>Navigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Navigation&amp;diff=242"/>
		<updated>2024-06-15T13:38:20Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The navigation tools in the OH-58D Kiowa Warrior comprise of Waypoints, Control Points and Target Points which can be used as building blocks to create Routes and Battlefield Graphics. This data can also be exported and imported using the Data Transfer System.&lt;br /&gt;
&lt;br /&gt;
== Data Transfer System ==&lt;br /&gt;
=== Saving Mission Data ===&lt;br /&gt;
#Select INIT button on the respective MFD Auxiliary Control Panel to display the Initial Page.&lt;br /&gt;
#Select L4 and the Data Entry Mode will be activated.&lt;br /&gt;
#Type the password into the MFK (Default is “58D”), and press Enter. This will display the Data Loader page.&lt;br /&gt;
#Select R1, R2 or R3 to open the Store Mission page of the selected slot to display.&lt;br /&gt;
#Select B4 to change the Mission Name, enabling the Data Entry.&lt;br /&gt;
#Select the MFD bezels of the things you want to store.&lt;br /&gt;
#Select B3 to save the selected mission slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; | Missions are saved in a folder called &amp;quot;DCS_OH58D&amp;quot; at your Saved Games folder. You can find the missions by the name MissionN.json, in which N is the slot (1-3). &lt;br /&gt;
If you are not familiar with json files restrain from editing them, because it could cause unexpected behaviour.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Loading Mission Data ===&lt;br /&gt;
#Select INIT button on the respective MFD Auxiliary Control Panel to display the Initial Page.&lt;br /&gt;
#Select L4 and the Data Entry Mode will be activated.&lt;br /&gt;
#Type the password into the MFK (Default is “58D”), this will display the Data Loader page.&lt;br /&gt;
#Select L1, L2 or L3 to open the Load Mission page of the selected slot to display. (There might be less than 3 options depending on the number of .json present in your folder)&lt;br /&gt;
#Select the MFD bezels of the things you want to load.&lt;br /&gt;
#Select B3 to load the selected mission slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |Missions are saved in a folder called &amp;quot;DCS_OH58D&amp;quot; at your Saved Games folder. You can find the missions by the name MissionN.json, in which N is the slot (1-3). &lt;br /&gt;
If you are not familiar with json files restrain from editing them, because it could cause unexpected behavior.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
== Waypoints ==&lt;br /&gt;
=== Creating a Waypoint ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L4, New Waypoint page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Enter a valid waypoint ID&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to create the waypoint&lt;br /&gt;
#*Upon the creation of a valid waypoint, the page will autocomplete the next available waypoint slot in preparation for another waypoint to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A waypoint ID must be in the following formats:&lt;br /&gt;
*	#W&lt;br /&gt;
*	##W&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Editing a Waypoint ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L4, New Waypoint page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Enter an existing waypoint ID. If done correctly, the position and altitude data will correlate to the one on the list.&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the waypoint&lt;br /&gt;
#*Upon the creation of a valid waypoint, the page will autocomplete the next available waypoint slot in preparation for another waypoint to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A waypoint ID must be in the following formats:&lt;br /&gt;
*	#W&lt;br /&gt;
*	##W&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Deleting a Waypoint ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L5, Waypoint List page&lt;br /&gt;
#Select R1, DEL WP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter a waypoint number between 0 and 99 to delete the waypoint at that index&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Deleting all Waypoints ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L5, Waypoint List page&lt;br /&gt;
#Select R1, DEL WP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter ‘ALL’&lt;br /&gt;
#*Upon entry all waypoints will be checked and deleted&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
== Control Points ==&lt;br /&gt;
=== Creating a Control Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R5, New Control Point page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#control point ID&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to create the waypoint&lt;br /&gt;
#*Upon the creation of a valid control point, the page will autocomplete the next available control point slot in preparation for another control point to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A control point ID must be in the following formats:&lt;br /&gt;
*	#C&lt;br /&gt;
*	##C&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Editing a Control Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R5, New Control Point page&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the waypoint&lt;br /&gt;
#*Upon the creation of a valid control point, the page will autocomplete the next available control point slot in preparation for another control point to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A control point ID must be in the following formats:&lt;br /&gt;
*	#C&lt;br /&gt;
*	##C&lt;br /&gt;
*	#ABCDE&lt;br /&gt;
*	##ABCD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Control Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R1, DEL CP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter a control point number between 0 and 99 to delete the waypoint at that index&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deleting all Control Points ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2, Control Point List page&lt;br /&gt;
#Select R1, DEL CP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter ‘ALL’&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Target Points ===&lt;br /&gt;
=== Creating a Target Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R4, New Target Point page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Select L2 to set entry mode on position line&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to create the waypoint&lt;br /&gt;
#*Upon the creation of a valid target point, the page will autocomplete the next available target point slot in preparation for another target point to be created&lt;br /&gt;
&lt;br /&gt;
=== Creating a Target Point using the MMS ‘Store’ function ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |This procedure has to be performed in the left MFD, since the right side has a simplified MMS symbology.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
#Select B3 to activate the MMS in any mode&lt;br /&gt;
#Set the Laser Arm Switch to armed&lt;br /&gt;
#Press the Target Designate button&lt;br /&gt;
#Press L1 to select any Laser Code (Not Range mode)&lt;br /&gt;
#Hold down the Laser Fire Switch for 3 to 5 seconds&lt;br /&gt;
#Press L4 to save the target point on the highest slot available&lt;br /&gt;
&lt;br /&gt;
=== Creating a Target Point using the MMS ‘Store More’ function ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |This procedure has to be performed in the left MFD, since the right side has a simplified MMS symbology.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
#Select B3 to activate the MMS in any mode&lt;br /&gt;
#Set the Laser Arm Switch to armed&lt;br /&gt;
#Press the Target Designate button&lt;br /&gt;
#Press L1 to select any Laser Code (Not Range mode)&lt;br /&gt;
#Hold down the Laser Fire Switch for 3 to 5 seconds&lt;br /&gt;
#Press L3 to open the HOG menu&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |To navigate through this menu you have to use the following controls:&lt;br /&gt;
*MMS FOV Narrow - Scroll Up&lt;br /&gt;
*MMS FOV Wide - Scroll Down&lt;br /&gt;
*MMS Point Track - Select&lt;br /&gt;
*MMS TV/TIS - Back&lt;br /&gt;
#Fill with the MFK the index you want the target point saved&lt;br /&gt;
#Fill the Target Quantity&lt;br /&gt;
#Fill the Target Type&lt;br /&gt;
#Fill the Artillery number&lt;br /&gt;
#If you need to modify previous data select modify, else you can finish the process by selecting Store.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Editing a Target Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R4, New Target point page&lt;br /&gt;
#*Data Entry Mode will be automatically activated&lt;br /&gt;
#*A cursor will appear at the L1 field&lt;br /&gt;
#Enter an existing target point ID. If done correctly, the position and altitude data will correlate to the one on the list.&lt;br /&gt;
#Enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#Enter a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the target point&lt;br /&gt;
#*Upon the creation of a valid target point, the page will autocomplete the next available target point slot in preparation for another target point to be created&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |A Target Point ID must be in the following formats:&lt;br /&gt;
*	#T&lt;br /&gt;
*	##T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Target Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R2 to enter Control Point List page&lt;br /&gt;
#Select R1, DEL TP&lt;br /&gt;
#*Data Entry Mode is activated and a cursor appears next to the bezel&lt;br /&gt;
#Enter a control point number between 0 and 99 to delete the waypoint at that index&lt;br /&gt;
&lt;br /&gt;
== Direct To Mode ==&lt;br /&gt;
=== Creating a Direct To Point ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select L1 to enter DIRTO Point page.&lt;br /&gt;
#Select L1 again to enter the Id of the desired created point or press enter to continue with a custom point.&lt;br /&gt;
#If it’s a custom point enter a valid UTM or LL position&lt;br /&gt;
#*When in LL mode, the Latitude is entered and L2 followed by the Longitude at L3&lt;br /&gt;
#If it’s a custom point a valid Elevation&lt;br /&gt;
#Select R5 STORE to update the waypoint&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; |When attempting to delete any navigation point, the system first checks whether it is part of a Battlefield Graphic or Route.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Route, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘RTE #’ indicating the Route using the navigation point.&lt;br /&gt;
&lt;br /&gt;
If the system finds that the navigation point is part of a Battlefield Graphic, the navigation point is not deleted, the Data Entry Mode is cancelled and the bezel text will display a flashing ‘BF ##’ indicating the Battlefield Graphic using the navigation point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
=== Creating a Route ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L1, L2 or L3 depending on the slot you want to create&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
#Press R5 when finished to go back to NAV Setup page&lt;br /&gt;
&lt;br /&gt;
=== Editing a Route ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select L1, L2 or L3 depending on the slot you want to create&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
#Press R5 when finished to go back to NAV Setup page&lt;br /&gt;
&lt;br /&gt;
=== Selecting a Route ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Continuously press R3 until the name of the desired route is on the screen.&lt;br /&gt;
&lt;br /&gt;
== Battlefield Graphics ==&lt;br /&gt;
=== Creating a Line Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R1 to create a line&lt;br /&gt;
#Fill the index you want to give the Line&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Editing a Line Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R1 to select a line&lt;br /&gt;
#Fill the index of the line you want to edit&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Deleting a Line Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select L3 to choose the drawing you want to delete&lt;br /&gt;
#Fill the index&lt;br /&gt;
&lt;br /&gt;
=== Creating an Area Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R2 to create a Area&lt;br /&gt;
#Fill the index you want to give the Area&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Editing an Area Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select R2 to select an Area&lt;br /&gt;
#Fill the index of the Area you want to edit&lt;br /&gt;
#Select R1 to change the name&lt;br /&gt;
#Select L1 and introduce a navigation point name&lt;br /&gt;
#*Repeat with all the legs you need&lt;br /&gt;
#To change an already created leg use CHG LEG on L4&lt;br /&gt;
#To delete an already created leg use DEL LEG on R4&lt;br /&gt;
#To create a leg between already created legs use INS LEG on L5&lt;br /&gt;
#To move from one leg to other use L2 and L3&lt;br /&gt;
&lt;br /&gt;
=== Deleting an Area Graphic ===&lt;br /&gt;
#Select B2 to activate the HSD&lt;br /&gt;
#Select R2 to enter NAV Setup page&lt;br /&gt;
#Select R1 to enter BFLD GRPH page&lt;br /&gt;
#Select L3 to choose the drawing you want to delete&lt;br /&gt;
#Fill the index&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Aviation&amp;diff=241</id>
		<title>Aviation</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Aviation&amp;diff=241"/>
		<updated>2024-06-15T13:28:29Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Startup ==&lt;br /&gt;
=== Before Engine Start ===&lt;br /&gt;
#Set Essential Bus Switch to START &lt;br /&gt;
#Set FADEC Circuit Breaker Switch to ON&lt;br /&gt;
#Set Ignition Circuit Breaker Switch to ON&lt;br /&gt;
#Turn Ignition Keylock Switch to ON position&lt;br /&gt;
#Set Battery 1 Switch to ON&lt;br /&gt;
#Pilot MFD, RFD, VSI and MPD will switch on&lt;br /&gt;
#Acknowledge Warning Cautions Advisories (WCA’s) as required by pressing the REC/ACK switch DOWN.&lt;br /&gt;
#Verify FADEC Auto/Manual Switch (on dash) is in AUTO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engine Start ===&lt;br /&gt;
*Advance Throttle to IDLE position&lt;br /&gt;
*The Start Switch must be activated within 60 seconds of advancing the throttle or the engine will not start. To reset, set Throttle to OFF and toggle the FADEC Circuit Breaker Switch OFF, then ON. Then restart the procedure.&lt;br /&gt;
*Hold Start Switch for two seconds then release&lt;br /&gt;
**Pilot MFD may flicker as voltage drops during start process&lt;br /&gt;
**Acknowledge cautions as necessary&lt;br /&gt;
*Wait for NG to stabilize between 63-65%&lt;br /&gt;
*DC Generator Switch – ON&lt;br /&gt;
*AC Generator Switch – ON&lt;br /&gt;
*Essential Bus Switch to RUN&lt;br /&gt;
*Fuel Boost Switch - ON&lt;br /&gt;
*Particle Separator Circuit Breaker – IN&lt;br /&gt;
*Advance Throttle to OPEN&lt;br /&gt;
**Acknowledge cautions as necessary&lt;br /&gt;
**Wait for TGT and RPM to stabilize&lt;br /&gt;
*Set MPD Selector Switch to display NR/NP&lt;br /&gt;
*Increase NP/NR to 100% using the RPM Trim Switch&lt;br /&gt;
**Increase until one amber chiclet is visible on the NR VSI&lt;br /&gt;
&lt;br /&gt;
=== ENGINE RUNUP — CPO/PILOT. ===&lt;br /&gt;
&lt;br /&gt;
#PC DTS-V — Mission load as required.&lt;br /&gt;
#NAV align — Initiate as required.&lt;br /&gt;
#ASE — Switches on as required.&lt;br /&gt;
#Avionics — Configure as required:&lt;br /&gt;
#*Communication radios — Check; program frequencies, configure secure equipment, and configure frequency hopping equipment.&lt;br /&gt;
#*Transponder — Program and check.&lt;br /&gt;
#MMS startup checks — Complete as required.&lt;br /&gt;
#Navigation systems — Configure as required.&lt;br /&gt;
#*Waypoints, control points, and targets — Check/load.&lt;br /&gt;
#*Routes — Check/construct.&lt;br /&gt;
#*Battlefield graphics — Check/construct.&lt;br /&gt;
#*HSD−, HSD+, and RMS — As required.&lt;br /&gt;
#IDM — Initialize as required.&lt;br /&gt;
#Weapons systems — Initialize and check as required.&lt;br /&gt;
#ASE — Check as required.&lt;br /&gt;
#Set CI PWR switch to ON.&lt;br /&gt;
#Verify CI Status alphanumeric display and indicators briefly light.&lt;br /&gt;
#Verify CI software version number briefly displays. Message COMM FAIL is displayed on CI at CMWS power cycle for approximately 30 seconds - this is normal.&lt;br /&gt;
#Verify “A-A-R 57 Self Test” voice alert is heard at start of SBIT over ICS and CI displays BIT I/P.&lt;br /&gt;
#(Ground only) Verify &amp;quot;SEQ LOAD&amp;quot; flashes &amp;quot;SEQ XXXX&amp;quot; for approximately two minutes. (Only if Sequencer OFP is being updated.)&lt;br /&gt;
#After one second, verify four CI quadrant indicators simultaneously flash twice.&lt;br /&gt;
#If SYS PASS message appears, system is mission capable.&lt;br /&gt;
#L2MUM — Startup system as required.&lt;br /&gt;
#*CPO LWCMFD INIT Button — Press.&lt;br /&gt;
#*L2MUM Circuit Breaker Switch — L2MUM (ON). &lt;br /&gt;
&lt;br /&gt;
== Shutdown ==&lt;br /&gt;
=== ENGINE SHUTDOWN. ===&lt;br /&gt;
#*Flight controls — Cyclic centered, pedals neutral, collective down.&lt;br /&gt;
#*FORCE TRIM switch — FORCE TRIM.&lt;br /&gt;
#*Present position — Store or record as required.&lt;br /&gt;
#*MMS — OFF.&lt;br /&gt;
#*Throttle — Reduce to idle for two minutes.&lt;br /&gt;
#*BATT 1 — Check as follows:&lt;br /&gt;
#*MPD SEL — Select RECT LD% – S GEN LD%.&lt;br /&gt;
#*BATT 1 switch — OFF.&lt;br /&gt;
#*MPD — Check S GEN LD% and note indication.&lt;br /&gt;
#*BATT 1 switch — BATT 1. Check S GEN LD% increase should not exceed 10%.&lt;br /&gt;
#AC GEN switch — OFF.&lt;br /&gt;
#FUEL BOOST switch — OFF.&lt;br /&gt;
#ASE — Off as follows:&lt;br /&gt;
#RADAR WARN switch — WARN (OFF).&lt;br /&gt;
#IFF circuit breaker switch – OFF.&lt;br /&gt;
#Standby attitude indicator — Caged.&lt;br /&gt;
#SCAS PWR — OFF.&lt;br /&gt;
#PC DTS-V — Mission store as desired.&lt;br /&gt;
#FADEC MONITOR and ENGINE HISTORY pages — Check and record faults or values that exceed limitations.&lt;br /&gt;
#Throttle — Closed and monitor TGT.&lt;br /&gt;
#Overhead switches — Set; off except battery, required lights, and the following:&lt;br /&gt;
#*ESNTL BUS switch — START when NG is less than 10%.&lt;br /&gt;
#*COMPT BLWR switch — AUTO.&lt;br /&gt;
#*FADEC switch – FADEC.&lt;br /&gt;
#*PART SEP circuit breaker — OUT.&lt;br /&gt;
#Battery and light switches — OFF, when main rotor blades stop turning.&lt;br /&gt;
#Ignition keylock switch — OFF, remove key as required. &lt;br /&gt;
&lt;br /&gt;
== FADEC &amp;amp; Engine Management ==&lt;br /&gt;
=== Switching to FADEC Manual mode ===&lt;br /&gt;
=== MPD Bit Operation ===&lt;br /&gt;
&lt;br /&gt;
#Move MPD BIT Switch to BIT&lt;br /&gt;
#Verify WRN indicator illuminates&lt;br /&gt;
#On the right-side boxes “PN” followed by numbers displays&lt;br /&gt;
#Wait for 5 seconds&lt;br /&gt;
#On the right-side boxes “ERR” followed by a digit if any error happened&lt;br /&gt;
&lt;br /&gt;
== Warnings, Cautions, Advisories ==&lt;br /&gt;
=== Acknowledgement and Recall of Cautions and Advisories ===&lt;br /&gt;
&lt;br /&gt;
Pressing the REC/ACK switch to the ACK position will delete the message from the screen.&lt;br /&gt;
&lt;br /&gt;
[[file:proc_rec_ack_switch.png|200px]]&lt;br /&gt;
 &lt;br /&gt;
When an advisory has been acknowledged, it will stay in memory as long as the advisory condition exists. &lt;br /&gt;
&lt;br /&gt;
Pressing the switch to the REC position will return any stored caution or advisory messages to the display, up to a total of five cautions and advisories.&lt;br /&gt;
&lt;br /&gt;
If more than five messages are active at one time, only five messages will be displayed plus a note of how many more messages are yet to be displayed.&lt;br /&gt;
&lt;br /&gt;
[[file:fadec_mfd.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The total number of active advisories is displayed to the right of the letter A at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;font-style: italic;&amp;quot; | When a warning condition occurs, the warning is displayed, accompanied by a warning audio. The FADEC FAIL warning consists of a high/low tone. &lt;br /&gt;
&lt;br /&gt;
The LOW RPM ROTOR warning consists of a continuous whoop. &lt;br /&gt;
&lt;br /&gt;
The audio signal for all other warnings is a continuous three “bongs” per second.&lt;br /&gt;
&lt;br /&gt;
The audio signal can be silenced by moving the REC/ACK (recall/acknowledge) switch on the MFK to the ACK position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Full list of Warnings Cautions &amp;amp; Advisories is included in the Appendix&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;INFO&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-style: italic; | Aircraft Caution, Warning, and Advisory messages will not display on the CPO (left) LWCMFD while in the L2MUM mode.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Aviation&amp;diff=240</id>
		<title>Aviation</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Aviation&amp;diff=240"/>
		<updated>2024-06-15T13:09:19Z</updated>

		<summary type="html">&lt;p&gt;Gadget: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Startup ==&lt;br /&gt;
=== Before Engine Start ===&lt;br /&gt;
#Set Essential Bus Switch to START &lt;br /&gt;
#Set FADEC Circuit Breaker Switch to ON&lt;br /&gt;
#Set Ignition Circuit Breaker Switch to ON&lt;br /&gt;
#Turn Ignition Keylock Switch to ON position&lt;br /&gt;
#Set Battery 1 Switch to ON&lt;br /&gt;
#Pilot MFD, RFD, VSI and MPD will switch on&lt;br /&gt;
#Acknowledge Warning Cautions Advisories (WCA’s) as required by pressing the REC/ACK switch DOWN.&lt;br /&gt;
#Verify FADEC Auto/Manual Switch (on dash) is in AUTO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engine Start ===&lt;br /&gt;
*Advance Throttle to IDLE position&lt;br /&gt;
*The Start Switch must be activated within 60 seconds of advancing the throttle or the engine will not start. To reset, set Throttle to OFF and toggle the FADEC Circuit Breaker Switch OFF, then ON. Then restart the procedure.&lt;br /&gt;
*Hold Start Switch for two seconds then release&lt;br /&gt;
**Pilot MFD may flicker as voltage drops during start process&lt;br /&gt;
**Acknowledge cautions as necessary&lt;br /&gt;
*Wait for NG to stabilize between 63-65%&lt;br /&gt;
*DC Generator Switch – ON&lt;br /&gt;
*AC Generator Switch – ON&lt;br /&gt;
*Essential Bus Switch to RUN&lt;br /&gt;
*Fuel Boost Switch - ON&lt;br /&gt;
*Particle Separator Circuit Breaker – IN&lt;br /&gt;
*Advance Throttle to OPEN&lt;br /&gt;
**Acknowledge cautions as necessary&lt;br /&gt;
**Wait for TGT and RPM to stabilize&lt;br /&gt;
*Set MPD Selector Switch to display NR/NP&lt;br /&gt;
*Increase NP/NR to 100% using the RPM Trim Switch&lt;br /&gt;
**Increase until one amber chiclet is visible on the NR VSI&lt;br /&gt;
&lt;br /&gt;
=== ENGINE RUNUP — CPO/PILOT. ===&lt;br /&gt;
&lt;br /&gt;
#PC DTS-V — Mission load as required.&lt;br /&gt;
#NAV align — Initiate as required.&lt;br /&gt;
#ASE — Switches on as required.&lt;br /&gt;
#Avionics — Configure as required:&lt;br /&gt;
#*Communication radios — Check; program frequencies, configure secure equipment, and configure frequency hopping equipment.&lt;br /&gt;
#*Transponder — Program and check.&lt;br /&gt;
#MMS startup checks — Complete as required.&lt;br /&gt;
#Navigation systems — Configure as required.&lt;br /&gt;
#*Waypoints, control points, and targets — Check/load.&lt;br /&gt;
#*Routes — Check/construct.&lt;br /&gt;
#*Battlefield graphics — Check/construct.&lt;br /&gt;
#*HSD−, HSD+, and RMS — As required.&lt;br /&gt;
#IDM — Initialize as required.&lt;br /&gt;
#Weapons systems — Initialize and check as required.&lt;br /&gt;
#ASE — Check as required.&lt;br /&gt;
#Set CI PWR switch to ON.&lt;br /&gt;
#Verify CI Status alphanumeric display and indicators briefly light.&lt;br /&gt;
#Verify CI software version number briefly displays. Message COMM FAIL is displayed on CI at CMWS power cycle for approximately 30 seconds - this is normal.&lt;br /&gt;
#Verify “A-A-R 57 Self Test” voice alert is heard at start of SBIT over ICS and CI displays BIT I/P.&lt;br /&gt;
#(Ground only) Verify &amp;quot;SEQ LOAD&amp;quot; flashes &amp;quot;SEQ XXXX&amp;quot; for approximately two minutes. (Only if Sequencer OFP is being updated.)&lt;br /&gt;
#After one second, verify four CI quadrant indicators simultaneously flash twice.&lt;br /&gt;
#If SYS PASS message appears, system is mission capable.&lt;br /&gt;
#L2MUM — Startup system as required.&lt;br /&gt;
#*CPO LWCMFD INIT Button — Press.&lt;br /&gt;
#*L2MUM Circuit Breaker Switch — L2MUM (ON). &lt;br /&gt;
&lt;br /&gt;
== Shutdown ==&lt;br /&gt;
=== ENGINE SHUTDOWN. ===&lt;br /&gt;
#*Flight controls — Cyclic centered, pedals neutral, collective down.&lt;br /&gt;
#*FORCE TRIM switch — FORCE TRIM.&lt;br /&gt;
#*Present position — Store or record as required.&lt;br /&gt;
#*MMS — OFF.&lt;br /&gt;
#*Throttle — Reduce to idle for two minutes.&lt;br /&gt;
#*BATT 1 — Check as follows:&lt;br /&gt;
#*MPD SEL — Select RECT LD% – S GEN LD%.&lt;br /&gt;
#*BATT 1 switch — OFF.&lt;br /&gt;
#*MPD — Check S GEN LD% and note indication.&lt;br /&gt;
#*BATT 1 switch — BATT 1. Check S GEN LD% increase should not exceed 10%.&lt;br /&gt;
#AC GEN switch — OFF.&lt;br /&gt;
#FUEL BOOST switch — OFF.&lt;br /&gt;
#ASE — Off as follows:&lt;br /&gt;
#RADAR WARN switch — WARN (OFF).&lt;br /&gt;
#IFF circuit breaker switch – OFF.&lt;br /&gt;
#Standby attitude indicator — Caged.&lt;br /&gt;
#SCAS PWR — OFF.&lt;br /&gt;
#PC DTS-V — Mission store as desired.&lt;br /&gt;
#FADEC MONITOR and ENGINE HISTORY pages — Check and record faults or values that exceed limitations.&lt;br /&gt;
#Throttle — Closed and monitor TGT.&lt;br /&gt;
#Overhead switches — Set; off except battery, required lights, and the following:&lt;br /&gt;
#*ESNTL BUS switch — START when NG is less than 10%.&lt;br /&gt;
#*COMPT BLWR switch — AUTO.&lt;br /&gt;
#*FADEC switch – FADEC.&lt;br /&gt;
#*PART SEP circuit breaker — OUT.&lt;br /&gt;
#Battery and light switches — OFF, when main rotor blades stop turning.&lt;br /&gt;
#Ignition keylock switch — OFF, remove key as required. &lt;br /&gt;
&lt;br /&gt;
== FADEC &amp;amp; Engine Management ==&lt;br /&gt;
=== Switching to FADEC Manual mode ===&lt;br /&gt;
=== MPD Bit Operation ===&lt;br /&gt;
&lt;br /&gt;
#Move MPD BIT Switch to BIT&lt;br /&gt;
#Verify WRN indicator illuminates&lt;br /&gt;
#On the right-side boxes “PN” followed by numbers displays&lt;br /&gt;
#Wait for 5 seconds&lt;br /&gt;
#On the right-side boxes “ERR” followed by a digit if any error happened&lt;br /&gt;
&lt;br /&gt;
== Warnings, Cautions, Advisories ==&lt;br /&gt;
=== Acknowledgement and Recall of Cautions and Advisories ===&lt;br /&gt;
&lt;br /&gt;
Pressing the REC/ACK switch to the ACK position will delete the message from the screen.&lt;br /&gt;
&lt;br /&gt;
[[file:proc_rec_ack_switch.png|200px]]&lt;br /&gt;
 &lt;br /&gt;
When an advisory has been acknowledged, it will stay in memory as long as the advisory condition exists. &lt;br /&gt;
&lt;br /&gt;
Pressing the switch to the REC position will return any stored caution or advisory messages to the display, up to a total of five cautions and advisories.&lt;br /&gt;
&lt;br /&gt;
If more than five messages are active at one time, only five messages will be displayed plus a note of how many more messages are yet to be displayed.&lt;br /&gt;
&lt;br /&gt;
[[file:fadec_mfd.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The total number of active advisories is displayed to the right of the letter A at the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFO:&#039;&#039;&#039;&lt;br /&gt;
When a warning condition occurs, the warning is displayed, accompanied by a warning audio. The FADEC FAIL warning consists of a high/low tone. &lt;br /&gt;
&lt;br /&gt;
The LOW RPM ROTOR warning consists of a continuous whoop. &lt;br /&gt;
&lt;br /&gt;
The audio signal for all other warnings is a continuous three “bongs” per second.&lt;br /&gt;
&lt;br /&gt;
The audio signal can be silenced by moving the REC/ACK (recall/acknowledge) switch on the MFK to the ACK position&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Full list of Warnings Cautions &amp;amp; Advisories is included in the Appendix&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFO:&#039;&#039;&#039;&lt;br /&gt;
Aircraft Caution, Warning, and Advisory messages will not display on the CPO (left) LWCMFD while in the L2MUM mode.&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
	<entry>
		<id>https://wiki.polychop-simulations.com/index.php?title=Aviation&amp;diff=239</id>
		<title>Aviation</title>
		<link rel="alternate" type="text/html" href="https://wiki.polychop-simulations.com/index.php?title=Aviation&amp;diff=239"/>
		<updated>2024-06-15T13:05:18Z</updated>

		<summary type="html">&lt;p&gt;Gadget: /* Acknowledgement and Recall of Cautions and Advisories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Startup ==&lt;br /&gt;
=== Before Engine Start ===&lt;br /&gt;
#Set Essential Bus Switch to START &lt;br /&gt;
#Set FADEC Circuit Breaker Switch to ON&lt;br /&gt;
#Set Ignition Circuit Breaker Switch to ON&lt;br /&gt;
#Turn Ignition Keylock Switch to ON position&lt;br /&gt;
#Set Battery 1 Switch to ON&lt;br /&gt;
#Pilot MFD, RFD, VSI and MPD will switch on&lt;br /&gt;
#Acknowledge Warning Cautions Advisories (WCA’s) as required by pressing the REC/ACK switch DOWN.&lt;br /&gt;
#Verify FADEC Auto/Manual Switch (on dash) is in AUTO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engine Start ===&lt;br /&gt;
*Advance Throttle to IDLE position&lt;br /&gt;
*The Start Switch must be activated within 60 seconds of advancing the throttle or the engine will not start. To reset, set Throttle to OFF and toggle the FADEC Circuit Breaker Switch OFF, then ON. Then restart the procedure.&lt;br /&gt;
*Hold Start Switch for two seconds then release&lt;br /&gt;
**Pilot MFD may flicker as voltage drops during start process&lt;br /&gt;
**Acknowledge cautions as necessary&lt;br /&gt;
*Wait for NG to stabilize between 63-65%&lt;br /&gt;
*DC Generator Switch – ON&lt;br /&gt;
*AC Generator Switch – ON&lt;br /&gt;
*Essential Bus Switch to RUN&lt;br /&gt;
*Fuel Boost Switch - ON&lt;br /&gt;
*Particle Separator Circuit Breaker – IN&lt;br /&gt;
*Advance Throttle to OPEN&lt;br /&gt;
**Acknowledge cautions as necessary&lt;br /&gt;
**Wait for TGT and RPM to stabilize&lt;br /&gt;
*Set MPD Selector Switch to display NR/NP&lt;br /&gt;
*Increase NP/NR to 100% using the RPM Trim Switch&lt;br /&gt;
**Increase until one amber chiclet is visible on the NR VSI&lt;br /&gt;
&lt;br /&gt;
=== ENGINE RUNUP — CPO/PILOT. ===&lt;br /&gt;
&lt;br /&gt;
#PC DTS-V — Mission load as required.&lt;br /&gt;
#NAV align — Initiate as required.&lt;br /&gt;
#ASE — Switches on as required.&lt;br /&gt;
#Avionics — Configure as required:&lt;br /&gt;
#*Communication radios — Check; program frequencies, configure secure equipment, and configure frequency hopping equipment.&lt;br /&gt;
#*Transponder — Program and check.&lt;br /&gt;
#MMS startup checks — Complete as required.&lt;br /&gt;
#Navigation systems — Configure as required.&lt;br /&gt;
#*Waypoints, control points, and targets — Check/load.&lt;br /&gt;
#*Routes — Check/construct.&lt;br /&gt;
#*Battlefield graphics — Check/construct.&lt;br /&gt;
#*HSD−, HSD+, and RMS — As required.&lt;br /&gt;
#IDM — Initialize as required.&lt;br /&gt;
#Weapons systems — Initialize and check as required.&lt;br /&gt;
#ASE — Check as required.&lt;br /&gt;
#Set CI PWR switch to ON.&lt;br /&gt;
#Verify CI Status alphanumeric display and indicators briefly light.&lt;br /&gt;
#Verify CI software version number briefly displays. Message COMM FAIL is displayed on CI at CMWS power cycle for approximately 30 seconds - this is normal.&lt;br /&gt;
#Verify “A-A-R 57 Self Test” voice alert is heard at start of SBIT over ICS and CI displays BIT I/P.&lt;br /&gt;
#(Ground only) Verify &amp;quot;SEQ LOAD&amp;quot; flashes &amp;quot;SEQ XXXX&amp;quot; for approximately two minutes. (Only if Sequencer OFP is being updated.)&lt;br /&gt;
#After one second, verify four CI quadrant indicators simultaneously flash twice.&lt;br /&gt;
#If SYS PASS message appears, system is mission capable.&lt;br /&gt;
#L2MUM — Startup system as required.&lt;br /&gt;
#*CPO LWCMFD INIT Button — Press.&lt;br /&gt;
#*L2MUM Circuit Breaker Switch — L2MUM (ON). &lt;br /&gt;
&lt;br /&gt;
== Shutdown ==&lt;br /&gt;
=== ENGINE SHUTDOWN. ===&lt;br /&gt;
#*Flight controls — Cyclic centered, pedals neutral, collective down.&lt;br /&gt;
#*FORCE TRIM switch — FORCE TRIM.&lt;br /&gt;
#*Present position — Store or record as required.&lt;br /&gt;
#*MMS — OFF.&lt;br /&gt;
#*Throttle — Reduce to idle for two minutes.&lt;br /&gt;
#*BATT 1 — Check as follows:&lt;br /&gt;
#*MPD SEL — Select RECT LD% – S GEN LD%.&lt;br /&gt;
#*BATT 1 switch — OFF.&lt;br /&gt;
#*MPD — Check S GEN LD% and note indication.&lt;br /&gt;
#*BATT 1 switch — BATT 1. Check S GEN LD% increase should not exceed 10%.&lt;br /&gt;
#AC GEN switch — OFF.&lt;br /&gt;
#FUEL BOOST switch — OFF.&lt;br /&gt;
#ASE — Off as follows:&lt;br /&gt;
#RADAR WARN switch — WARN (OFF).&lt;br /&gt;
#IFF circuit breaker switch – OFF.&lt;br /&gt;
#Standby attitude indicator — Caged.&lt;br /&gt;
#SCAS PWR — OFF.&lt;br /&gt;
#PC DTS-V — Mission store as desired.&lt;br /&gt;
#FADEC MONITOR and ENGINE HISTORY pages — Check and record faults or values that exceed limitations.&lt;br /&gt;
#Throttle — Closed and monitor TGT.&lt;br /&gt;
#Overhead switches — Set; off except battery, required lights, and the following:&lt;br /&gt;
#*ESNTL BUS switch — START when NG is less than 10%.&lt;br /&gt;
#*COMPT BLWR switch — AUTO.&lt;br /&gt;
#*FADEC switch – FADEC.&lt;br /&gt;
#*PART SEP circuit breaker — OUT.&lt;br /&gt;
#Battery and light switches — OFF, when main rotor blades stop turning.&lt;br /&gt;
#Ignition keylock switch — OFF, remove key as required. &lt;br /&gt;
&lt;br /&gt;
== FADEC &amp;amp; Engine Management ==&lt;br /&gt;
=== Switching to FADEC Manual mode ===&lt;br /&gt;
=== MPD Bit Operation ===&lt;br /&gt;
&lt;br /&gt;
#Move MPD BIT Switch to BIT&lt;br /&gt;
#Verify WRN indicator illuminates&lt;br /&gt;
#On the right-side boxes “PN” followed by numbers displays&lt;br /&gt;
#Wait for 5 seconds&lt;br /&gt;
#On the right-side boxes “ERR” followed by a digit if any error happened&lt;br /&gt;
&lt;br /&gt;
== Warnings, Cautions, Advisories ==&lt;br /&gt;
=== Acknowledgement and Recall of Cautions and Advisories ===&lt;br /&gt;
&lt;br /&gt;
Pressing the REC/ACK switch to the ACK position will delete the message from the screen.&lt;br /&gt;
&lt;br /&gt;
[[file:proc_rec_ack_switch.png|200px]]&lt;br /&gt;
 &lt;br /&gt;
When an advisory has been acknowledged, it will stay in memory as long as the advisory condition exists. &lt;br /&gt;
&lt;br /&gt;
Pressing the switch to the REC position will return any stored caution or advisory messages to the display, up to a total of five cautions and advisories.&lt;br /&gt;
&lt;br /&gt;
If more than five messages are active at one time, only five messages will be displayed plus a note of how many more messages are yet to be displayed.&lt;br /&gt;
&lt;br /&gt;
[[file:fadec_mfd.jpg|600px]]&lt;/div&gt;</summary>
		<author><name>Gadget</name></author>
	</entry>
</feed>